











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Items Vault 1.7.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Halfling |
Class | Sun Paladin (Avatar of a Distant Sun) |
Level / Exp | 50 / 2248% |
Size | small |
Lifes / Deaths | Killed by Velywyn the elven tempest at level 12 on the 7th Flare 122nd year of Ascendancy at 17:46 1 / 7Killed by armoured skeleton warrior at level 29 on the 9th Haze 122nd year of Ascendancy at 11:01 Killed by Betayavea the spitting spider at level 32 on the 3rd Decay 122nd year of Ascendancy at 03:50 Killed by Ce'Nelenn the cave troll at level 35 on the 71st Regrowth 123rd year of Ascendancy at 02:06 Killed by Xerodath the orc necromancer at level 39 on the 2nd Pyre 123rd year of Ascendancy at 15:05 Killed by Vor, Grand Geomancer of the Pride at level 44 on the 42nd Pyre 123rd year of Ascendancy at 11:25 Killed by Second Son at level 50 on the 71st Haze 123rd year of Ascendancy at 18:09 |
Primary Stats
Strength | 109 (base 60) |
Dexterity | 77 (base 43) |
Constitution | 47 (base 25) |
Magic | 138 (base 58) |
Willpower | 42 (base 9) |
Cunning | 82 (base 37) |
Resources
Life | 1388/1592 |
Mana | 508/653 |
Stamina | 227/327 |
Positive | 58/197 |
Healing Factor | 1.2623364354647 |
Regeneration | 0.31558410886615 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +25% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 11 |
Offense: Mainhand
Damage | 139 |
Accuracy | 68 |
Crit Chance | 62% |
APR | 6 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 96 |
Crit Chance | 70% |
Speed | 1 |
Offense: Mind
Mindpower | 40 |
Crit Chance | 32% |
Speed | 1 |
Offense: Damage Bonus
Acid | +36% |
Lightning | +51% |
Light | +179% |
Darkness | +51% |
Blight | +91% |
Physical | +37% |
Fire | +27% |
All | +27% |
Offense: Damage Penetration
Darkness | +55% |
Light | +111% |
Temporal | +30% |
Arcane | +50% |
Lightning | +30% |
All | +25% |
Defense: Base
Armour (hardiness) | 69.660459763366 (46.65183292883%) |
Defense | 87 |
Ranged Defense | 87 |
Fatigue | 7 |
Physical Save | 55 |
Spell Save | 60 |
Mental Save | 50 |
Defense: Resistances
Acid | + 44%( 70%) |
Blight | + 70%( 70%) |
Arcane | + 39%( 70%) |
Cold | + 42%( 70%) |
All | + 32%( 70%) |
Darkness | + 75%( 75%) |
Light | + 85%( 85%) |
Temporal | + 53%( 70%) |
Physical | + 51%( 70%) |
Lightning | + 48%( 70%) |
Fire | + 57%( 70%) |
Nature | + 42%( 70%) |
Defense: Immunities
Silence Resistance | 71% |
Confusion Resistance | 66% |
Instadeath Resistance | 100% |
Stun Resistance | 100% |
Poison Resistance | 0% |
Blind Resistance | 54% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 790 damage for 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 25% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 38 up to 6 times. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1105% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
Celestial / Guardian | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Celestial / Sun | 1.50 |
| 4/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.50 |
| 5/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Technique / Two-handed assault | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Radiance | 1.50 |
| 3/5 |
| 4/5 |
| 3/5 |
| 3/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 4/5 |
| 3/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Celestial / Chants | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 2/5 |
Celestial / Light | 1.50 |
| 4/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 3/5 |
| 5/5 |
| 2/5 |
Spell / Staff combat | 1.20 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Neryldanne the orc necromancer. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the lost warrior from death by Saluwyn the skeleton warrior. Escort: lost warrior (level 7 of Dreadfell) | failed |
You failed to protect the lost warrior from death by Glawe the skeleton warrior. Escort: lost warrior (level 8 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the worried loremaster from death by Arewen the elder vampire. Escort: worried loremaster (level 4 of Dreadfell) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished 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 |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * 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. * The fortress shadow has asked that you come back as soon as possible. * 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: 392. | 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 |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope has completed an elixir of foundations without your aid. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You 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. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 Encumbrance T5 feet armor [Random Unique] Arcane While equipped: Stats +10 Mag +2 Cun +4 Con offense ------ Spellpower +7 (+1 eff.) Move Speed +25% Damage +9% acid +16% blight Ignore resists +15% darkness defense ------ Armor +5 Fatigue +4% Disease Resist +35% Silence Resist +50% Confus Resist +46% Stun Resist +46% other ------- Mana/turn +0.12 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 Encumbrance T5 lite [Rare] Nature While equipped: offense ------ Critical power +10.00% Spellpower +25 (+5 eff.) Spellpower/crit +6 Damage +12% blight Ignore resists +26% light defense ------ Mind save +6 (+2 eff.) Life +70.00 Silence Resist +21% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Mana/turn +0.20 Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: Stats +11 Str +8 Dex +5 Mag +13 Wil offense ------ Physical Power +9 (+2 eff.) Spellpower +20 (+4 eff.) Spellpower/crit +8 defense ------ Armor +5 Fatigue +5% Resistance +15% blight +15% physical Physical save +12 (+4 eff.) Mind save +13 (+5 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 913.5 Physical damage. If the attack hits, the target is confused (43% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
