










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Crystalist 1.5.5 Exponential Leveling 1.5.5Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Items Vault 1.5.0Donators/Buyers bonus! Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Faster Adventurer Levelup 1.0.5Removes all the unwanted categories from the level up screen so it runs smoothly. Slightly More Adventurous 1.1.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. |
Campaign | Orcs |
Mode | Insane Adventure |
Sex | Female |
Race | Orc |
Class | Crystalist |
Level / Exp | 50 / 2737% |
Size | big |
Lifes / Deaths | Killed by Silokira the whitehoof invoker at level 16 on the 35th Retaking 124th year of Ascendancy at 18:28 6 / 1 |
Primary Stats
Strength | 132 (base 60) |
Dexterity | 82 (base 60) |
Constitution | 93 (base 60) |
Magic | 74 (base 60) |
Willpower | 122 (base 60) |
Cunning | 111 (base 60) |
Resources
Life | 1196/1196 |
Psi | 857/857 |
Steam | 100/100 |
Healing Factor | 2.2833840304182 |
Regeneration | 33.736999049429 |
Speed
Mental | +7.3500000000001% |
Attack | +39.35% |
Movement | +49% |
Spell | +7.3500000000001% |
Global | +149.275% |
Vision
Sight | 10 |
Lite | 12 |
Infravision | 9 |
See Stealth | 97.878147396766 |
See Invisible | 87.878147396766 |
Offense: Mainhand
Damage | 76 |
Accuracy | 44 |
Crit Chance | 47% |
APR | 32 |
Speed | 0.93 |
Offense: Offhand
Damage | 65 |
Accuracy | 44 |
Crit Chance | 47% |
APR | 24 |
Speed | 0.93 |
Offense: Spell
Spellpower | 63 |
Crit Chance | 41% |
Speed | 0.93153237074988 |
Offense: Mind
Mindpower | 123 |
Crit Chance | 95% |
Speed | 0.71761750986724 |
Offense: Damage Bonus
Blight | +12% |
Physical | +14% |
Cold | +27% |
All | +2% |
Darkness | +5% |
Light | +22% |
Lightning | +41% |
Mind | +75% |
Fire | +27% |
Nature | +22% |
Offense: Damage Penetration
Lightning | +31% |
Mind | +139% |
Cold | +31% |
Blight | +21% |
Physical | +24% |
Fire | +31% |
All | +16% |
Defense: Base
Armour (hardiness) | 50.633152089186 (68.647939905859%) |
Defense | 65 |
Ranged Defense | 65 |
Fatigue | 0 |
Physical Save | 104.6 |
Spell Save | 103.4 |
Mental Save | 110 |
Defense: Resistances
Blight | + 32%( 70%) |
Physical | + 16%( 70%) |
Cold | + 43%( 70%) |
All | + 15%( 70%) |
Darkness | + 28%( 70%) |
Light | + 24%( 70%) |
Lightning | + 70%( 70%) |
Mind | + 55%( 70%) |
Fire | + 51%( 70%) |
Nature | + 32%( 70%) |
Defense: Immunities
Pinning Resistance | 25% |
Confusion Resistance | 0% |
Fear Resistance | 0% |
Poison Resistance | 70% |
Disarm Resistance | 28% |
Bleed Resistance | 70% |
Teleport Resistance | 100% |
Stun Resistance | 50% |
Instadeath Resistance | 100% |
Knockback Resistance | 25% |
Inscriptions (4/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 495 life over 5 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (93% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 158 with a minimum range of 15. Its effects scale with your Strength stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 162% efficiency and cooldown mod of 78%. Its effects scale with your Cunning stat. |
Class Talents
Psionic / Crystalline fortress | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Crystalism | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Crystalline attacks | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Solipsism | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Sorption | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Voracity | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Feedback | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Orc | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Chemistry | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Physics | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Mental Tyranny |
talent | Purify |
talent | Thermal Shield |
talent | Charged Shield |
talent | Acuminate |
talent | Kinetic Shield |
talent | Beyond the Flesh |
detrimental effect | Zone-wide effect: +10% blight damage, -10% blight resistance, -20% healing mod, -20% disease immunity. Miasma |
beneficial effect | The creature has found a state of clarity and sees the world for what it is (+44% global speed). Clarity |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. * The third valve has been destroyed. | active |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 75) | failed |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
Deep within Eyal you found a huge cavern containing some of the remains of the great dead god Amakthel... The Dead God AwaitsAlong with what appears to be a living Sher'tul that seems to be trying to resurrect him. It must be stopped at all cost, the Prides only just got their freedom back, you can not allow anything to take it away again! The Sher'tul Priest has been taken care of, Amakthel will keep on sleeping forever now. The Prides and the world are safe. You have won the game!. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
In the Palace of Fumes you found a geothermal vent that digs deep into the planet's core. Voyage to the Center of EyalStrange mutated giants came out. You must find the source of those titans! * Travelling deep within Eyal you found the source of all corruptions: the dead god Amakthel. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
Psionic focus | Focus Gem Focus GemInfused by psionic forces 0.00 Encumbrance. [Unique] Type: gem / yellow ; tier 5 When wielded/worn: Changes resistances penetration: +32% mind Mental speed: +32% When used to imbue an object: Changes resistances penetration: +15% mind Mental speed: +15% Latent Damage Type: Mind Secondary Damage Type: Mind + confuse (50% power) for 5 turns Years of use as a psionic focus have empowered this gem with psychic energy. |
