Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.5 |
Addons | Corner-Only Threat Brackets 1.0.5Changes the threat brackets in shockbolt so they're only the upper left corner and don't hide the healthbars. Breeding Pits Restoration Project 1.1.5Restores the orc breeding pits cut content to the game. Marson's UI Modifications 1.1.5v3.7.0 *** FOR ToME v1.3.0+ ONLY *** An attempt to make 1920x1080 easier on my decaying eyesight, plus a few personal preferences. This is a revamp for the Minimalist UI. It may work for Classic, but hasn't been tested for it. Most settings can be found on the UI tab on the Game Options screen. • Adds a 'Fonts' tab to 'Game Options'. Choose separate font styles and sizes for six categories: * menus & dialogs * HUD elements * tooltips & character sheet * chat & combat log * flying text * lore • Expanded font size range to 8 - 36 points. (Stock range is 10 - 18) • Ability to add your own fonts with a fontpack addon. http://te4.org/games/addons/tome/font_example • Scales most dialog boxes to account for larger fonts. • Hotkey bar revamp: * Frame colors: green = activated talent, blue = sustained talent, yellow = equipped item, orange = unequipped item. Colors on talent screen and buff bar changed to match. * Frame colors do not change when on cooldown. * All talents/items on cooldown will have a red overlay. * Z-layer of key text (C8, etc) moved under color overlay to better differentiate from cooldown text. * Unequipped items get pale yellow color overlay similar to cooldown overlay. * Right-clicking on an item no longer clears the item; it brings up the hotkey assignment menu. (You may clear it from there, as with talents.) • 'Use Talent' screen now also lists all usable items, allowing you to associate a hotkey using the dropdown menu. Objects are separated based on whether they are worn or not and display their current cooldowns. • When assigning a hotkey, the list will show available hotkeys as 1 through 0,-,= with C,S,A,AS, modifiers (example: "Hotkey C7") instead of "Hotkey 1" through "Hotkey 60", so as to match the labels on the hotkey bar. • Enabled and modified 'Creature List' code that was in stock ToME but not used. Lists NPCs in player's sight along with their remaining energy and distance. Mousing over an NPC in the Creature List will center the screen on that creature. Toggle the list on/off with Ctrl-Tab. • 'Limit Terrain Height' option will rescale trees and mushrooms to prevent them from overlapping the grid above them. (Will not affect current level until you leave and return.) • Adds viewport options: 'Original' is the stock behavior from v1.1.5 ToME. The game will use Scroll Distance, but won't show a black border around the map. With a high Scroll Distance, you will remain centered until you get to the edge of the map, at which point the map stops moving and your character moves off-center. 'No Hiding' is now the stock behavior of v1.2.x ToME. It is a bit of a hybrid. The map will scroll similar to 1.1.5, but will show enough of a black border so that your avatar will not hide under UI elements such as the mini-map and hotkey bar. 'Centered' will force the viewport to strictly follow the Scroll Distance setting. If you have it a high number, you will be centered 100% of the time. • Adds option to enable right-click dragging of the viewport. This will coexist with mouse gestures but may not mix with them in a visually pleasing manner. • Separate adjustable background transparencies for dialogs, tooltips, combat log, chat, and hotkeys. • Adjustable tooltip width. • Ability to change tooltip location: each of the four corners / at mouse cursor / opposite corner from mouse. • Tooltip will get out of the way of target location via keyboard as well as mouse cursor. • Ability to disable ambient background noises (dogs barking, water dripping, etc.) on the UI tab in Game Options. Defaults to 'enabled' (no change from stock). • Shields (damage, temporal, etc.) will play a sound when they expire on a character you are controlling. (I've missed that my antimagic shield went down one too many times.) I've included a couple versions of the sound, including silence. (shield_off.ogg created by reg7783 and licensed under the Creative Commons 0 License.) • Adds a choice of tooltip style for the Inventory screen. 'Original' is the same as stock. 'Small Screen' moves the tooltip to either side of the screen so that it obscures less and doesn't bounce around. 'Big Screen' uses a dedicated location between the rag doll and the item list. • If your character knows the talent 'Extract Gems', a tab will appear on the inventory screen listing all items that may be converted to gems based on your current talent level, including items in the Transmogrification Chest. • Adds a 'Usable Items' tab to the Inventory screen. • Adds a 'Preview Talents' button to the character creation screen. This will allow you to view the stats and talents of the current race/class combo without needing to generate a new game. • Character creation screen will remind you if you are in dev/cheat mode. • Ability to ESC from character creation screen. • Alchemist quest shows details about the various rewards you are working towards: "Agrimley the hermit needs your help making an Elixir of Explosive Force, which permanently increase your chance to critically strike with spells by 4%." This will only apply to characters who take the quest after enabling this addon. (Also available as separate addon.) • ToME Bugfix: 'Tactical Overlay' dropdown menu. + ToME v1.3.0 compatible. + Integrated 0player's NPC List speed performance fix. + Added frame highlights when mousing over or dragging a hotkey. ZOmnibus Addon Pack 1.1.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Flagpole Healthbar 1.1.5Makes the actor healthbars a 3/4 height vertical bar in the lower left, receding upwards with damage so less vital information is lost behind perspective wall tiles. Designed for use with my corner-only threat borders, but also looks passable with the default four-corner design as I also made the bar render on top of the frame. (Only issue is that full health gets lost against the ally-color frame). Looks good in sizes down to 32x32, fails to render in 16x16 presently. Intended for Shockbolt tiles and frames, not much use with roguelike. |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Female |
Race | Higher |
Class | Bulwark |
Level / Exp | 50 / 1030% |
Size | medium |
Lifes / Deaths | Killed by Atamathon the Giant Golem at level 50 on the 44th Dusk 125th year of Ascendancy at 22:56 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 163 (base 61) |
Dexterity | 79 (base 45) |
Constitution | 85 (base 60) |
Magic | 24 (base 12) |
Willpower | 75 (base 45) |
Cunning | 61 (base 15) |
Resources
Life | 1715/1715 |
Stamina | 370/370 |
Equilibrium | 31 |
Healing Factor | 1 |
Regeneration | 16.5 |
Speed
Mental | -10% |
Attack | 0% |
Movement | +29% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 20 |
Infravision | 1 |
See Invisible | 5 |
Offense: Mainhand
Damage | 254 |
Accuracy | 80 |
Crit Chance | 66% |
APR | 23 |
Speed | 1.11 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 11 |
Crit Chance | 21% |
Speed | 1 |
Offense: Mind
Mindpower | 59.633333333333 |
Crit Chance | 50% |
Speed | 1 |
Offense: Damage Bonus
Acid | +12% |
Blight | +12% |
Physical | +42% |
Mind | +42% |
All | +9% |
Darkness | +26% |
Light | +42% |
Fire | +39% |
Arcane | +15% |
Offense: Damage Penetration
Acid | +25% |
Light | +20% |
Mind | +20% |
Blight | +30% |
Arcane | +15% |
Fire | +20% |
All | +10% |
Defense: Base
Armour (hardiness) | 117.26143588214 (100%) |
Defense | 75.717173003158 |
Ranged Defense | 79.967173003158 |
Fatigue | 0 |