On hands | ![]() 1.5 Encumbrance T5 hands armor [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag offense ------ Physical Crit +10.0% Spell Crit +10% Critical power +50.00% Damage +10% physical defense ------ Armor +6 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Tool | ![]() 2.0 Encumbrance T4 torque charm [Rare] Psionic While equipped: Stats +11 Str +4 Con offense ------ Physical Crit +4.0% defense ------ Armor +14 Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Blast the opponent's mind dealing 470 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to gain a 34% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck defense ------ Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+4 eff.) Unlife -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Mag +8 Wil +8 Cun offense ------ Spellpower +9 (+2 eff.) Damage +18% light +9% lightning Ignore resists +25% arcane When Hit 6 lightning defense ------ Defense +16 (+4 eff.) Resistance +36% light +9% lightning Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T4 amulet jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +5% Spellpower +8 (+2 eff.) Damage +8% light +8% darkness Ignore resists +15% light +15% darkness defense ------ Resistance +10% light +10% darkness Max Resistance +5% light +5% darkness All your damage is converted and split into light and darkness. Circle of Sanctity: (Instant) Effective talent level: 3.6 Power cost 30 out of 43/60. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 79 light damage to everyone else who enters. The circle lasts 5 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
In main hand | ![]() 5.0 Encumbrance T5 staff 2H weapon [Random Unique] Arcane Weapon Damage 42.0 - 50.4 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +4 Mag +2 Wil offense ------ Spell Crit +5% Critical power +15.00% Spellpower +29 (+5 eff.) Damage +15% lightning +42% light Ignore resists +5% lightning defense ------ Armor +7 Hardiness +11% Physical save +9 (+3 eff.) other ------- Max mana +99.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Around waist | ![]() 1.0 Encumbrance T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil defense ------ Resistance +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Physical save +15 (+5 eff.) Spell save +15 (+4 eff.) Mind save +15 (+5 eff.) Confus Resist +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
In off hand | ![]() 7.0 Encumbrance T5 shield armor [Random Unique] Arcane/Master When used to Attack: Weapon Damage 67.5 - 81.0 Physical Uses 100% Str Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +5.0% Block +235 On-hit +4 acid +16 light +18 darkness On-Hit, radius 1 +4 physical While equipped: Stats +10 Str +12 Dex +10 Mag +11 Cun offense ------ Damage +20% light +16% darkness Accuracy +24 (+6 eff.) defense ------ Armor +26 Fatigue +8% Resistance +3% acid +2% physical +18% light +22% fire +20% darkness other ------- Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 Encumbrance T5 cloak armor [Unique] Arcane While equipped: Stats +10 Cun +10 Mag offense ------ Spellpower +20 (+4 eff.) Damage +25% light When Hit 30 blinding light defense ------ Defense +15 (+3 eff.) Resistance +30% light +30% darkness Max Resistance +10% light Category Bonus +0.20 Celestial This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. |
Main armor | ![]() 2.0 Encumbrance T5 cloth armor [Random Unique] Arcane While equipped: Stats +9 Mag offense ------ Spell Crit +6% Spellpower +19 (+4 eff.) Damage +36% blight +30% light +20% all Ignore resists +5% temporal defense ------ Armor +7 Defense +8 (+2 eff.) Resistance +15% temporal +15% darkness +39% blight +13% light +15% all Crit Resistance 15.00% Spell save +30 (+8 eff.) Life +63.00 other ------- Light +4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 326 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 728% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 983% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 372 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 20% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 30% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 36% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and mental effect and reduce all damage taken by 36% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 26% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 538 damage for 6 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 619 damage for 4 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 35 up to 3 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance T5 amulet jewelry [Unique] Arcane While equipped: offense ------ Spellpower +12 (+2 eff.) Damage +12% cold When Hit 10 cold defense ------ Resistance +25% cold Pierce Iceblocks +20% Stun Resist +30% other ------- Talents +2 Shivgoroth Form Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Master While equipped: Stats +4 Dex +5 Cun +5 Con offense ------ Move Speed +10% On-Hit (Melee): * 20 arcane resource burn * 10% chance to reduce armor by 49% defense ------ Fatigue -4% Resistance +3% fire +5% arcane +3% light Unlife -40.00 life Life Regen +3.00 other ------- Stamina/turn +0.30 Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Master While equipped: Stats +4 Wil offense ------ Physical Power +5 (+1 eff.) Combat Speed +10% Damage +12% mind +18% temporal +6% light +7% physical Ignore resists +10% temporal When Hit 4 temporal other ------- Light +2 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Arcane While equipped: Stats +3 Mag Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +5 Str offense ------ Ignore resists +20% cold defense ------ Unlife -40.00 life Blind Resist +20% Cut Resist +20% Disarm Resist +10% Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +3 Mag defense ------ Resistance +12% fire +10% cold Amulets make your neck look great! |
![]() 1.0 Encumbrance orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +9 Cun +2 Con offense ------ Physical Power +15 (+3 eff.) Spellpower +14 (+3 eff.) Mindpower +15 (+5 eff.) Ignore resists +15% arcane When Hit 2 physical On-Hit (Melee): * 24% chance to reduce armor by 49% defense ------ Armor +8 Defense +18 (+4 eff.) Resistance +22% acid +4% physical +28% fire +30% cold +30% lightning Life +41.00 Disarm Resist +45% Pinning Resist +45% Knockbk Resist +43% Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +10 Dex +4 Wil +10 Cun offense ------ Spell Crit +6% Spellpower +10 (+2 eff.) Spellpower/crit +6 Damage +18% lightning +3% blight +20% nature +12% arcane Accuracy +15 (+4 eff.) defense ------ Resistance +36% lightning +40% nature Life +93.00 Life Regen +18.00 Healmod +20% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Rare] Master While equipped: Stats +4 Cun +9 Wil offense ------ Mind Crit +8% Critical power +20.00% When Hit 6 mind defense ------ Life Regen +8.00 Stun Resist +41% other ------- Light +3 Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Unique] Master While equipped: offense ------ Physical Power +10 (+2 eff.) Damage +8% physical Accuracy +10 (+3 eff.) defense ------ Armor +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Physical save +45 (+12 eff.) Confus Resist +50% other ------- Max mana -40.00 Max stamina +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