Quiver | Dreamstone DreamstoneInfused by psionic forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Physical save: +22 (+1 eff.) Spell save: +22 (+1 eff.) Mental save: +22 (+4 eff.) Psi when firing a critical mind attack: +4.25 Maximum psi: +107.00 When used to imbue an object: Physical save: +10 (+0 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+2 eff.) Psi when firing a critical mind attack: +2.00 Maximum psi: +50.00 Latent Damage Type: Mind Secondary Damage Type: Mind + confuse (50% power) for 5 turns It is hard to get a grip on this sapphire; sometimes, your hands pass right through it. |
On hands | ![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 8 darkness Changes stats: +3 Str / +3 Wil / +4 Con Changes resistances: +9% darkness Changes damage: +3% darkness Talent mastery: +0.20 Technique / Grappling Talent granted: +1 Sand Shredder Disarm immunity: +28% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Light source | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes damage: +20% light Maximum life: +49.00 Light radius: +11 See stealth: +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +20 Cun / +10 Wil Changes resistances: +17% mind Changes damage: +17% mind Physical save: +14 (+1 eff.) Mental save: +59 (+10 eff.) Confusion immunity: -20% Fear immunity: -20% Maximum psi: +33.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +13% It can be used to activate talent Hateful Whisper, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 538 mind damage and feed you 2 hate. For the first 2 turns, the whisper will travel from the original victim to a new one within a range of 2.0. Every victim of the whisper has a 21% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
On feet | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +4 (+1 eff.) Armour: +3 Fatigue: +3% Changes resistances penetration: +8% physical Physical save: +15 (+1 eff.) Pinning immunity: +25% Knockback immunity: +25% Teleport immunity: +100% Life regen: +3.30 Healing mod.: +16% A pair of boots made of leather. |
Tool | ![]() Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+1 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns, costing 6 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+3 eff.) Changes stats: +2 Str / +6 Dex / +2 Wil / +6 Cun / +4 Con Changes resistances: +28% lightning Changes resistances penetration: +5% blight Changes damage: +14% lightning Physical save: +8 (+0 eff.) Vim when firing critical spell: +2.00 Maximum mana: +20.00 Rings can have magical properties. |
On fingers | ![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+4 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+2 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 17 power out of 30/30) : Effective talent level: 2.4 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 3 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Around neck | ![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 (+6 eff.) Confusion immunity: -100% Mindpower: +8 (+2 eff.) It can be used to activate talent Inner Demons (costing 17 power out of 30/30) : Effective talent level: 4.0 Power cost: 17 out of 30/30. Range: 7 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 32% 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 within your mind. |
In main hand | ![]() Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. You feel two unconnected psionic channels on this item. The set is complete. Base power: 14.0 - 15.4 Uses stats: 85% Wil, 25% Cun Damage type: Fire Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * flashes light on your target dealing 124 damage Damage conversion: 50% cold When wielded/worn: Changes resistances: +25% fire / +25% cold Changes resistances penetration: +15% fire / +15% cold Changes damage: +25% fire / +25% cold Talent mastery: +0.25 Psionic / Thermal mastery Talent granted: +1 Psionic Maelstrom Critical mult.: +12.00% Spell save: +15 (+0 eff.) Psi each turn: +2.00 Mindpower: +18 (+3 eff.) Mental crit. chance: +9% Thermal energies are focussed in the core of this mindstar. |
Around waist | ![]() Powered by arcane forces Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Armour: +10 Defense: +10 (+3 eff.) Changes stats: +3 Wil / +3 Cun / +3 Con Changes resistances: +1% physical / +9% fire Changes damage: +12% physical Mental save: +18 (+3 eff.) Maximum life: +74.00 Mindpower: +8 (+2 eff.) Slows Projectiles: +25% It can be used to create a temporary shield that absorbs 269 damage, putting all charms on cooldown for 17 turns. A belt that goes around your waist. |
In off hand | ![]() Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. You feel two unconnected psionic channels on this item. The set is complete. Base power: 10.0 - 11.0 Uses stats: 80% Wil, 20% Cun Damage type: Lightning Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * flashes light on your target dealing 137 damage When wielded/worn: Changes resistances: +25% lightning Changes resistances penetration: +15% lightning Changes damage: +25% lightning Talent mastery: +0.25 Psionic / Charged mastery Talent granted: +1 Psionic Maelstrom Critical mult.: +15.00% Mental save: +15 (+3 eff.) Maximum psi: +50.00 Mindpower: +18 (+3 eff.) Mental crit. chance: +9% Electrical energies are focussed in the core of this mindstar. |