Physical Save | 81.085 |
Spell Save | 71.398271455205 |
Mental Save | 60.80625 |
Defense: Resistances
Acid | + 56%( 70%) |
Blight | + 46%( 70%) |
Physical | + 56%( 70%) |
Mind | + 52%( 70%) |
All | + 32%( 70%) |
Lightning | + 46%( 70%) |
Light | + 52%( 70%) |
Temporal | + 42%( 70%) |
Darkness | + 60%( 70%) |
Arcane | + 44%( 70%) |
Fire | + 59%( 70%) |
Nature | + 46%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 85% |
Pinning Resistance | 50% |
Knockback Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental, physical effects and reduce all damage taken by 22% for 6 turns. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 751 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 543 life. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 1077% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 30 for 10 turns. Also while Heroism is active, you will only die when reaching -900 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. Its effects scale with your Strength stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Technique / Warcries | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Battle tactics | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Shield offense | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Generic Talents
Wild-gift / Mindstar mastery | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 3/5 |
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Daunting Presence |
talent | Precise Strikes |
talent | Shield Wall |
talent | Antimagic Shield |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have encountered a dying sun paladin that told you about the orcs breeding pit, a true abomination. Desperate MeasuresYou have decided to report the information to Aeryn so she can deal with it. Aeryn said she would send troops to deal with it. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you gained talent category Wild-gift / Mindstar mastery (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved talent Hack'n'Back (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 8 of Dreadfell. Escort: lost sun paladin (level 8 of Dreadfell)As a reward you improved talent Light of Foot (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved Strength by +2. | done |
You failed to protect the repented thief from death by Geth the orc archer. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 910. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. 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. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. Agrimley the hermit has completed an elixir of focus without your aid. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Unbreakable Greaves (8 def, 20 armour) Unbreakable Greaves (8 def, 20 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 Armour: +20 Armour Hardiness: +20% Defense: +8 Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% physical / +15% acid Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Quiver | Wind Worn Shot (12/12, 39-46.8 power, 15 apr) Wind Worn Shot (12/12, 39-46.8 power, 15 apr)Requires: - Dexterity 28 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 39.0 - 46.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Capacity: 12 When this weapon hits: Tornado (10% chance level 2). Special effect when this weapon hits: 35% chance for lightning to arc to a second target Travel speed: +100% These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
Light source | Malugorig the dwarven lantern Malugorig the dwarven lanternCrafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +7 Defense: +9 Damage when the wearer is hit: 8 arcane Changes resistances: +5% arcane Changes resistances penetration: +5% arcane / +5% blight / +10% all Changes damage: +6% arcane Physical save: +19 Spell save: +14 Mental save: +16 Light radius: +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | elven-silk wizard hat 'Beogahell' (3 def, 0 armour) elven-silk wizard hat 'Beogahell' (3 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 Changes stats: +7 Cun / +5 Wil Damage when the wearer hits(melee): 2 temporal Damage when the wearer is hit: 4 blight Changes resistances: +20% physical / +18% mind / +17% darkness / +6% temporal Changes resistances penetration: +15% blight Changes damage: +20% physical / +18% mind / +3% blight / +17% darkness Maximum hate: +15.00 Mindpower: +16 Mental crit. chance: +5% A pointy cloth hat, very wizardly... |
On hands | Spellhunt Remnants (6 def, 8 armour) Spellhunt Remnants (6 def, 8 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 Spell save: +15 Mindpower: +12 Mental crit. chance: +5% Light radius: +1 It can be used to destroy magic in a radius 5 cone, costing 100 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, it was often used to destroy arcane artifacts, curing the world of their influence. You feel proud of having fulfilled this ancient duty. |
Tool | voratun pickaxe 'Glimmeronslaught' (dig speed 10 turns) voratun pickaxe 'Glimmeronslaught' (dig speed 10 turns)Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical power: +9 Changes stats: +7 Str / +4 Dex / +3 Con Changes resistances: +9% light / +9% darkness / +9% fire Changes damage: +18% light Light radius: +2 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Glory of the Pride Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 Physical power: +10 Armour: +10 Defense: +5 Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
On fingers | sneakthief's voratun ring of speed sneakthief's voratun ring of speedCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +23 Defense: +11 Changes stats: +8 Cun / +5 Dex Movement speed: +19% It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 5.2 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 46% for 5 turns. Rings can have magical properties. |
Around neck | Limmir's Amulet of the Moon Limmir's Amulet of the Moon0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +10 Damage when the wearer is hit: 100 fire Changes resistances: +10% all Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 Amulets can have magical properties. |
In main hand | Razorblade, the Cursed Waraxe (58-81.2 power, 16 apr) Razorblade, the Cursed Waraxe (58-81.2 power, 16 apr)Requires: - Strength 42 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 58.0 - 81.2 Uses stat: 100% Str Damage type: Physical bleed Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +16 Physical crit. chance: +7.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Str / +4 Dex Changes damage: +10% physical See invisible: +5 This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
Around waist | Xena XenaInfused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +20.0% Physical power: +6 Defense: +23 Changes stats: +7 Str / +12 Dex / +7 Wil / +11 Cun Changes resistances penetration: +15% acid Changes damage: +3% acid Critical mult.: +12.00% Stealth bonus: +15 Physical save: +19 Spell save: +20 Mental save: +18 Stun/Freeze immunity: +5% Knockback immunity: +5% Equilibrium when hit: +0.08 Psi when firing a critical mind attack: +1.00 Mental crit. chance: +12% New effects duration reduction after a teleport: +30% A belt that goes around your waist. |
In off hand | Summertide (17 def, 5 armour, 52 dam, 260 block) Summertide (17 def, 5 armour, 52 dam, 260 block)Requires: - Willpower 28 - Strength 20 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 52.0 - 62.4 Uses stat: 100% Str Damage type: Light Accuracy bonus: +4.0% procs dam / acc Physical crit. chance: +4.5% Block value: +260 Special effect when this weapon hits: releases a burst of light Damage when this weapon hits: +20 blinding When wielded/worn: Armour: +5 Defense: +17 Ranged Defense: +17 Fatigue: +12% Changes stats: +3 Cun / +5 Wil Changes resistances: +12% mind / +20% light / +15% darkness / +10% fire Changes resistances penetration: +10% mind / +10% light / +10% fire Changes damage: +15% mind / +15% light / +10% fire Talent granted: +5 Block Mental save: +18 Blindness immunity: +100% Confusion immunity: +25% Maximum psi: +20.00 Mindpower: +8 Light radius: +3 It can be used to send out a beam of light, costing 12 power out of 30/30. A bright light shines from the center of this shield. Holding it clears your mind. |