![]() 0.1 Encumbrance T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil offense ------ Mindpower +12 (+4 eff.) defense ------ Resistance +25% mind Mind save +20 (+7 eff.) Confus Resist +40% other ------- Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism On Mind Hit: 10% Mental Refresh level 1 When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Mental Shielding: (Instant) Effective talent level: 2.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Mag offense ------ Spell Crit +1% Critical power +15.00% Damage +20% lightning +18% mind +9% nature Ignore resists +15% blight When Hit 4 nature defense ------ Resistance +15% blight +40% lightning +15% nature +18% mind Physical save +18 (+5 eff.) Spell save +18 (+5 eff.) Mind save +17 (+6 eff.) Poison Resist +30% Disease Resist +30% other ------- Mana-on-crit +1.00 Max vim +30.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +11% nature defense ------ Defense +5 (+1 eff.) Resistance +22% nature Crit Resistance 15.00% Unlife -20.00 life Cut Resist +20% other ------- See Invis +3 Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: offense ------ Critical power +15.00% defense ------ Resistance +3% blight +4% physical Mind save +12 (+4 eff.) Unlife -40.00 life Life +28.00 Disarm Resist +31% Pinning Resist +38% Knockbk Resist +32% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: offense ------ Damage +9% light +18% lightning Ignore resists +20% arcane When Hit 4 arcane 6 light defense ------ Resistance +9% light Life Regen +4.00 Stun Resist +32% other ------- Light +3 Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego] Master While equipped: Stats +4 Cun defense ------ Defense +8 (+2 eff.) Life Regen +2.00 Stun Resist +26% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: Stats +2 Con defense ------ Spell save +11 (+3 eff.) Life Regen +1.00 Stun Resist +21% other ------- Max stamina +11.00 Rings make your fingers look great! |
![]() 3.0 Encumbrance T5 battleaxe 2H weapon [Ego+] Arcane/Master Weapon Damage 75.0 - 112.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% On-hit +27 blight On Hit: 20% Epidemic level 5 On Hit: * 24% chance to reduce strength, dexterity, and constitution by 38 While equipped: defense ------ Disease Resist +49% Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T5 battleaxe 2H weapon [Normal] Weapon Damage 57.0 - 85.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% Massive two-handed battleaxes. |
![]() 1.0 Encumbrance T5 dagger 1H weapon [Random Unique] Arcane/Master Weapon Damage 52.0 - 67.6 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +15.0% Attack Speed 100% Ignore Shields +30% On-hit +30 cold On-Hit, radius 1 +16 lightning On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +2 Dex offense ------ Physical Crit +15.0% Physical Power +5 (+1 eff.) Accuracy +10 (+3 eff.) defense ------ Defense +10 (+2 eff.) Crit Resistance 20.00% other ------- Light +2 Sharp, short and deadly. |
![]() 1.0 Encumbrance T5 dagger 1H weapon [Normal] Weapon Damage 39.5 - 51.4 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% Sharp, short and deadly. |
![]() 3.0 Encumbrance T4 greatsword 2H weapon [Unique] Master Weapon Damage 60.0 - 96.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +19 Critical Rate +10.0% Attack Speed 100% Damage Against +20% Living On Hit: * 10% chance to send the wielder into a killing frenzy While equipped: Stats +15 Str +5 Dex +15 Con defense ------ Resist Against +20% Living other ------- 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. |
![]() 3.0 Encumbrance T5 greatsword 2H weapon [Ego+] Nature Weapon Damage 60.5 - 96.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +19 Str +13 Dex +19 Mag +19 Wil +19 Cun +16 Con Massive two-handed swords. |
![]() 4.0 Encumbrance T5 longbow 2H weapon Reqs Shoot [Rare] Master Weapon Damage 14.0 - 15.4 Physical Uses Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 Projectile Speed +272% While equipped: Stats +11 Str +9 Cun offense ------ Physical Crit +7.0% Physical Power +23 (+5 eff.) Mindpower +15 (+5 eff.) Damage +9% physical On-Hit (Ranged): * 27% chance to slow global speed by 53% defense ------ Armor +8 Resistance +9% nature +5% physical other ------- Hate-on-crit +6.80 Longbows are used to shoot arrows at your foes. |
![]() 3.0 Encumbrance T5 longsword 1H weapon [Ego+] Master Weapon Damage 55.0 - 77.0 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +7 Con offense ------ Physical Power +14 (+3 eff.) Ignore resists +15% physical defense ------ Disarm Resist +32% Sharp, long, and deadly. |
![]() 4.0 Encumbrance T5 sling 1H weapon Reqs Shoot [Ego+] Arcane Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 On-ranged-hit +19 acid While equipped: offense ------ Damage +20% acid Ignore resists +25% physical Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 Encumbrance T5 sling 1H weapon Reqs Shoot [Ego+] Arcane Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 On-ranged-hit +20 cold While equipped: offense ------ Damage +22% cold Ignore resists +23% physical Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Random Unique] Arcane Weapon Damage 42.0 - 50.4 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +6 Mag offense ------ Spell Crit +5% Spellpower +33 (+6 eff.) Damage +18% lightning +9% cold +42% light defense ------ Resistance +3% lightning +21% light other ------- Mana/turn +0.38 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T3 staff 2H weapon [Unique] Arcane Weapon Damage 64.0 - 76.8 Physical Uses 140% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +10 Attack Speed 100% On-hit +10% confusion While equipped: offense ------ Spell Crit +18% Spellpower +12 (+2 eff.) Damage +20% physical Accuracy +7 (+2 eff.) other ------- Masteries +0.20 Spell/Staff combat Channel Staff: Effective talent level: 2.4 Power cost 9 out of 20/20. Range 8 Travel.spd 2000% of base Is: a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 88% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. |