Cloak | ![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind / +30% lightning Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+0 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+2 eff.) Stun/Freeze immunity: +50% Mindpower: +6 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 6 power out of 25/25) : Effective talent level: 3.3 Power cost: 6 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 121 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Main armor | ![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +8% lightning / +6% darkness / +10% blight / +8% fire / +8% cold / +11% light Physical save: +13 (+1 eff.) Spell save: +29 (+1 eff.) Mental save: +14 (+3 eff.) Poison immunity: +70% Disease immunity: +70% Cut immunity: +70% Life regen: +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Damage affinity(heal): +15% nature Life regen: +0.20 Mindpower: +5 (+1 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 23 power out of 40/40) : Effective talent level: 2.2 Power cost: 23 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 549 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
![]() Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +40 (+10 eff.) Spellpower: +40 (+10 eff.) Mindpower: +40 (+6 eff.) Allows you to speak and read the old Sher'Tul language. Steampower: +40 (+9 eff.) "When Amakthel arrived, he created the Sun and brought life to this world. You carry a piece of His Sun with you now. Do not forget who gave it to you, lest you become like those wretched fools who would forsake Him." |
![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Str / +6 Dex / +6 Wil / +6 Cun / -10 Lck Changes resistances: +25% mind / +10% all Changes damage: +10% all Change telepathy range by : +10 Grants telepathy: Humanoid Giant You feel something is very wrong with this ring. This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +5 Cun / +5 Wil Changes resistances: +15% light / +6% lightning Changes resistances penetration: +25% lightning Mindpower: +7 (+1 eff.) Light radius: +2 Rings can have magical properties. |
![]() warrior's copper ring of life Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +8 Changes stats: +4 Str Life regen: +0.70 Maximum life: +51.00 Healing mod.: +13% Rings can have magical properties. |
![]() dwarven-steel battleaxe (29-43.5 power, 2 apr) Requires: - Strength 24 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 29.0 - 43.5 Uses stat: 112% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% Massive two-handed battleaxes. |
![]() elemental steel battleaxe of shearing (19-28.5 power, 2 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 19.0 - 28.5 Uses stat: 112% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Armour penetration: +13 Changes resistances penetration: +14% acid / +13% physical / +16% fire / +14% lightning / +14% cold Changes damage: +13% physical Massive two-handed battleaxes. |
![]() glacial voratun battleaxe of ruin (59-88.5 power, 4 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 59.0 - 88.5 Uses stat: 112% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% Burst (radius 2) on crit: +41 ice When wielded/worn: Armour penetration: +20 Physical crit. chance: +19.0% Armour: +20 Changes resistances penetration: +12% cold Critical mult.: +26.00% Massive two-handed battleaxes. |
![]() stralite dagger 'Layarikira' (29.5-38.35 power, 9 apr) Requires: - Dexterity 35 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 29.5 - 38.4 Uses stats: 67% Wil, 27% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +14 acid When wielded/worn: Armour: +6 Changes stats: +4 Mag Changes resistances: +4% physical / +15% temporal Changes resistances penetration: +20% arcane Physical save: +12 (+0 eff.) Confusion immunity: +25% Stun/Freeze immunity: +30% Defense after a teleport: +18 Resist all after a teleport: +18% New effects duration reduction after a teleport: +18% Sharp, short and deadly. |
![]() truestriking steel dagger of phasing (12.5-16.25 power, 14 apr) Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.5 - 16.3 Uses stats: 67% Wil, 27% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +14 Crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +24% When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +8 Changes resistances penetration: +7% physical Sharp, short and deadly. |
![]() truestriking stralite dagger of purging (31-40.3 power, 9 apr) Requires: - Dexterity 35 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 31.0 - 40.3 Uses stats: 67% Wil, 27% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +14 nature When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +10 Changes resistances penetration: +10% physical Sharp, short and deadly. |
![]() Flowerquarry the voratun greatmaul (62-93 power, 4 apr) Requires: - Strength 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 62.0 - 93.0 Uses stat: 112% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 40% chance to gain 10% of a turn (3/turn limit) * 49% chance to corrode armour by 30% Burst (radius 1) on hit: +4 temporal Burst (radius 2) on crit: +8 nature When wielded/worn: Accuracy: +21 (+7 eff.) Armour penetration: +19 Physical crit. chance: +19.0% Defense: +21 (+5 eff.) Changes resistances penetration: +21% acid / +25% temporal Changes damage: +3% nature Critical mult.: +28.00% Disarm immunity: +70% Life regen: +4.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Massive two-handed mauls. |
![]() Yvukira (67-100.5 power, 4 apr) Requires: - Strength 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 67.0 - 100.5 Uses stat: 112% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +19 fire When wielded/worn: Armour: +6 Changes resistances: +12% lightning / +15% fire / +12% light / +15% cold Changes damage: +15% acid Spell save: +20 (+1 eff.) Mental save: +15 (+3 eff.) Silence immunity: +10% Massive two-handed mauls. |
![]() balanced iron greatmaul of ruin (18-27 power, 1 apr) Requires: - Strength 11 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 18.0 - 27.0 Uses stat: 112% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +10 Physical crit. chance: +9.0% Defense: +10 (+3 eff.) Critical mult.: +16.00% Disarm immunity: +35% Massive two-handed mauls. |