Cloak | Earorach the elven-silk cloak (17 def, 0 armour) Earorach the elven-silk cloak (17 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +3 Defense: +17 Fatigue: -4% Changes stats: +6 Cun / +7 Wil Changes resistances: +9% temporal Critical mult.: +10.00% Physical save: +13 Mental save: +6 Mindpower: +6 Mental crit. chance: +7% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Scale Mail of Kroltar (10 def, 14 armour) Scale Mail of Kroltar (10 def, 14 armour)Requires: - Strength 38 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. When wielded/worn: Armour: +14 Defense: +10 Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% fire / +20% lightning / +20% acid / +20% nature / +20% blight Maximum life: +120.00 It can be used to activate talent Inferno (costing 50 power out of 80/80) : Effective talent level: 3.0 Power cost: 50 out of 80/80. Range: 10.0 Travel Speed: instantaneous Is: a spell Description: Raging flames burn foes and allies alike, doing 22.30 fire damage in a radius of 5 each turn for 8 turns. The damage will increase with your Spellpower. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Inventory
Bokogen the Tempestblight Bokogen the TempestblightInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Str Damage when the wearer is hit: 4 lightning Changes resistances: +3% lightning Changes resistances penetration: +10% arcane Changes damage: +6% lightning Talent mastery: +0.16 Cunning / Dirty fighting Blindness immunity: +10% Infravision radius: +3 Sight radius: +2 See invisible: +7 Amulets can have magical properties. |
Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
restful steel amulet of healing restful steel amulet of healingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Cut immunity: +50% Life regen: +1.00 Healing mod.: +10% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 313 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
warrior's steel amulet of the fish warrior's steel amulet of the fishInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +7% physical / +13% cold Allows you to breathe in: water Stamina each turn: +0.30 Amulets can have magical properties. |
Shard of Insanity Shard of InsanityInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when the wearer is hit: 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 Confusion immunity: -100% Mindpower: +8 It can be used to activate talent Inner Demons (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: 7.0 Travel Speed: instantaneous Is: a mind power Description: Brings the target's inner demons to the surface. Each turn, for 10 turns, there's a 20% chance that a demon will surface, requiring the target to make a Mental Save to keep it from manifesting. If the target is sleeping, the chance to save will be halved, and fear immunity will be ignored. Otherwise, if the summoning is resisted, the effect will end early. The summon chance will scale with your Mindpower and the demon's life will scale with the target's rank. A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering into your mind. |
Zubiriath the Swampbrace Zubiriath the SwampbraceCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when the wearer hits(melee): 4 nature Damage when the wearer is hit: 8 nature Changes resistances: +3% cold / +3% lightning / +6% nature / +6% temporal Talent mastery: +0.27 Wild-gift / Fungus Amulets can have magical properties. |
gold amulet of seduction gold amulet of seductionInfused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Cun Changes resistances penetration: +5% mind Changes damage: +4% mind Stamina when hit: +0.70 Mana when hit: +0.90 Equilibrium when hit: +0.80 Psi when hit: +0.70 Hate when hit: +0.10 It can be used to forces nearby enemies to attack you (rad 8), placing all other charms into a 15 cooldown. Amulets can have magical properties. |
wanderer's gold amulet of murder wanderer's gold amulet of murderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +7 Armour penetration: +4 Physical crit. chance: +4.0% Fatigue: -6% Changes stats: +4 Dex / +5 Cun / +5 Con Critical mult.: +14.00% Life regen: +0.70 Stamina each turn: +0.50 Movement speed: +10% Amulets can have magical properties. |
clarifying stralite amulet of strength (+6) clarifying stralite amulet of strength (+6)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +6 Str Changes resistances: +23% mind Confusion immunity: +35% Amulets can have magical properties. |
Deepssteel the voratun amulet Deepssteel the voratun amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 Armour penetration: +8 Physical crit. chance: +6.0% Changes stats: +4 Str / +1 Mag / +2 Cun / +2 Con Damage when the wearer is hit: 4 darkness Changes resistances penetration: +5% darkness Critical mult.: +20.00% Amulets can have magical properties. |
Duryrig the Flashlace Duryrig the FlashlaceCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -7% Damage when the wearer hits(melee): 4 lightning Changes resistances: +6% lightning Changes damage: +6% arcane Life regen: +2.70 Spellpower: +4 Amulets can have magical properties. |
Garkul's Teeth Garkul's TeethCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Two-handed maiming +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed weapons Physical save: +18 Mental save: +18 Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 10 power out of 48/48) : Effective talent level: 5.2 Power cost: 10 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 482.53 physical damage in a radius 8 cone in front of you. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
Lilly LillyInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +8 Defense: +12 Fatigue: -10% Changes stats: +10 Dex / +10 Cun / +9 Con Damage when the wearer hits(melee): 2 lightning Damage when the wearer is hit: 4 light Changes resistances: +15% physical / +12% cold / +9% acid / +6% nature Changes resistances cap: +7% all Changes resistances penetration: +5% light Changes damage: +9% lightning / +3% light Physical save: +50 Spell save: +25 Mental save: +25 Life regen: +1.50 Stamina each turn: +2.60 Movement speed: +10% Amulets can have magical properties. |
Limmir's Amulet of the Moon Limmir's Amulet of the Moon0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +4 Defense: +10 Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +4% all Physical save: +10 Spell save: +10 Mental save: +10 Amulets can have magical properties. |
insulating voratun amulet of vision insulating voratun amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +22% fire / +16% cold Blindness immunity: +20% Infravision radius: +6 Sight radius: +2 See invisible: +7 Amulets can have magical properties. |
protective voratun amulet of seduction protective voratun amulet of seductionCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +5 Defense: +7 Changes stats: +4 Cun Changes resistances cap: +6% all Changes resistances penetration: +4% mind Changes damage: +5% mind Physical save: +19 Stamina when hit: +1.30 Mana when hit: +3.00 Equilibrium when hit: +0.90 Psi when hit: +1.90 Hate when hit: +0.10 It can be used to forces nearby enemies to attack you (rad 8), placing all other charms into a 15 cooldown. Amulets can have magical properties. |