![]() 5.0 Encumbrance T5 staff 1H weapon [Rare] Master Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.2% proc damage (max 250%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +9 Cun +4 Dex offense ------ Spell Crit +5% Spellpower +15 (+3 eff.) Damage +15% lightning +33% temporal +30% cold Ignore resists +20% acid +20% temporal defense ------ Resistance +9% acid +20% temporal other ------- Infravision +4 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Random Unique] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +23 (+4 eff.) Spellpower/crit +9 Damage +30% fire +12% arcane +24% mind Ignore resists +10% arcane Ignore Shields +26% When Hit 4 fire On-Hit (Melee): * 24% chance to reduce all saves and defense by 26 defense ------ Armor +12 Hardiness +12% Defense +25 (+5 eff.) Resistance +15% fire Shield Power +20% Physical save +11 (+3 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 1H weapon [Random Unique] Arcane/Master Weapon Damage 41.0 - 49.2 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.2% proc damage (max 250%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +1 Str +6 Mag +7 Cun +10 Con offense ------ Physical Crit +8.0% Spell Crit +9% Critical power +22.00% Physical Power +12 (+3 eff.) Spellpower +29 (+5 eff.) Mindpower +5 (+2 eff.) Damage +9% blight +41% light +6% mind Ignore resists +5% blight Accuracy +13 (+4 eff.) On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 38 other ------- Negative/turn +0.20 Vim-on-crit +7.00 Max psi +40.00 Max vim +47.00 Max negative +35.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Ego] Nature/Master Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +19% Critical power +20.00% Spellpower +15 (+3 eff.) Damage +30% fire defense ------ Defense +15 (+3 eff.) other ------- Light +5 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 462.99 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Ego+] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +6 Mag +6 Wil offense ------ Spell Crit +5% Spellpower +27 (+5 eff.) Damage +30% blight other ------- Max mana +103.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T4 staff 2H weapon [Random Unique] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +4 Mag +3 Wil offense ------ Spell Crit +13% Spellpower +18 (+4 eff.) Damage +3% blight +40% light Ignore resists +20% light defense ------ Resistance +12% light other ------- Max mana +56.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T3 waraxe 1H weapon [Rare] Master Weapon Damage 26.5 - 37.1 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-Hit, radius 1 +12 fire On-crit, radius 2 +8 light While equipped: offense ------ Damage +12% cold +9% fire When Hit 10 light defense ------ Resistance +6% light One-handed war axes. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon [Rare] Psionic Weapon Damage 39.5 - 55.3 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-hit +20 blight +40 darkness Damage Against +20% Living On Hit: * 27% chance to reduce strength, dexterity, and constitution by 38 While equipped: Stats +5 Str +5 Wil +6 Cun defense ------ Resistance +12% lightning +15% temporal +18% nature Physical save +12 (+4 eff.) One-handed war axes. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon [Ego++] Nature/Psionic Weapon Damage 38.0 - 53.2 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: Stats +13 Str +13 Dex +13 Mag +11 Wil +12 Cun +10 Con One-handed war axes. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon [Ego+] Arcane/Master Weapon Damage 38.5 - 53.9 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-Hit, radius 1 +17 fire While equipped: offense ------ Ignore resists +15% all Accuracy +25 (+7 eff.) Ignore Armor +13 One-handed war axes. |
![]() 3.0 Encumbrance T2 waraxe 1H weapon [Random Unique] Master/Psionic Weapon Damage 21.5 - 30.1 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +7 darkness +9 mind Damage Against +8% Living On Hit: * 20 arcane resource burn * 12% chance to reduce all saves and defense by 26 While equipped: Stats +2 Cun +1 Wil defense ------ Defense +5 (+1 eff.) Cut Resist +20% One-handed war axes. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon [Normal] Weapon Damage 38.5 - 53.9 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% One-handed war axes. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon [Normal] Weapon Damage 41.0 - 57.4 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% One-handed war axes. |
![]() 1.0 Encumbrance T3 belt armor [Unique] Arcane While equipped: Stats +2 Cun +5 Wil defense ------ Confus Resist +30% Stun Resist +30% other ------- Mana-on-crit +3.00 Surround yourself with a magical shield (strength 445, based on Magic) for 10 turns. Uses 20 power out of 20/20 Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Arcane While equipped: offense ------ Spellpower +6 (+1 eff.) defense ------ Resistance +15% lightning +6% darkness Physical save +18 (+5 eff.) Mind save +9 (+3 eff.) Unlife -20.00 life Life +80.00 Poison Resist +20% A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: Stats +1 Wil offense ------ On-Hit (Melee): * 20% chance to reduce damage dealt by 21% defense ------ Physical save +9 (+3 eff.) Life +48.00 Stun Resist +20% Knockbk Resist +10% other ------- Psi when Hit +0.08 A belt that goes around your waist. |
![]() 2.0 Encumbrance T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +4 Mag +4 Wil offense ------ Spell Crit +5% Critical power +18.00% Damage +6% light Ignore resists +5% light Accuracy +7 (+2 eff.) Ignore Armor +7 When Hit 4 light defense ------ Defense +2 (+1 eff.) Resistance +12% lightning Spell save +8 (+2 eff.) Mind save +5 (+2 eff.) Stealth +8 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T5 cloak armor [Random Unique] Nature/Master While equipped: defense ------ Armor +13 Defense +28 (+6 eff.) Resistance +19% acid +25% light +31% fire +40% cold +9% mind +10% lightning Crit Resistance 10.00% Physical save +15 (+5 eff.) Stealth +15 Pinning Resist +10% Stun Resist +20% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: offense ------ Damage +21% light Ignore resists +20% light When Hit 6 fire defense ------ Defense +2 (+1 eff.) Resistance +3% light +12% fire Life +42.