![]() caustic voratun greatmaul (68-102 power, 4 apr) Requires: - Strength 48 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 68.0 - 102.0 Uses stat: 112% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 49% chance to corrode armour by 30% When wielded/worn: Changes resistances penetration: +21% acid Life regen: +3.00 Massive two-handed mauls. |
![]() voratun greatmaul 'Stormserpent' (101.5-152.25 power, 8 apr) Requires: - Strength 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 101.5 - 152.3 Uses stat: 112% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Crit. chance: +3.0% Attack speed: 100% Damage Shield penetration (this weapon only): +40% Burst (radius 2) on crit: +42 ice When wielded/worn: Armour: +21 Effects on melee hit: * 37% chance to daze at end of turn Changes resistances penetration: +10% physical / +10% light / +21% cold Only die when reaching: -60.00 life Massive two-handed mauls. |
![]() iron greatsword of amnesia (15.5-24.8 power, 1 apr) Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 15.5 - 24.8 Uses stat: 112% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown When wielded/worn: Massive two-handed swords. |
![]() plaguebringer's steel greatsword of shearing (25-40 power, 2 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 25.0 - 40.0 Uses stat: 112% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 2). On weapon hit: * 13% chance to disease Damage (Melee): +14 blight When wielded/worn: Armour penetration: +13 Changes resistances penetration: +13% physical Changes damage: +13% physical Disease immunity: +28% Massive two-handed swords. |
![]() warbringer's steel greatsword (26-41.6 power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 26.0 - 41.6 Uses stat: 112% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical power: +13 (+3 eff.) Changes stats: +6 Con Changes resistances penetration: +13% physical Disarm immunity: +28% Massive two-handed swords. |
![]() ash longbow of recursion Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 When this weapon hits: Shoot (10% chance level 1). Longbows are used to shoot arrows at your foes. |
![]() mage-hunter's dragonbone longbow of dampening Requires: - Dexterity 48 - Talent Shoot Infused by arcane disrupting forces 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When wielded/worn: Effects on ranged hit: * 38 arcane resource burn Changes stats: +11 Cun / +9 Wil Changes resistances: +23% acid / +24% fire / +21% lightning / +24% cold Talent mastery: +0.30 Wild-gift / Antimagic Spell save: +23 (+1 eff.) Mindpower: +21 (+3 eff.) Longbows are used to shoot arrows at your foes. |
![]() plaguebringer's dwarven-steel longsword (23.5-32.9 power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 23.5 - 32.9 Uses stat: 100% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 3). On weapon hit: * 14% chance to disease Damage (Melee): +14 blight When wielded/worn: Disease immunity: +19% Sharp, long, and deadly. |
![]() truestriking stralite longsword of corruption (33.5-46.9 power, 5 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 33.5 - 46.9 Uses stat: 100% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 12% chance to inflict 15% damage reduction * 20% chance to curse the target When wielded/worn: Accuracy: +13 (+4 eff.) Armour penetration: +12 Changes resistances penetration: +13% physical Sharp, long, and deadly. |
![]() Mayikira (59-82.6 power, 6 apr) Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 59.0 - 82.6 Uses stat: 100% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) When wielded/worn: Armour penetration: +15 Armour: +4 Changes resistances: +3% physical Changes resistances penetration: +15% physical Changes damage: +15% physical Reduces incoming crit damage: 18.00% Physical save: +10 (+0 eff.) Maximum vim: +30.00 Damage Shield penetration: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Blunt and deadly. |
![]() stralite mace 'Relgetotir' (37-51.8 power, 5 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 4 Base power: 37.0 - 51.8 Uses stat: 100% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Burst (radius 1) on hit: +12 fire When wielded/worn: Armour penetration: +10 Physical crit. chance: +7.0% Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 4 acid Changes stats: +2 Mag Critical mult.: +14.00% Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +40.00 Spellpower: +6 (+2 eff.) Blunt and deadly. |
![]() truestriking iron mace of rage (12-16.8 power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% When wielded/worn: Accuracy: +14 (+5 eff.) Armour penetration: +7 Changes stats: +2 Str Changes resistances penetration: +7% physical Changes damage: +7% physical Stamina when hit: +0.90 Blunt and deadly. |
![]() Aerodogen (16-17.6 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. The natural wyrm seeks an element. Base power: 16.0 - 17.6 Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 30 arcane resource burn When wielded/worn: Damage when hit (Melee): 9 lightning / 9 physical / 8 fire / 9 acid / 10 cold Changes resistances: +10% lightning / +9% physical / +9% temporal / +16% cold / +22% fire / +18% mind / +9% acid Changes resistances penetration: +20% mind Spell save: +18 (+1 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Requires: - Willpower 28 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 15.0 - 16.5 Uses stats: 85% Wil, 22% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +26 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Changes stats: +8 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Focus +0.20 Psionic / Absorption +0.20 Psionic / Sorption +0.20 Psionic / Crystalline fortress Mental save: +25 (+4 eff.) Maximum psi: +20.00 Mindpower: +14 (+2 eff.) Mental crit. chance: +7% It can be used to activate talent Resonance Field (costing 14 power out of 25/25) : Effective talent level: 4.5 Power cost: 14 out of 25/25. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Activate to create a resonance field that will absorb 50% of all damage you take (678 max absorption). The field will not interfere with Feedback gain. The max absorption value will scale with your Mindpower, and the effect lasts up to ten turns. This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. |