stabilizing voratun amulet of constitution (+9) stabilizing voratun amulet of constitution (+9)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +9 Con Changes resistances: +11% temporal Pinning immunity: +22% Knockback immunity: +28% Amulets can have magical properties. |
warmaker's voratun amulet of constitution (+6) warmaker's voratun amulet of constitution (+6)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Str / +7 Dex / +10 Wil / +6 Con Amulets can have magical properties. |
warmaker's voratun amulet of strength (+14) warmaker's voratun amulet of strength (+14)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +14 Str / +9 Dex / +9 Wil Amulets can have magical properties. |
warrior's voratun amulet of willpower (+10) warrior's voratun amulet of willpower (+10)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +10 Wil Changes resistances: +11% physical Stamina each turn: +0.80 Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to not be of this world, switching rapidly. If used near a portal it could probably activate it. |
Emelorin the steel ring Emelorin the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +8 Changes stats: +4 Cun Changes damage: +12% arcane / +3% blight Spell crit. chance: +1% Defense after a teleport: +10 Rings can have magical properties. |
Glayavena GlayavenaCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +6 Spell save: +6 Blindness immunity: +10% Disarm immunity: +31% Confusion immunity: +15% Pinning immunity: +43% Knockback immunity: +32% Maximum life: +34.00 Rings can have magical properties. |
titan's gold ring of misery titan's gold ring of miseryInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +1 Cun / +2 Con Damage when the wearer hits(melee): 23 bleed / 12 gloom Physical save: +4 Hate when firing a critical mind attack: +1.00 Maximum hate: +5.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.9 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 306% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. |
Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, this is your reward. |
Jetwedge the stralite ring Jetwedge the stralite ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Wil Damage when the wearer hits(melee): 2 acid Damage when the wearer is hit: 4 acid Changes resistances penetration: +5% darkness / +15% acid Mental save: +10 Rings can have magical properties. |
Poxquarry the stralite ring Poxquarry the stralite ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +1 Dex / +2 Wil / +1 Cun Damage when the wearer hits(melee): 2 nature Mental save: +11 Confusion immunity: +39% See invisible: +9 Rings can have magical properties. |
Rholeg RholegCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +2 Changes resistances: +3% cold Changes damage: +9% acid Silence immunity: +20% Confusion immunity: +15% Stun/Freeze immunity: +40% Life regen: +3.10 Rings can have magical properties. |
Velowen VelowenCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +18 Changes stats: +9 Cun Damage when the wearer hits(melee): 6 arcane Changes resistances penetration: +5% blight Changes damage: +9% blight Rings can have magical properties. |
gladiator's stralite ring of life gladiator's stralite ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +9 Changes stats: +7 Str / +8 Con Life regen: +1.30 Maximum life: +49.00 Healing mod.: +12% Rings can have magical properties. |
sneakthief's stralite ring of fire (+26%) sneakthief's stralite ring of fire (+26%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +11 Changes stats: +5 Cun / +5 Dex Changes resistances: +26% fire Changes damage: +13% fire Rings can have magical properties. |
sneakthief's stralite ring of life sneakthief's stralite ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 Changes stats: +7 Cun / +5 Dex Life regen: +1.70 Maximum life: +60.00 Healing mod.: +18% Rings can have magical properties. |
stralite ring 'Glintwisp' stralite ring 'Glintwisp'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage when the wearer hits(melee): 6 mind Damage when the wearer is hit: 8 mind Changes resistances: +3% light Changes resistances penetration: +20% mind Changes damage: +6% light Stun/Freeze immunity: +43% Life regen: +3.70 Rings can have magical properties. |
stralite ring 'Hanerak' stralite ring 'Hanerak'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage when the wearer is hit: 4 temporal Changes resistances: +30% nature Changes resistances penetration: +10% arcane Changes damage: +15% nature / +9% temporal Rings can have magical properties. |
titan's stralite ring of misery titan's stralite ring of miseryInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +7 Cun / +5 Con Damage when the wearer hits(melee): 24 bleed / 15 gloom Physical save: +10 Hate when firing a critical mind attack: +2.00 Maximum hate: +6.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.6 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 150% weapon damage. If the attack hits, the target will bleed for 287% weapon damage over 7 turns, and all healing will be reduced by 34%. Rings can have magical properties. |
Lustrewilder LustrewilderInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +10 Wil Damage when the wearer hits(melee): 2 temporal / 4 light Changes resistances: +3% temporal / +6% light Changes damage: +3% light Mental save: +20 Light radius: +1 Rings can have magical properties. |
Petrified Wood ring Petrified Wood ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +25 Con Changes resistances: +25% nature / +10% cold / +10% darkness Rings can have magical properties. |
gladiator's voratun ring gladiator's voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +10 Changes stats: +8 Str / +5 Con Rings can have magical properties. |
marksman's voratun ring of life marksman's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +8 Changes stats: +4 Dex Life regen: +1.10 Maximum life: +83.00 Healing mod.: +17% Rings can have magical properties. |
mule's voratun ring of misery mule's voratun ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -4% Changes stats: +6 Cun Damage when the wearer hits(melee): 29 bleed / 15 gloom Maximum encumbrance: +35 Hate when firing a critical mind attack: +1.00 Maximum hate: +11.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.6 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 150% weapon damage. If the attack hits, the target will bleed for 287% weapon damage over 7 turns, and all healing will be reduced by 34%. Rings can have magical properties. |
savage's voratun ring of misery savage's voratun ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +3 Cun / +4 Con Damage when the wearer hits(melee): 26 bleed / 16 gloom Spell save: +18 Hate when firing a critical mind attack: +2.00 Maximum stamina: +27.00 Maximum hate: +10.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.9 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 306% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. |
sneakthief's voratun ring of frost (+34%) sneakthief's voratun ring of frost (+34%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 Changes stats: +9 Cun / +10 Dex Changes resistances: +34% cold Changes damage: +17% cold Rings can have magical properties. |
sneakthief's voratun ring of the mountain (+18%) sneakthief's voratun ring of the mountain (+18%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 Changes stats: +6 Cun / +8 Dex Changes resistances: +18% physical Changes damage: +18% physical Rings can have magical properties. |
solipsist's voratun ring of life solipsist's voratun ring of lifeInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Cun / +6 Wil Life regen: +1.40 Maximum life: +73.00 Mindpower: +10 Healing mod.: +17% Rings can have magical properties. |