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T5 cloak armor [Ego+] Nature/Master While equipped: Stats +4 Str +4 Con defense ------ Defense +3 (+1 eff.) Resistance +10% acid +9% fire +9% lightning +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T4 cloth armor [Rare] Arcane While equipped: offense ------ Spellpower +46 (+8 eff.) Spellpower/crit +10 Damage +18% lightning +36% blight +13% all Ignore resists +30% arcane +25% fire When Hit 10 blight defense ------ Resistance +13% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T2 cloth armor [Rare] Arcane While equipped: Stats +4 Mag offense ------ Damage +30% light When Hit 10 acid defense ------ Armor +5 Defense +5 (+1 eff.) Resistance +13% light +3% mind +7% darkness +9% all Life +40.00 other ------- Light +5 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +10 Con offense ------ Mind Crit +5% Spellpower +30 (+6 eff.) Mindpower +10 (+4 eff.) Damage +30% fire +30% physical +26% darkness +30% nature Ignore resists +35% darkness +20% physical On-Hit (Melee): * 20% chance to reduce damage dealt by 21% defense ------ Resistance +19% darkness +45% fire +15% mind +15% all Physical save +20 (+6 eff.) Spell save +26 (+7 eff.) Mind save +38 (+12 eff.) Poison Resist +40% Disease Resist +38% other ------- Mana-on-crit +2.37 Max mana +40.00 Max hate +15.00 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun offense ------ Spellpower +15 (+3 eff.) Damage +12% all When Hit 15 arcane defense ------ Armor +10 Defense +10 (+2 eff.) Resistance +10% lightning +10% cold +10% fire +10% arcane +13% all Spell save +20 (+5 eff.) Mind save +15 (+5 eff.) Silence Resist +50% other ------- Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
![]() 2.0 Encumbrance T2 cloth armor [Random Unique] Nature While equipped: Stats +3 Con offense ------ Damage +16% lightning +17% nature Ignore resists +5% nature On-Hit (Melee): * 10% chance to slow global speed by 53% defense ------ Resistance +24% lightning +6% blight +6% nature +9% all Life +48.00 Life Regen +2.20 Healmod +10% Poison Resist +20% Disease Resist +26% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +26 Mag +16 Wil +6 Cun offense ------ Spell Crit +6% Spellpower +10 (+2 eff.) Damage +6% lightning +26% temporal +30% darkness +30% physical +30% light Ignore resists +10% lightning +14% temporal +5% fire +25% mind +15% physical When Hit 4 lightning On-Hit (Melee): * 24% chance to reduce all saves and defense by 26 defense ------ Resistance +12% fire +15% all Anomaly Control +16 other ------- Mana/turn +0.79 Psi/turn +0.80 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Ego+] Nature/Psionic While equipped: offense ------ Damage +30% physical defense ------ Resistance +20% darkness +30% physical +12% mind +15% all Physical save +19 (+6 eff.) Spell save +20 (+5 eff.) Mind save +30 (+10 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T4 cloth armor [Random Unique] Nature While equipped: Stats +8 Str +8 Mag +8 Wil +6 Con offense ------ Damage +25% lightning +21% physical +25% nature +25% cold On-Hit (Melee): * 20% chance to slow global speed by 53% * 20 arcane resource burn defense ------ Defense +5 (+1 eff.) Resistance +13% lightning +6% light +3% fire +13% blight +11% cold +3% nature +13% all Life +77.00 Life Regen +5.10 Healmod +26% Poison Resist +38% Disease Resist +44% Stun Resist +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T3 cloth armor [Ego++] Arcane While equipped: Stats +2 Mag +2 Wil offense ------ Spell Crit +3% Spellpower +3 (+1 eff.) Damage +13% acid +8% physical +12% temporal +5% fire +9% arcane +6% cold defense ------ Resistance +10% acid +11% physical +13% fire +13% cold +11% all other ------- Max mana +35.00 Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Ego+] Nature While equipped: Stats +10 Con offense ------ Damage +19% nature defense ------ Resistance +15% all Poison Resist +49% Disease Resist +50% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 Encumbrance T5 feet armor [Ego+] Arcane While equipped: defense ------ Armor +5 Fatigue +4% Silence Resist +50% Confus Resist +50% Stun Resist +47% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T5 feet armor [Ego++] Arcane/Master/Psionic While equipped: Stats +5 Cun +6 Con offense ------ Physical Power +18 (+4 eff.) Spellpower +17 (+3 eff.) Mindpower +18 (+6 eff.) defense ------ Armor +5 Fatigue +4% Physical save +25 (+7 eff.) Mind save +20 (+7 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 Encumbrance T4 hands armor [Rare] Psionic While equipped: Stats +7 Wil offense ------ Mindpower +7 (+3 eff.) On-Hit 26 mind 37 darkness On-Hit (Melee): * 22% chance to reduce all saves and defense by 26 defense ------ Armor +13 Fatigue +5% Mind save -5 (-1 eff.) Life +100.00 Disarm Resist +20% other ------- EQ when Hit +0.20 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range 5 Cooldown: 30 Travel.spd instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 Encumbrance T3 hands armor [Unique] Master While equipped: Stats +4 Con defense ------ Armor +8 Disarm Resist +40% Stun Resist +30% Knockbk Resist +30% other ------- Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
![]() 2.0 Encumbrance T5 head armor [Unique] Arcane While equipped: Stats +10 Mag +10 Wil offense ------ Spellpower +15 (+3 eff.) Mindpower +15 (+5 eff.) On-Hit 10 acid 10 fire 10 lightning 10 cold Damage +25% acid +25% fire +25% cold +25% lightning defense ------ Armor +10 Fatigue +5% Resistance +25% acid +25% fire +25% cold +25% lightning This jeweled crown shimmers with colors. |
![]() 3.0 Encumbrance T4 head armor [Unique] Master Kroltar's power resides in his scales. While equipped: Stats +5 Str +5 Wil +5 Con -4 Lck offense ------ Damage +10% physical +10% fire defense ------ Armor +9 Defense +5 (+1 eff.) Fatigue +10% other ------- Masteries +0.20 Wild-gift/Fire drake aspect Bellowing Roar: Effective talent level: 3.0 Power cost 45 out of 45/45. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a nature gift and a mind power Description: You let out a powerful roar that sends your foes in radius 5 into utter confusion (power: 38%) for 3 turns. The sound wave is so strong, your foes also take 193.83 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
![]() 2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +1 Con offense ------ Physical Power +5 (+1 eff.) Damage +12% physical Ignore resists +5% physical defense ------ Armor +3 Fatigue +3% Resistance +8% nature Spell save +6 (+2 eff.) Life +40.00 Healmod +12% Disease Resist +10% Confus Resist +20% A cap made of leather. |