![]() Char's kiss (15.5-17.05 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural fire should be returned to the wyrm. This natural lightning should be returned to the wyrm. Base power: 15.5 - 17.1 Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +17.0% Attack speed: 100% On weapon hit: * 20% chance to corrode armour by 30% * Slows global speed by 20% * 20% chance to gain 10% of a turn (3/turn limit) Burst (radius 1) on hit: +8 blight / +4 temporal Burst (radius 2) on crit: +16 blight / +4 fire When wielded/worn: Damage when hit (Melee): 16 lightning / 18 fire Changes stats: +4 Str / +4 Dex / +4 Mag / +3 Wil / +4 Cun / +4 Con Changes resistances: +16% lightning / +23% fire / +9% temporal Changes resistances penetration: +20% lightning / +20% fire Changes damage: +20% lightning / +18% fire Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Global speed: +6% It can be used to divide the mindstar in two, putting all charms on cooldown for 1 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 Uses stats: 85% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +2 Cun Critical mult.: +18.00% Physical save: +7 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +5 (+1 eff.) Equilibrium when hit: +1.20 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() epiphanous living mindstar of the jelly (17-18.7 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar has an epiphany about dreams. Base power: 17.0 - 18.7 Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +21% mind / +9% acid Equilibrium when hit: +1.10 Mindpower: +15 (+3 eff.) Mental crit. chance: +10% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() epiphanous thorny mindstar of storms (9.5-10.45 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This psionic mindstar has an epiphany about dreams. This natural lightning should be returned to the wyrm. Base power: 9.5 - 10.5 Uses stats: 80% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 12 lightning Changes stats: +3 Str / +2 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Changes resistances: +14% lightning Changes resistances penetration: +11% lightning Changes damage: +11% mind / +10% lightning Mindpower: +10 (+2 eff.) Mental crit. chance: +6% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.5 - 13.8 Uses stats: 85% Wil, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Mental save: +3 (+1 eff.) Maximum psi: +20.00 Mindpower: +12 (+2 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() hateful living mindstar of life (16.5-18.15 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar hates not to be wrathful. Base power: 16.5 - 18.2 Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances penetration: +10% mind / +13% darkness Changes damage: +25% mind / +17% darkness Life regen: +2.00 Maximum life: +41.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() resonating pulsing mindstar of storms (13-14.3 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural lightning should be returned to the wyrm. This mindstar will resonate with other psionic mindstars. Base power: 13.0 - 14.3 Uses stats: 85% Wil, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 16 lightning Changes stats: +3 Str / +4 Dex / +3 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances: +17% lightning / +9% mind Changes resistances penetration: +12% lightning / +8% mind Changes damage: +13% lightning / +9% mind Psi when hit: +1.80 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Damage Resonance (when hit): +21% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() throat-seeking drakeskin leather sling Requires: - Dexterity 48 - Talent Shoot Infused by arcane disrupting forces 4.00 Encumbrance. Type: weapon / sling ; tier 5 Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 On weapon crit: * silences the target Damage (Ranged): +20 nature When wielded/worn: Changes resistances penetration: +12% nature Slings are used to hurl stones or metal shots at your foes. |
![]() Lavasun the elven-wood vilestaff (25-30 power, 5 apr, fire element) Requires: - Magic 35 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 Base power: 25.0 - 30.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 40% chance to disease Burst (radius 1) on hit: +16 fire When wielded/worn: Accuracy: +10 (+3 eff.) Physical crit. chance: +6.0% Physical power: +13 (+3 eff.) Effects on melee hit: * 24% chance to disease Changes stats: +2 Wil Changes damage: +25% fire Talent granted: +1 Command Staff Critical mult.: +32.00% Spell save: +20 (+1 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +27 (+7 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. |
![]() elven-wood vilestaff 'Runuzor' (25-30 power, 5 apr, acid element) Requires: - Magic 35 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +17.0% Physical power: +8 (+2 eff.) Armour: +12 Changes damage: +25% acid Talent granted: +1 Command Staff Critical mult.: +18.00% Stamina each turn: +1.40 Only die when reaching: -100.00 life Spellpower: +12 (+3 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