solipsist's voratun ring of pilfering solipsist's voratun ring of pilferingCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 Armour penetration: +12 Defense: +9 Changes stats: +6 Cun / +7 Wil Mindpower: +10 It can be used to activate talent Disengage, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: 7.0 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
treant's voratun ring of misery treant's voratun ring of miseryInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +5 Cun Damage when the wearer hits(melee): 23 bleed / 12 gloom Changes resistances: +12% nature Physical save: +15 Poison immunity: +16% Disease immunity: +19% Hate when firing a critical mind attack: +3.00 Maximum hate: +11.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.9 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 306% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. |
voratun ring 'Meharasin' voratun ring 'Meharasin'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +6 Changes stats: +3 Con Changes damage: +3% mind / +3% physical Maximum encumbrance: +40 Disarm immunity: +46% Pinning immunity: +42% Knockback immunity: +48% Maximum life: +80.00 Rings can have magical properties. |
Gilugund the Burnvengeance (58-87 power, 4 apr) Gilugund the Burnvengeance (58-87 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 58.0 - 87.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% Special effect when this weapon crits: cripple the target Damage when this weapon hits: +4 fire / +72 insidious poison Damage conversion: 56% fire When wielded/worn: Physical crit. chance: +18.0% Damage when the wearer is hit: 8 arcane Changes resistances: +5% arcane Changes resistances penetration: +5% arcane / +16% fire Changes damage: +18% mind Global speed: +7% Massive two-handed battleaxes. |
The Gaping Maw (72-108 power, 4 apr) The Gaping Maw (72-108 power, 4 apr)Requires: - Strength 60 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. 1.20 Ego Multiplier. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 72.0 - 108.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% Damage when this weapon hits: +50 nature slow / +50 acid When wielded/worn: Changes stats: +0 Str / +0 Wil Changes damage: +0% nature Talents cooldown: Mana Clash (-2 turns) Ice Claw (-1 turn) Swallow (-2 turns) This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. |
Borosk's Hate (60-96 power, 22 apr) Borosk's Hate (60-96 power, 22 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.0 - 96.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +22 Physical crit. chance: +10.0% Attack speed: 100% Special effect when this weapon hits: 25% chance to strike the target again When wielded/worn: Changes stats: +10 Str / +5 Dex Talent mastery: +0.20 Technique / Two-handed maiming This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
Butcher (48-67.2 power, 12 apr) Butcher (48-67.2 power, 12 apr)Requires: - Strength 40 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 48.0 - 67.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Physical crit. chance: +10.0% Attack speed: 100% Special effect when this weapon hits: Attempt to devour a low HP enemy, striking again and possibly killing instantly. Special effect when this weapon kills: Enter a Rampage(Shared 30 turn cooldown). When wielded/worn: Accuracy: +18 Changes stats: +10 Str / +10 Wil / +7 Cun Talent masteries: +0.20 Cursed / Rampage +0.20 Cursed / Slaughter Enter Rampage if HP falls under 20% (Shared 30 turn cooldown) Current Cooldown: 30 "Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took up to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared. Only the blade remained, stuck fast in bloodied block. Beneath, a carving said "This was fun, let's do it again some time.". |
voratun longsword (42.5-59.5 power, 6 apr) voratun longsword (42.5-59.5 power, 6 apr)Requires: - Strength 48 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 42.5 - 59.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Sharp, long, and deadly. |
glacial voratun mace of disruption (44.5-62.3 power, 6 apr) glacial voratun mace of disruption (44.5-62.3 power, 6 apr)Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 44.5 - 62.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% Special effect when this weapon hits: disrupts spell-casting Damage conversion: 33% ice Damage against: +29% Undead / +21% Construct When wielded/worn: Armour: +10 Changes resistances penetration: +10% cold Blunt and deadly. |
thought-forged voratun mace of nature (46.5-65.1 power, 6 apr) thought-forged voratun mace of nature (46.5-65.1 power, 6 apr)Requires: - Strength 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 46.5 - 65.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% Damage when this weapon hits: +11 mind Damage conversion: 46% nature / 39% mind When wielded/worn: Changes stats: +3 Wil Changes resistances: +8% all Changes resistances penetration: +9% nature Blunt and deadly. |
thunderous voratun mace of nature (47.5-66.5 power, 6 apr) thunderous voratun mace of nature (47.5-66.5 power, 6 apr)Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 47.5 - 66.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% Damage conversion: 31% nature / 37% lightning When wielded/worn: Changes stats: +2 Str / +3 Dex / +2 Mag / +3 Wil / +2 Cun / +4 Con Changes resistances: +6% all Changes resistances penetration: +11% nature / +9% lightning Blunt and deadly. |
Awakened Staff of Absorption (60-72 power, 60 apr, arcane damage) Awakened Staff of Absorption (60-72 power, 60 apr, arcane damage)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% arcane / +30% fire / +30% cold / +30% lightning Changes damage: +60% arcane / +60% fire / +60% cold / +60% lightning Talent granted: +1 Command Staff Maximum mana: +100.00 Spellpower: +48 Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb energies, costing 200 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago. Yet it bears no signs of tarnishment. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Emblem of Evasion Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% It can be used to activate talent Evasion (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 34% chance to completely evade them and granting you 36 defense for 13 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
monstrous drakeskin leather belt of burglary monstrous drakeskin leather belt of burglaryInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +9 Changes stats: +4 Str / +3 Dex / +4 Cun / +4 Con / +7 Lck Trap disarming bonus: +16 Stealth bonus: +8 Physical save: +8 Infravision radius: +5 Size category: +1 A belt that goes around your waist. |
ravager's drakeskin leather belt of dampening ravager's drakeskin leather belt of dampeningInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes resistances: +8% fire / +9% cold / +8% lightning / +8% acid Changes resistances penetration: +18% physical Changes damage: +25% physical A belt that goes around your waist. |
skylord's drakeskin leather belt of burglary skylord's drakeskin leather belt of burglaryInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Str / +10 Dex / +6 Wil / +10 Cun / +8 Lck Trap disarming bonus: +25 Stealth bonus: +9 Physical save: +16 Spell save: +18 Mental save: +15 Infravision radius: +5 A belt that goes around your waist. |