![]() 3.0 Encumbrance T5 head armor [Rare] Master While equipped: Stats +11 Wil +7 Con offense ------ Spellpower +41 (+7 eff.) Damage +27% lightning +24% arcane +15% mind When Hit 14 blight defense ------ Armor +5 Fatigue +5% Resistance +7% arcane other ------- Max vim +50.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Str defense ------ Armor +3 Fatigue +1% Resistance +6% acid +3% darkness Blind Resist +20% Disease Resist +10% Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 913.5 Physical damage. If the attack hits, the target is confused (43% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() 2.0 Encumbrance T5 head armor [Ego+] Disrupt/Psionic While equipped: Stats +10 Cun +10 Wil offense ------ Mind Crit +8% defense ------ Defense +3 (+1 eff.) Resistance +13% nature +15% blight Mind save +29 (+10 eff.) Hateful Whisper: Puts all charms on 15 turn cooldown Effective talent level: 3.0 Power cost 15 out of 15/15. Range 5 Cooldown: 10 Travel.spd instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 146 Mind damage and spreads amongst your foes, dealing damage and feeding you 3.4 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 26% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T5 head armor [Ego+] Nature While equipped: Stats +17 Lck offense ------ Physical Crit +7.0% Spell Crit +8% Mind Crit +7% defense ------ Armor +5 Fatigue +5% Resistance +13% lightning +15% temporal A cap made of leather. |
![]() 2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +7 Cun +4 Str offense ------ Damage +9% darkness Accuracy +24 (+6 eff.) When Hit: * 15% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +3 Defense +9 (+2 eff.) Fatigue +3% Resistance +21% fire Physical save +9 (+3 eff.) Unlife -40.00 life Life +100.00 Silence Resist +20% A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +3 Cun offense ------ Damage +3% mind defense ------ Defense +1 (+1 eff.) Physical save +6 (+2 eff.) Mind save +12 (+4 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T5 head armor [Ego+] Master While equipped: Stats +9 Str +9 Dex defense ------ Armor +11 Fatigue +5% other ------- Infravision +4 Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 913.5 Physical damage. If the attack hits, the target is confused (43% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() 3.0 Encumbrance T5 head armor [Ego+] Master While equipped: Stats +4 Str +5 Con offense ------ Physical Power +6 (+1 eff.) defense ------ Armor +5 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 Encumbrance T5 heavy armor [Unique] Nature While equipped: Stats +6 Str +6 Wil +4 Cun +10 Lck defense ------ Armor +14 Defense +10 (+2 eff.) Fatigue +16% Resistance +20% lightning +20% physical +20% fire +20% cold +20% acid Blind Resist +50% Stun Resist +25% Knockbk Resist +50% other ------- Telepathy Dragon Cooldown Ice Breath -3 Lightning Breath -3 Sand Breath -3 Fire Breath -3 Corrosive Breath -3 This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
![]() 14.0 Encumbrance T5 heavy armor [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con defense ------ Armor +18 Defense +10 (+2 eff.) Fatigue +16% Resistance +20% acid +20% blight +20% fire +20% nature +20% lightning Life +120.00 Devouring Flame: Effective talent level: 3.0 Power cost 50 out of 80/80. Range 10 Cooldown: 20 Travel.spd instantaneous Is: a nature gift and a mind power Description: Spit a cloud of flames, doing 32.93 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
![]() 9.0 Encumbrance T5 light armor [Ego+] Disrupt While equipped: defense ------ Armor +8 Defense +20 (+4 eff.) Fatigue +8% Resistance +19% nature +18% blight Resist Against +15% Unnatural A suit of armour made of leather. |
![]() 9.0 Encumbrance T5 light armor [Ego+] Master While equipped: Stats +10 Cun +7 Dex defense ------ Armor +17 Defense +30 (+6 eff.) Fatigue +8% Resistance +27% fire A suit of armour made of leather. |
![]() 9.0 Encumbrance T5 light armor [Ego+] Master While equipped: Stats +9 Str +10 Dex defense ------ Armor +8 Defense +27 (+6 eff.) Fatigue +8% Physical save +20 (+6 eff.) A suit of armour made of leather. |
![]() 9.0 Encumbrance T4 light armor [Ego+] Nature/Master While equipped: defense ------ Armor +7 Defense +12 (+3 eff.) Fatigue +8% Resistance +27% cold Life +59.00 Life Regen +12.60 Healmod +18% A suit of armour made of leather. |
![]() 17.0 Encumbrance T5 massive armor [Unique] Psionic While equipped: Stats +6 Wil +4 Cun +3 Con offense ------ Mindpower +10 (+4 eff.) When Hit: * 20% chance to cause random gloom defense ------ Armor +40 Defense +15 (+3 eff.) Fatigue +17% Resistance +15% acid +15% light +20% blight +25% mind +20% darkness Physical save +15 (+5 eff.) Mind save +25 (+9 eff.) Confus Resist +100% Fear Resist +100% other ------- Light -2 Infravision +4 Masteries +0.20 Cursed/Gloom Dominate: Effective talent level: 2.0 Power cost 15 out of 25/25. Range 2 Cooldown: 8 Travel.spd instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 7 Armour, 11 Defense and your attacks will gain 17% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This talent will also attack with your shield, if you have one equipped. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
![]() 17.0 Encumbrance T5 massive armor [Ego++] Nature/Psionic While equipped: Stats +8 Cun +9 Wil defense ------ Armor +22 Fatigue +22% Resistance +15% acid +15% cold Mind save +25 (+9 eff.) other ------- Breathe water A suit of armour made of metal plates. |
![]() 17.0 Encumbrance T5 massive armor [Ego+] Master While equipped: Stats +7 Str +7 Con defense ------ Armor +16 Fatigue +22% Life +100.00 A suit of armour made of metal plates. |
![]() 7.0 Encumbrance T5 shield armor [Unique] Arcane When used to Attack: Weapon Damage 48.0 - 57.6 Ice Uses 100% Str Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +8.0% Block +150 On Hit: 15% Ice Shards level 3 While equipped: defense ------ Armor +20 Defense +5 (+1 eff.) Ranged Defense +12 (+3 eff.) Fatigue +10% Resistance +25% cold +25% fire other ------- Talents +1 Shieldsmaiden Aura +1 Block Granted talent can block up to 1 instance of damage each 10 turns. Myths tell of shieldsmaidens, a tribe of warrior women from the northern wastes of Maj'Eyal. Their martial prowess and beauty drew the fascination of swaths of admirers, yet all unrequited. So began the saying, that a shieldsmaiden's heart is as cold and unbreakable as her shield. |