![]() infernal ash magestaff of blasting (15-18 power, 3 apr, arcane element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage (Melee): 20 fire Changes damage: +15% arcane Talent granted: +1 Command Staff Critical mult.: +24.00% Spellpower: +19 (+5 eff.) Spell crit. chance: +8% See invisible: +9 It can be used to unleash an elemental blastwave, dealing 68.84 to 82.61 arcane damage in a radius 3 around the user, putting all charms on cooldown for 6 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() lifebinding dragonbone magestaff of fate (30-36 power, 6 apr, arcane element) Requires: - Magic 48 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +5 Con Changes damage: +30% arcane Talent granted: +1 Command Staff Physical save: +12 (+0 eff.) Spell save: +14 (+0 eff.) Mental save: +13 (+2 eff.) Life regen: +2.00 Spellpower: +24 (+6 eff.) Spell crit. chance: +13% Healing mod.: +19% Staves designed for wielders of magic, by the greats of the art. |
![]() lifebinding yew starstaff of illumination (20-24 power, 4 apr, darkness element) Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +11 (+3 eff.) Effects on melee hit: * 11% chance to blind Changes stats: +6 Con Changes damage: +20% darkness Talent granted: +1 Command Staff Life regen: +1.30 Spellpower: +16 (+4 eff.) Spell crit. chance: +3% Light radius: +4 Healing mod.: +22% It can be used to activate talent Illuminate, placing all other charms into a 4 cooldown : Effective talent level: 1.0 Power cost: 4 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 92.73 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Armour: +10 Defense: +8 (+2 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Changes resistances: +6% acid Changes resistances penetration: +10% blight Changes damage: +9% blight Stealth bonus: +8 Physical save: +9 (+0 eff.) Mindpower: +5 (+1 eff.) It can be used to create a temporary shield that absorbs 260 damage, putting all charms on cooldown for 17 turns. A belt that goes around your waist. |
![]() Lisowen the Nightgasher (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Damage when hit (Melee): 24 darkness Changes stats: +3 Mag Changes resistances: +15% darkness Changes damage: +12% blight / +11% all Vim when firing critical spell: +4.00 Spellpower: +18 (+5 eff.) Spell crit. chance: +8% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() sunsealed elven-silk robe of Angolwen (11 def, 7 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Armour: +7 Defense: +11 (+3 eff.) Changes stats: +13 Mag / +5 Wil Changes resistances: +12% light / +14% darkness Changes damage: +17% light Silence immunity: +36% Spellpower on spell critical (stacks up to 3 times): +6 Maximum life: +62.00 Spellpower: +20 (+5 eff.) Light radius: +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +12 Defense: +10 (+3 eff.) Fatigue: +3% Changes stats: +8 Cun / +8 Dex Pinning immunity: +100% Knockback immunity: -100% Steampower: +5 (+1 eff.) You move 3 spaces at once. Accurately? Less so. |
![]() drakeskin leather gloves 'Aerusta' (0 def, 9 armour) Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +15 (+5 eff.) Armour: +9 Damage (Melee): 15 nature / 15 fire Changes stats: +6 Cun Changes resistances: +9% lightning / +10% fire / +15% darkness / +10% nature Changes damage: +11% nature / +11% fire Reduces incoming crit damage: 10.00% Blindness immunity: +15% Spellpower on spell critical (stacks up to 3 times): +2 Spell crit. chance: +2% Infravision radius: +4 It can be used to activate talent Track, placing all other charms into a 9 cooldown : Effective talent level: 2.4 Power cost: 9 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 41 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() stone warden's voratun gauntlets (0 def, 22 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +22 Armour Hardiness: +13% Changes stats: +14 Con Changes resistances: +11% physical Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Plot Item] Type: armor / head ; tier 3 When wielded/worn: Physical power: -10 (-3 eff.) Defense: -10 (-2 eff.) Changes stats: +4 Wil Changes resistances: +10% cold / +10% darkness / +10% arcane Confusion immunity: +100% Spellpower: -10 (-2 eff.) Mindpower: -10 (-1 eff.) Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +2 (+1 eff.) Damage (Melee): 30 % chance of gloom effects Changes stats: +0 Cun Changes resistances: +20% fire Changes damage: +10% darkness / +10% physical Talent mastery: +0.20 Cursed / Punishments Mental save: -10 (-1 eff.) Hate when firing a critical mind attack: +2.00 Hate per kill: +2.00 Maximum hate: +20.00 Spellpower: +10 (+3 eff.) Mindpower: +15 (+3 eff.) Mental crit. chance: +10% Healing mod.: -10% Talent on hit(spell): Agony (10% chance level 2). Talent on hit(mindpower): Hateful Whisper (10% chance level 2). This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
![]() dragonslayer's hardened leather cap of constitution (+6) (0 def, 3 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +6 Con Changes resistances: +10% acid / +10% fire / +11% lightning / +11% cold A cap made of leather. |
![]() fearwoven elven-silk wizard hat of knowledge (3 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +6 Cun / +6 Wil Changes resistances: +18% darkness / +18% physical Changes damage: +20% darkness / +19% physical Maximum hate: +8.00 Mindpower: +14 (+2 eff.) Mental crit. chance: +4% A pointy cloth hat, very wizardly... |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +3 (+0 eff.) Armour: +13 Fatigue: +3% Changes stats: +6 Str / +1 Wil / +0 Cun / +3 Con Changes resistances: +8% lightning / +8% temporal / +6% acid Mental save: +8 (+2 eff.) Light radius: +2 Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 A cap made of leather. |
![]() warlord's hardened leather cap of ire (0 def, 3 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +9 (+2 eff.) Armour: +3 Fatigue: +3% Changes stats: +9 Str / +5 Wil / +4 Con Changes resistances: +10% physical Physical save: +21 (+1 eff.) Mental save: +10 (+2 eff.) It can be used to activate talent Battle Cry, placing all other charms into a 16 cooldown : Effective talent level: 2.0 Power cost: 16 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