Guise of the Hated (14 def, 0 armour) Guise of the Hated (14 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Defense: +14 Changes stats: +4 Dex / +8 Wil / +6 Cun Damage when the wearer is hit: 30 mind Changes resistances: +10% darkness / +10% mind Changes damage: +4% all Talent masteries: +0.10 Cursed / Gloom +0.10 Cursed / Darkness Stealth bonus: +12 Mental save: +10 Hate per kill: +5.00 Mindpower: +8 Mental crit. chance: +4% It can be used to activate talent Creeping Darkness (costing 18 power out of 18/18) : Effective talent level: 4.0 Power cost: 18 out of 18/18. Range: 5.0 Travel Speed: instantaneous Is: a mind power Description: Creeping dark slowly spreads from 5 spots in a radius of 3 around the targeted location. The dark deals 37 damage, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +15% damage to anything that has entered your creeping dark. Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
Mayema (3 def, 0 armour) Mayema (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 Changes stats: +4 Str / +2 Dex / +1 Wil / +5 Con Changes resistances: +9% darkness / +6% acid Pinning immunity: +10% Psi each turn: +0.10 Mindpower: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
battlemaster's elven-silk cloak of backstabbing (3 def, 0 armour) battlemaster's elven-silk cloak of backstabbing (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 Armour penetration: +9 Defense: +3 Changes stats: +4 Str / +5 Dex / +3 Con Talent mastery: +0.30 Technique / Combat training Critical mult.: +35.00% Stealth bonus: +6 Spell save: -19 Stamina each turn: +0.80 Mana each turn: -0.35 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
shadow elven-silk cloak of implacability (3 def, 0 armour) shadow elven-silk cloak of implacability (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 Changes resistances: +21% darkness Changes resistances penetration: +6% darkness Changes damage: +11% darkness Stealth bonus: +21 Physical save: +12 Mental save: +13 Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Brandsun the pair of drakeskin leather boots (0 def, 5 armour) Brandsun the pair of drakeskin leather boots (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +6 Cun / +5 Con Damage when the wearer is hit: 20 fire Changes damage: +3% fire Physical save: +19 Mental save: +18 Disease immunity: +20% Cut immunity: +10% A pair of boots made of leather. |
blood-soaked pair of drakeskin leather boots of strife (0 def, 5 armour) blood-soaked pair of drakeskin leather boots of strife (0 def, 5 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +4 Physical crit. chance: +4.0% Physical power: +4 Armour: +5 Fatigue: +5% Changes stats: +4 Con / +5 Wil Changes resistances penetration: +8% physical Mindpower: +4 It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 6.0 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 36 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
blood-soaked pair of drakeskin leather boots of tirelessness (0 def, 5 armour) blood-soaked pair of drakeskin leather boots of tirelessness (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +3 Physical crit. chance: +5.0% Physical power: +5 Armour: +5 Fatigue: +5% Stamina each turn: +0.80 Maximum stamina: +33.00 A pair of boots made of leather. |
dreamer's pair of drakeskin leather boots of invasion (0 def, 5 armour) dreamer's pair of drakeskin leather boots of invasion (0 def, 5 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Physical power: +4 Armour: +5 Fatigue: +5% Changes resistances penetration: +14% physical Physical save: +13 Spell save: +7 Mental save: +12 A pair of boots made of leather. |
invigorating pair of drakeskin leather boots of uncanny dodging (5 def, 5 armour) invigorating pair of drakeskin leather boots of uncanny dodging (5 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +5 Ranged Defense: +6 Fatigue: -1% Stamina each turn: +0.70 Maximum life: +49.00 Movement speed: +10% A pair of boots made of leather. |
reinforced pair of drakeskin leather boots of disengagement (0 def, 12 armour) reinforced pair of drakeskin leather boots of disengagement (0 def, 12 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +12 Fatigue: +5% Changes stats: +3 Cun / +3 Dex Changes resistances: +10% fire / +15% cold / +9% lightning / +12% acid It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 15/15. Range: 7.0 Travel Speed: instantaneous Description: Jump away 5 grids from your target. A pair of boots made of leather. |
reinforced pair of voratun boots of strife (0 def, 11 armour) reinforced pair of voratun boots of strife (0 def, 11 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +11 Fatigue: +4% Changes stats: +5 Con / +5 Wil Changes resistances: +11% fire / +13% cold / +12% lightning / +8% acid Changes resistances penetration: +9% physical Mindpower: +7 It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 6.0 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 36 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
archer's hardened leather gloves of the juggernaut (0 def, 2 armour) archer's hardened leather gloves of the juggernaut (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +8 Armour penetration: +7 Armour: +2 Changes stats: +3 Dex / +3 Cun / +2 Con Physical save: +15 Spell save: +5 Mental save: +3 It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.3 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 199% damage. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Blindwitch (0 def, 3 armour) Blindwitch (0 def, 3 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +18 Armour penetration: +10 Armour: +3 Changes stats: +2 Str / +10 Dex / +10 Cun Talent cooldown: Double Strike (-1 turn) Allows you to breathe in: water Physical save: +23 Mental save: +9 Light radius: +1 Infravision radius: +1 It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.3 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 199% damage. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
brawler's drakeskin leather gloves of the juggernaut (0 def, 3 armour) brawler's drakeskin leather gloves of the juggernaut (0 def, 3 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Changes stats: +4 Str / +5 Dex / +2 Cun / +4 Con Talent cooldown: Double Strike (-1 turn) Physical save: +43 Spell save: +8 Mental save: +7 It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 3.9 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
brawler's voratun gauntlets of the juggernaut (0 def, 3 armour) brawler's voratun gauntlets of the juggernaut (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Changes stats: +4 Str / +5 Dex / +4 Cun / +3 Con Talent cooldown: Double Strike (-1 turn) Physical save: +32 Spell save: +6 Mental save: +8 It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 3.9 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Aerama (0 def, 5 armour) Aerama (0 def, 5 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +8 Armour: +5 Fatigue: +5% Changes stats: +5 Str / +5 Wil / +2 Cun / +2 Con Changes resistances: +12% physical Allows you to breathe in: water Physical save: +8 A cap made of leather. |
Zubynor (3 def, 0 armour) Zubynor (3 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +2 Defense: +3 Changes stats: +13 Wil / +5 Cun / +2 Con Damage when the wearer hits(melee): 4 acid Damage when the wearer is hit: 8 physical Changes damage: +3% acid Physical save: +24 Mindpower: +4 A pointy cloth hat, very wizardly... |
defender's drakeskin leather cap of the bounder (6 def, 12 armour) defender's drakeskin leather cap of the bounder (6 def, 12 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +12 Defense: +6 Fatigue: +5% Changes stats: +7 Str / +6 Dex Changes resistances: +5% all Physical save: +11 A cap made of leather. |
werebeast's voratun helm of knowledge (0 def, 5 armour) werebeast's voratun helm of knowledge (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +3 Str / +2 Dex / +4 Wil / +7 Cun / +2 Con Changes resistances: -29% light Life regen: +1.80 Mindpower: +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