![]() 7.0 Encumbrance T3 shield armor [Ego+] Master When used to Attack: Weapon Damage 26.0 - 31.2 Physical Uses 100% Str Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +3.5% Block +76 While equipped: Stats +9 Str +6 Dex offense ------ Accuracy +10 (+3 eff.) defense ------ Armor +6 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
![]() 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: 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. |
![]() 0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+2 eff.) Spell save +8 (+2 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+2 eff.) Spell save +8 (+2 eff.) Mind save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T5 digger tool [Unique] Arcane/Master While equipped: Stats +5 Str +5 Con offense ------ Ignore resists +10% physical defense ------ Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+4 eff.) Life +50.00 While carried: other ------- Talents +1 Dig Earthquake: Effective talent level: 4.0 Power cost 30 out of 30/30. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Causes a violent earthquake that deals 113.47 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
![]() 3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +2 Str defense ------ Fatigue -5% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats +1 Str offense ------ Damage +5% nature defense ------ Resistance +10% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+3 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T1 lite [Rare] Psionic While equipped: defense ------ Resistance +3% nature Mind save +14 (+5 eff.) other ------- Max stamina +10.00 Light +3 See Stealth +8 See Invis +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 Encumbrance T4 lite [Unique] Arcane While equipped: Stats +5 Mag offense ------ Physical Power +7 (+1 eff.) On-Hit 20 darkness defense ------ Resistance +30% light Max Resistance +10% light other ------- Light -1000 Infravision +7 Masteries +0.20 Cunning/Stealth +0.20 Cursed/Darkness On Spell Hit: 15% Invoke Darkness level 4 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
![]() 0.0 Encumbrance T5 lite [Random Unique] Arcane/Psionic While equipped: Stats +6 Wil +7 Mag offense ------ Mind Crit +11% Spellpower +16 (+3 eff.) Mindpower +12 (+4 eff.) Damage +24% mind +12% cold When Hit 30 fire 8 cold On-Hit (Melee): * 20% chance to reduce all saves and defense by 26 * 24% chance to reduce armor by 49% defense ------ Resistance +10% fire Mind save +11 (+4 eff.) other ------- Light +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 0.0 Encumbrance T3 lite [Unique] Psionic While equipped: offense ------ Mindpower +10 (+4 eff.) Damage +15% light +15% darkness Ignore resists +10% darkness defense ------ Resistance +20% darkness Affinity +20% darkness Mind save +10 (+4 eff.) other ------- Light +10 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). Release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 317.10 darkness damage (based on Mindpower and charge). Uses 10 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: defense ------ Resistance +3% lightning +6% fire +12% darkness +5% arcane Life +44.00 other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 Encumbrance T3 lite [Rare] Nature While equipped: Stats +1 Mag +5 Wil offense ------ Physical Crit +4.0% Critical power +13.00% Physical Power +6 (+1 eff.) defense ------ Armor +10 Resistance +6% cold +3% nature +5% arcane Healmod +20% other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 Encumbrance T3 lite [Random Unique] Nature/Master While equipped: Stats +3 Str +2 Con defense ------ Resistance +7% blight +6% acid Unlife -20.00 life Life +44.00 Life Regen +4.00 Pinning Resist +10% Knockbk Resist +20% other ------- Light +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+1 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 Encumbrance T5 red gem [Plot Item] While equipped: Damage +12% fire Item imbue powers: Damage +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.0 Encumbrance T4 red gem [Unique] Nature While equipped: Stats +25 Con Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% Item imbue powers: Stats +25 Con Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 3.0 Encumbrance T5 red gem [Unique] Arcane While carried: Spellpower +7 (+1 eff.) When Hit 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() 0.0 Encumbrance T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 955.04 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
![]() 3.0 Encumbrance T5 shot ammo [Ego+] Arcane/Psionic Weapon Damage 54.5 - 65.4 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +7.0% Capacity 24 On-ranged-hit +30 cold On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T1 shot ammo [Ego+] Master Weapon Damage 18.5 - 22.2 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +8.0% Capacity 16 Projectile Speed +200% Shots are used with slings to pummel your foes to death. |
![]() 2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: Stats +3 Str +2 Wil +1 Cun offense ------ Ignore resists +5% mind other ------- Light +1 Sting an enemy dealing 140 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to gain a 14% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T3 wand charm [Rare] Arcane While equipped: defense ------ Defense +10 (+2 eff.) Resistance +6% lightning +2% physical +3% mind Crit Resistance 10.00% Unlife -60.00 life Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Create a shield absorbing up to 296 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 2.0 Encumbrance white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Damage +7% all Resistance +7% all Stun Resist +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: 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. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+4 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
Your patron's plan worked. As your body was crushed by the raw forces of the void portal it opened wide. In an instant the connection was made and waves of heat came through.
The mad sun brought forth all its power through the portal, turning the High Peak into a giant searing needle!
A few minutes later the whole world was set ablaze, nothing survived except Faeros elementals.
Achievements
By Second Son the Halfling Sun Paladin level 33
6th Decay 122nd year of Ascendancy at 03:00 see stats
By Second Son the Halfling Sun Paladin level 50
53rd Haze 123rd year of Ascendancy at 05:33 see stats
By Second Son the Halfling Sun Paladin level 33
4th Decay 122nd year of Ascendancy at 12:52 see stats
By Second Son the Halfling Sun Paladin level 30
33rd Haze 122nd year of Ascendancy at 00:32 see stats
By Second Son the Halfling Sun Paladin level 38
78th Regrowth 123rd year of Ascendancy at 19:16 see stats
By Second Son the Halfling Sun Paladin level 42
35th Pyre 123rd year of Ascendancy at 17:27 see stats
By Second Son the Halfling Sun Paladin level 36
75th Regrowth 123rd year of Ascendancy at 00:57 see stats
By Second Son the Halfling Sun Paladin level 19
24th Dusk 122nd year of Ascendancy at 02:10 see stats
By Second Son the Halfling Sun Paladin level 33
65th Regrowth 123rd year of Ascendancy at 22:07 see stats
By Second Son the Halfling Sun Paladin level 45
51st Pyre 123rd year of Ascendancy at 02:05 see stats
By Second Son the Halfling Sun Paladin level 35
72nd Regrowth 123rd year of Ascendancy at 02:29 see stats
By Second Son the Halfling Sun Paladin level 32
3rd Decay 122nd year of Ascendancy at 09:24 see stats
By Second Son the Halfling Sun Paladin level 21
57th Dusk 122nd year of Ascendancy at 19:59 see stats
By Second Son the Halfling Sun Paladin level 30
18th Haze 122nd year of Ascendancy at 03:20 see stats
By Second Son the Halfling Sun Paladin level 33
4th Decay 122nd year of Ascendancy at 03:29 see stats
By Second Son the Halfling Sun Paladin level 50
71st Dusk 123rd year of Ascendancy at 18:36 see stats
By Second Son the Halfling Sun Paladin level 50
71st Haze 123rd year of Ascendancy at 18:09 see stats
By Second Son the Halfling Sun Paladin level 50
27th Haze 123rd year of Ascendancy at 23:18 see stats
By Second Son the Halfling Sun Paladin level 43
39th Pyre 123rd year of Ascendancy at 22:55 see stats
By Second Son the Halfling Sun Paladin level 10
9th Mirth 122nd year of Ascendancy at 00:36 see stats
By Second Son the Halfling Sun Paladin level 20
24th Dusk 122nd year of Ascendancy at 16:07 see stats
By Second Son the Halfling Sun Paladin level 30
17th Haze 122nd year of Ascendancy at 03:43 see stats
By Second Son the Halfling Sun Paladin level 40
12nd Pyre 123rd year of Ascendancy at 13:33 see stats
By Second Son the Halfling Sun Paladin level 50
60th Pyre 123rd year of Ascendancy at 05:18 see stats
By Second Son the Halfling Sun Paladin level 50
34th Haze 123rd year of Ascendancy at 17:25 see stats
By Second Son the Halfling Sun Paladin level 50
70th Dusk 123rd year of Ascendancy at 11:43 see stats
By Second Son the Halfling Sun Paladin level 49
60th Pyre 123rd year of Ascendancy at 04:56 see stats
By Second Son the Halfling Sun Paladin level 33
50th Regrowth 123rd year of Ascendancy at 06:01 see stats
By Second Son the Halfling Sun Paladin level 39
2nd Pyre 123rd year of Ascendancy at 14:59 see stats
By Second Son the Halfling Sun Paladin level 26
4th Haze 122nd year of Ascendancy at 01:54 see stats
By Second Son the Halfling Sun Paladin level 35
72nd Regrowth 123rd year of Ascendancy at 04:54 see stats
By Second Son the Halfling Sun Paladin level 50
71st Haze 123rd year of Ascendancy at 18:08 see stats
By Second Son the Halfling Sun Paladin level 10
9th Mirth 122nd year of Ascendancy at 00:47 see stats
By Second Son the Halfling Sun Paladin level 50
53rd Haze 123rd year of Ascendancy at 05:33 see stats
By Second Son the Halfling Sun Paladin level 50
71st Haze 123rd year of Ascendancy at 18:09 see stats
By Second Son the Halfling Sun Paladin level 15
9th Dusk 122nd year of Ascendancy at 18:43 see stats
By Second Son the Halfling Sun Paladin level 40
19th Pyre 123rd year of Ascendancy at 02:13 see stats
By Second Son the Halfling Sun Paladin level 50
71st Haze 123rd year of Ascendancy at 18:09 see stats
By Second Son the Halfling Sun Paladin level 21
26th Dusk 122nd year of Ascendancy at 19:45 see stats
By Second Son the Halfling Sun Paladin level 15
7th Dusk 122nd year of Ascendancy at 16:15 see stats
By Second Son the Halfling Sun Paladin level 32
3rd Decay 122nd year of Ascendancy at 21:53 see stats
Log
Elandar loses 50 mana from using a non-Arcane talent!
Second Son picks up (L.): enhanced voratun greatsword (60-97 power, 4 apr).
Burning from Fire drake hits Ice wyrm for 120 fire damage.
Burning from Fire drake hits Cold drake hatchling for 120 fire damage.
Second Son slows down.
Elandar is not dazed anymore.
Searing Sight hits Fire drake for 130 light, 65 light, 32 darkness (226 total damage).
Searing Sight hits Ice wyrm for 110 light, 55 light, 32 darkness (197 total damage).
Searing Sight hits Elandar for 94 light, 47 light, 19 darkness (160 total damage).
Second Son casts Wave of Power.
Second Son performs a melee critical strike against Elandar!
Quest 'Falling Toward Apotheosis' is done! (Press 'j' to see the quest log)
Personal New Achievement: Tactical master (Insane (Adventure) difficulty)!
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Second Son hits Elandar for 328 light, 135 darkness, 328 light, 164 light (954 total damage).
Second Son killed Elandar!
The protective shield of Second Son disappears.
New Achievement: Fool of a Took! (Insane (Adventure) difficulty)!
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
New Achievement: This is how the world ends: swallowed in fire, but not in darkness. (Insane (Adventure) difficulty)!
New Achievement: The Sun Still Shines (Insane (Adventure) difficulty)!
Saving game...
Saving done.