fortifying stralite mail armour of Eyal (4 def, 8 armour) fortifying stralite mail armour of Eyal (4 def, 8 armour)Requires: - Strength 38 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 Fatigue: +16% Changes stats: +4 Str / +4 Con Life regen: +2.20 Maximum life: +118.00 Healing mod.: +22% A suit of armour made of mail. |
Chromatic Harness (10 def, 14 armour) Chromatic Harness (10 def, 14 armour)Requires: - Talent Armour Training Infused by nature 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 Fatigue: +16% Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck Changes resistances: +20% physical / +20% fire / +20% cold / +20% lightning / +20% acid Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Fire Breath (-3 turns) Corrosive Breath (-3 turns) Blindness immunity: +50% Stun/Freeze immunity: +25% Knockback immunity: +50% This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
Plate Armor of the King (15 def, 20 armour) Plate Armor of the King (15 def, 20 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +20 Defense: +15 Fatigue: +26% Changes stats: +9 Wil Changes resistances: +10% arcane / +25% fire / +25% acid / +25% blight / +25% darkness Physical save: +15 Spell save: +25 Mental save: +25 Stun/Freeze immunity: +30% Knockback immunity: +30% Maximum stamina: +60.00 Light radius: +1 Beautifully detailed with images of King Toknor's defence of Last Hope. Despair fills the hearts of even the blackest villains at the sight of it. |
Plate of the Blackened Mind (15 def, 20 armour) Plate of the Blackened Mind (15 def, 20 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +20 Defense: +15 Fatigue: +17% Changes stats: +6 Wil / +4 Cun / +3 Con Damage when the wearer is hit: 14 gloom Changes resistances: +15% acid / +20% blight / +15% light / +20% darkness / +25% mind Talent mastery: +0.20 Cursed / Gloom Physical save: +15 Mental save: +25 Confusion immunity: +100% Fear immunity: +100% Mindpower: +10 Light radius: -2 Infravision radius: +4 It can be used to activate talent Dominate (costing 15 power out of 25/25) : Effective talent level: 2.0 Power cost: 15 out of 25/25. Range: 2.5 Travel Speed: 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 12 Armour, 18 Defense and your attacks will gain 41% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. 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. |
fortifying voratun plate armour of the dragon (9 def, 16 armour) fortifying voratun plate armour of the dragon (9 def, 16 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 Fatigue: +26% Changes stats: +13 Str / +8 Con Changes resistances: +12% physical / +10% fire / +10% cold / +8% lightning / +12% acid Talent cooldown: Rush (-5 turns) Disarm immunity: +32% Stun/Freeze immunity: +32% Knockback immunity: +37% Maximum life: +78.00 A suit of armour made of metal plates. |
Blightstopper (18 def, 12 armour, 52 dam, 240 block) Blightstopper (18 def, 12 armour, 52 dam, 240 block)Requires: - Strength 35 - Talent Armour Training (level 2) Infused by nature Infused by arcane disrupting forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 52.0 - 62.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +4.0% procs dam / acc Physical crit. chance: +4.5% Block value: +240 Damage conversion: 30% nature / 10% manaburn arcane When wielded/worn: Armour: +12 Defense: +18 Ranged Defense: +12 Fatigue: +22% Damage when the wearer is hit: 15 nature Changes resistances: +0% arcane / +15% nature / +35% blight Talent mastery: +0.20 Wild-gift / Antimagic Talent granted: +5 Block Spell save: +24 Poison immunity: +0% Disease immunity: +60% It can be used to purge diseases and increase your resistances, costing 24 power out of 40/40. This voratun shield, coated with thick vines, was imbued with nature's power long ago by the Halfling General Almadar Riul, who used it to stave off the magic and diseases of orcish corruptors during the peak of the Pyre Wars. |
Vileshaper (12 def, 3 armour, 82 dam, 214.5 block) Vileshaper (12 def, 3 armour, 82 dam, 214.5 block)Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 82.0 - 98.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +4.0% procs dam / acc Physical crit. chance: +5.0% Block value: +214 Damage when this weapon hits: +8 nature When wielded/worn: Physical crit. chance: +6.0% Physical power: +9 Armour: +3 Defense: +12 Ranged Defense: +12 Fatigue: +14% Changes stats: +6 Wil Damage when the wearer hits(melee): 6 nature Damage when the wearer is hit: 16 nature Changes resistances: +6% temporal / +30% acid Changes damage: +3% temporal Talent granted: +5 Block Spell save: +11 Mental save: +14 Handheld deflection devices |
5 bloodstone 5 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Gems can be sold for money or used in arcane rituals. |
8 fire opal 8 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Gems can be sold for money or used in arcane rituals. |
5 diamond 5 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Gems can be sold for money or used in arcane rituals. |
2 moonstone 2 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 When used to imbue an object: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 Gems can be sold for money or used in arcane rituals. |
2 pearl 2 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Gems can be sold for money or used in arcane rituals. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings, costing 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. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times a normal sized one, that glitters in infinite colours, with slight patterns ever shifting away. |
Umbraphage UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% darkness / +15% light Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 Mindpower: +10 Light radius: +9 Absorbs all darkness in its light radius. It can be used to release the absorbed darkness, costing 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. |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 100 power out of 100/100. The very essence of bearness! |
Heart of Poosh Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Fortune's Eye Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 Armour penetration: +12 Defense: +12 Changes stats: +10 Lck / +5 Cun Physical save: +10 Spell save: +10 Mental save: +10 See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 18 power out of 35/35) : Effective talent level: 2.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 29 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
The Bladed Rift The Bladed RiftPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage when the wearer hits(melee): 25 physical bleed Damage when the wearer is hit: 25 physical bleed Changes resistances: +15% temporal Changes damage: +5% physical / +10% temporal Spellpower: +10 Mindpower: +10 This item does not take a turn to use. It can be used to activate talent Animate Blade (costing 25 power out of 25/25) : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 10.0 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animate blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once(also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power, any items dropped inside is transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 202 power out of 266/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
stralite torque of psychoportation 'Elenuldil' [power 39] (30 cooldown) stralite torque of psychoportation 'Elenuldil' [power 39] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Changes resistances: +9% lightning / +9% cold Talent cooldown: Telekinetic Blast (+5 turn) Talent granted: +2 Telekinetic Blast Cut immunity: +10% It can be used to teleport randomly (rad 39), placing all other charms into a 30 cooldown. Torques are made by powerful psionics to store psionic powers. |
Glorelle [power 145] (20 cooldown) Glorelle [power 145] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 5 When wielded/worn: Changes damage: +3% blight Talent cooldown: Silence (+5 turn) Talent granted: +4 Silence Spell save: +6 Mana each turn: +0.08 Spellpower: +2 Damage Shield penetration: +10% Defense after a teleport: +15 New effects duration reduction after a teleport: +20% It can be used to setup a psionic shield, reducing all physical and acid damage by 145 for 6 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
voratun torque of thermal psionic shield 'Elolesebeth' [power 207] (30 cooldown) voratun torque of thermal psionic shield 'Elolesebeth' [power 207] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 5 When wielded/worn: Changes resistances: +5% arcane / +3% fire / +6% lightning / +3% blight Maximum wards: +2 physical / +3 mind / +4 darkness Talent granted: +1 Ward It can be used to setup a psionic shield, reducing all fire and cold damage by 207 for 6 turns, placing all other charms into a 30 cooldown. Torques are made by powerful psionics to store psionic powers. |
elven-wood totem of healing [power 165] (35 cooldown) elven-wood totem of healing [power 165] (35 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to heal the target for 165, placing all other charms into a 35 cooldown. Natural totems are made by powerful wilders to store nature power. |
dragonbone totem of cure poisons 'Unrikath' [power 4] (20 cooldown) dragonbone totem of cure poisons 'Unrikath' [power 4] (20 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Changes resistances: +3% mind Changes resistances penetration: +20% blight Changes damage: +12% mind / +9% blight Spell save: +3 It can be used to remove up to 4 poisons from the target, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
Achievements
By Lilly the Higher Bulwark level 28
37th Pyre 123rd year of Ascendancy at 00:55 see stats
By Lilly the Higher Bulwark level 18
10th Allure 123rd year of Ascendancy at 01:44 see stats
By Lilly the Higher Bulwark level 27
34th Pyre 123rd year of Ascendancy at 18:07 see stats
By Lilly the Higher Bulwark level 17
1st Allure 123rd year of Ascendancy at 22:32 see stats
By Lilly the Higher Bulwark level 36
1st Pyre 124th year of Ascendancy at 06:25 see stats
By Lilly the Higher Bulwark level 46
69th Regrowth 125th year of Ascendancy at 00:37 see stats
By Lilly the Higher Bulwark level 50
45th Dusk 125th year of Ascendancy at 00:39 see stats
By Lilly the Higher Bulwark level 39
18th Haze 124th year of Ascendancy at 09:49 see stats
By Lilly the Higher Bulwark level 35
78th Regrowth 124th year of Ascendancy at 22:17 see stats
By Lilly the Higher Bulwark level 20
57th Regrowth 123rd year of Ascendancy at 14:42 see stats
By Lilly the Higher Bulwark level 37
29th Dusk 124th year of Ascendancy at 05:01 see stats
By Lilly the Higher Bulwark level 10
6th Dusk 122nd year of Ascendancy at 10:51 see stats
By Lilly the Higher Bulwark level 36
14th Dusk 124th year of Ascendancy at 20:15 see stats
By Lilly the Higher Bulwark level 34
42nd Haze 123rd year of Ascendancy at 21:30 see stats
By Lilly the Higher Bulwark level 21
76th Regrowth 123rd year of Ascendancy at 19:41 see stats
By Lilly the Higher Bulwark level 46
65th Regrowth 125th year of Ascendancy at 08:49 see stats
By Lilly the Higher Bulwark level 22
13rd Pyre 123rd year of Ascendancy at 15:48 see stats
By Lilly the Higher Bulwark level 50
5th Mirth 125th year of Ascendancy at 07:05 see stats
By Lilly the Higher Bulwark level 16
70th Dusk 122nd year of Ascendancy at 20:17 see stats
By Lilly the Higher Bulwark level 29
59th Pyre 123rd year of Ascendancy at 11:23 see stats
By Lilly the Higher Bulwark level 30
20th Dusk 123rd year of Ascendancy at 10:35 see stats
By Lilly the Higher Bulwark level 49
74th Pyre 125th year of Ascendancy at 07:08 see stats
By Lilly the Higher Bulwark level 36
14th Dusk 124th year of Ascendancy at 22:14 see stats
By Lilly the Higher Bulwark level 43
79th Haze 124th year of Ascendancy at 21:40 see stats
By Lilly the Higher Bulwark level 31
20th Dusk 123rd year of Ascendancy at 14:02 see stats
By Lilly the Higher Bulwark level 18
10th Allure 123rd year of Ascendancy at 00:13 see stats
By Lilly the Higher Bulwark level 48
69th Regrowth 125th year of Ascendancy at 12:27 see stats
By Lilly the Higher Bulwark level 42
77th Haze 124th year of Ascendancy at 04:56 see stats
By Lilly the Higher Bulwark level 10
4th Flare 122nd year of Ascendancy at 17:58 see stats
By Lilly the Higher Bulwark level 20
55th Regrowth 123rd year of Ascendancy at 01:41 see stats
By Lilly the Higher Bulwark level 30
19th Dusk 123rd year of Ascendancy at 00:34 see stats
By Lilly the Higher Bulwark level 40
29th Haze 124th year of Ascendancy at 05:01 see stats
By Lilly the Higher Bulwark level 50
76th Pyre 125th year of Ascendancy at 02:03 see stats
By Lilly the Higher Bulwark level 31
32nd Dusk 123rd year of Ascendancy at 22:25 see stats
By Lilly the Higher Bulwark level 46
60th Regrowth 125th year of Ascendancy at 01:40 see stats
By Lilly the Higher Bulwark level 48
1st Time of Balance 125th year of Ascendancy at 23:20 see stats
By Lilly the Higher Bulwark level 14
35th Dusk 122nd year of Ascendancy at 17:09 see stats
By Lilly the Higher Bulwark level 29
41st Pyre 123rd year of Ascendancy at 23:02 see stats
By Lilly the Higher Bulwark level 35
79th Regrowth 124th year of Ascendancy at 15:04 see stats
By Lilly the Higher Bulwark level 34
63rd Haze 123rd year of Ascendancy at 13:22 see stats
By Lilly the Higher Bulwark level 50
5th Mirth 125th year of Ascendancy at 07:03 see stats
By Lilly the Higher Bulwark level 18
10th Allure 123rd year of Ascendancy at 01:44 see stats
By Lilly the Higher Bulwark level 46
57th Regrowth 125th year of Ascendancy at 21:14 see stats
By Lilly the Higher Bulwark level 5
6th Mirth 122nd year of Ascendancy at 02:23 see stats
By Lilly the Higher Bulwark level 18
10th Allure 123rd year of Ascendancy at 01:44 see stats
By Lilly the Higher Bulwark level 50
5th Mirth 125th year of Ascendancy at 07:05 see stats
By Lilly the Higher Bulwark level 14
67th Dusk 122nd year of Ascendancy at 02:31 see stats
By Lilly the Higher Bulwark level 38
65th Dusk 124th year of Ascendancy at 06:52 see stats
By Lilly the Higher Bulwark level 18
23rd Regrowth 123rd year of Ascendancy at 14:15 see stats
By Lilly the Higher Bulwark level 36
1st Pyre 124th year of Ascendancy at 05:29 see stats
By Lilly the Higher Bulwark level 25
24th Pyre 123rd year of Ascendancy at 19:44 see stats
By Lilly the Higher Bulwark level 50
44th Dusk 125th year of Ascendancy at 22:56 see stats
By Lilly the Higher Bulwark level 26
34th Pyre 123rd year of Ascendancy at 09:55 see stats
Log
Poisoned deep water hits Lilly for (3 antimagic), 0 nature (0 total damage).
Lilly is invigorated by the attack!
Poisoned deep water hits Lilly for (3 antimagic), 0 nature (0 total damage).
Lilly is invigorated by the attack!
Poisoned deep water hits Lilly for (2 antimagic), 0 nature (0 total damage).
Lilly is no longer attuned.
You are yanked out of this place!
There is a teleportation circle to the surface here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Saving game...
Saving done.
Lilly drops on the floor: Voratun Hammer of the Deep Bellow (82-123 power, 7 apr).
Your Voratun Hammer of the Deep Bellow (82-123 power, 7 apr) is magically sorted by the storage room and put in a pile with the others items of the same type.
Lilly deactivates Daunting Presence.
Lilly activates Daunting Presence.
Lilly deactivates Shield Wall.
Lilly activates Shield Wall.
Lilly deactivates Precise Strikes.
Lilly activates Precise Strikes.
Lilly deactivates Antimagic Shield.
Lilly activates Antimagic Shield.