![]() Smolderwilter the dwarven-steel mail armour (3 def, 8 armour) Requires: - Strength 28 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +16% Damage when hit (Melee): 12 fire Changes stats: +4 Wil Changes resistances: +24% acid Changes damage: +6% mind Grants telepathy: All Mana each turn: +0.20 Spell crit. chance: +6% A suit of armour made of mail. |
![]() enlightening dwarven-steel mail armour of thunder (3 def, 8 armour) Requires: - Strength 28 - Talent Heavy Armour Training Powered by arcane forces Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Physical crit. chance: +7.0% Physical power: +19 (+4 eff.) Armour: +8 Defense: +3 (+1 eff.) Fatigue: +16% Changes stats: +6 Str / +7 Mag / +13 Wil / +6 Cun Changes resistances: +16% lightning Mental save: +19 (+3 eff.) Spellpower: +19 (+5 eff.) Spell crit. chance: +7% Mindpower: +18 (+3 eff.) Mental crit. chance: +8% A suit of armour made of mail. |
![]() impenetrable iron mail armour of the deep (2 def, 14 armour) Requires: - Strength 14 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +14 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +7% acid / +7% cold Allows you to breathe in: water A suit of armour made of mail. |
![]() radiant voratun mail armour of natural resilience (5 def, 10 armour) Requires: - Strength 48 - Talent Heavy Armour Training Infused by nature Infused by arcane disrupting forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +16% Damage when hit (Melee): 13 light Changes stats: +3 Wil Changes resistances: +44% blight / +20% nature / +20% darkness Reduced damage from: +10% Unnatural Light radius: +1 A suit of armour made of mail. |
![]() Umbradare the rough leather armour (1 def, 2 armour) Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Effects on melee hit: * 37% chance to inflict 15% damage reduction Damage when hit (Melee): 6 light Changes stats: +4 Mag / +2 Wil Changes resistances: +14% blight / +13% darkness / +6% arcane Changes damage: +12% darkness / +12% arcane Mana each turn: +0.32 Spellpower on spell critical (stacks up to 3 times): +8 Maximum mana: +60.00 Spell crit. chance: +5% Light radius: +2 A suit of armour made of leather. |
![]() enlightening drakeskin leather armour of the deep (5 def, 12 armour) Requires: - Strength 20 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +12 Defense: +5 (+1 eff.) Fatigue: +8% Changes stats: +8 Cun / +8 Wil Changes resistances: +12% acid / +9% cold Allows you to breathe in: water Mental save: +24 (+4 eff.) A suit of armour made of leather. |
![]() radiant drakeskin leather armour of natural resilience (5 def, 8 armour) Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 14 light Changes stats: +6 Wil Changes resistances: +36% blight / +18% nature / +23% darkness Reduced damage from: +14% Unnatural Light radius: +2 A suit of armour made of leather. |
![]() volcanic drakeskin leather armour (5 def, 18 armour) Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Defense: +5 (+1 eff.) Fatigue: +8% Damage (Melee): 8 fire Damage (Ranged): 10 fire Changes resistances: +24% fire / +30% physical A suit of armour made of leather. |
![]() Flashenvy (4 def, 8 armour, 64.5 block) Requires: - Strength 11 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Damage when hit (Melee): 20 blight Changes stats: +4 Con Changes resistances: +6% arcane Changes resistances penetration: +20% blight Changes damage: +12% light Talent granted: +1 Block Physical save: +7 (+0 eff.) Maximum mana: +40.00 Maximum vim: +60.00 Spellpower: +6 (+2 eff.) Handheld deflection devices. |
![]() coruscating voratun shield (12 def, 3 armour, 189.5 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Damage when hit (Melee): 30 fire Changes stats: +6 Str Changes resistances: +19% fire Talent granted: +5 Block Handheld deflection devices. |
![]() reinforced stralite shield of physical resistance (+16%) (10 def, 12 armour, 228 block) Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +12 Defense: +10 (+3 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +14% Changes resistances: +16% physical Talent granted: +4 Block Handheld deflection devices. |
![]() reinforced stralite shield of resilience (10 def, 12 armour, 226.5 block) Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +12 Defense: +10 (+3 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +14% Talent granted: +4 Block Maximum life: +88.00 Handheld deflection devices. |
![]() warded stralite shield of fire resistance (+27%) (10 def, 2 armour, 142.5 block) Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +2 Defense: +10 (+3 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +14% Changes resistances: +27% fire Maximum wards: +5 lightning / +5 temporal / +5 blight / +5 fire / +5 cold Talents granted: +1 Ward +4 Block Handheld deflection devices. |
![]() psychokinetic quiver of dragonbone arrows of erosion (21/21, 53.5-74.9 power, 18 apr) Requires: - Dexterity 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 53.5 - 74.9 Uses stats: 70% Wil, 42% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 21 On weapon hit: * 10% chance to knock the target back Damage (Ranged): +30 temporal / +24 nature / +75 physical Arrows are used with bows to pierce your foes to death. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Secondary Damage Type: Acid + Disarm for 2 turns Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Secondary Damage Type: Acid + Disarm for 2 turns Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Secondary Damage Type: Lightning + Daze for 5 turns Air currents swirl around this bright blue jewel. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Secondary Damage Type: Lightning + Daze for 5 turns Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Secondary Damage Type: Lightning + Daze for 5 turns Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Secondary Damage Type: Lightning + Daze for 5 turns Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Secondary Damage Type: Lightning + Daze for 5 turns Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Secondary Damage Type: Lightning + Daze for 5 turns Gems can be sold for money or used in arcane rituals. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour: +6 Fatigue: -8% Changes stats: +5 Str Changes resistances: +6% darkness Physical save: +30 (+1 eff.) Poison immunity: +30% Cut immunity: +10% Maximum stamina: +25.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() bloodhexed voratun pickaxe (dig speed 19 turns) Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +14.0% Changes stats: +13 Str / +9 Wil Mental crit. chance: +14% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() Infused by nature Infused by arcane disrupting forces 0.00 Encumbrance. [Unique] Type: gem / green ; tier 5 When wielded/worn: Changes resistances: +15% arcane / +4% all Talent mastery: +0.20 Wild-gift / Antimagic Inflicts spell disruption for 10 turns, causing a stacking 5% chance of spell failure (up to 50%). When used to imbue an object: Changes resistances: +15% arcane / +4% all Talent mastery: +0.20 Wild-gift / Antimagic Latent Damage Type: 50% Nature, 50% Arcane Secondary Damage Type: Arcane + silence for 5 turns The legendary mage-hunter Rol'Vak lost her right eye in a battle with demons. She replaced it with this emerald, which soon became a conduit for her power. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Secondary Damage Type: Nature + slow by 40% for 5 turns Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Secondary Damage Type: Nature + slow by 40% for 5 turns Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Secondary Damage Type: Nature + slow by 40% for 5 turns Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Secondary Damage Type: Nature + slow by 40% for 5 turns Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 56 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Elemental Prism Elemental PrismPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes resistances: +10% lightning / +10% cold / +10% arcane / +10% fire Spellpower: +10 (+3 eff.) Spell crit. chance: +5% When used to imbue an object: Changes resistances: +10% lightning / +10% cold / +10% arcane / +10% fire Spellpower: +10 (+3 eff.) Spell crit. chance: +5% Latent Damage Type: 25% Arcane, 25% Cold, 25% Fire, 25% Lightning Talent on hit(spell): Elemental Bolt (10% chance level 3). Talent on hit(mindpower): Elemental Bolt (10% chance level 3). Secondary Damage Type: Random element + pin, freeze, stun, or daze for 5 turns The master alchemist Teza designed this crystal to split light into its constituent colors. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 4 When wielded/worn: Physical power: +12 (+3 eff.) Changes stats: +6 Mag / +6 Con Changes damage: +6% lightning / +6% physical / +18% darkness / +6% fire / +6% cold / +6% acid Spellpower: +12 (+3 eff.) When used to imbue an object: Physical power: +12 (+3 eff.) Changes stats: +6 Mag / +6 Con Changes damage: +6% lightning / +6% physical / +18% darkness / +6% fire / +6% cold / +6% acid Spellpower: +12 (+3 eff.) Talent on hit(spell): Necrotic Breath (12% chance level 2). This cracked gemstone fell from the remains of the dead Ureslak. It appears to have been turned into a vibrant crystal in whatever process reanimated him. |
![]() Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
![]() Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Secondary Damage Type: Burning Shock (stun) for 5 turns Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Secondary Damage Type: Burning Shock (stun) for 5 turns Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Secondary Damage Type: Burning Shock (stun) for 5 turns Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Secondary Damage Type: Burning Shock (stun) for 5 turns Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 112 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
amazing healing salve [power 545] amazing healing salve [power 545]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 162% efficiency and 78% cooldown modifier. It can be used to heal 545, putting Talent Medical Injector on cooldown for 9 turns. Medical salve. |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'cloak' When attach to an other item: Changes resistances: +18% lightning Stun/Freeze immunity: +30% Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'head' When attach to an other item: Changes stats: +6 Cun Mental save: +9 (+2 eff.) Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item worn on slot 'head' When attach to an other item: Infravision radius: +6 Sight radius: +1 See stealth: +10 See invisible: +10 Tinkers can be attached to normal items to improve them with steam power! |
![]() stralite torque of clear mind 'Singevile' [power 3] (6 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Damage when hit (Melee): 16 temporal Changes stats: +6 Dex Changes resistances: +15% fire Changes resistances penetration: +31% physical / +30% temporal Critical mult.: +9.00% Physical save: +30 (+1 eff.) It can be used to absorb and nullify at most 3 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 7 psi. Torques are made by powerful psionics to store psionic powers. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Secondary Damage Type: Arcane + silence for 5 turns Gems can be sold for money or used in arcane rituals. |
Actinium Sphere Actinium SpherePowered by unknown forces 0.00 Encumbrance. [Unique] Type: gem / white ; tier 5 When wielded/worn: Changes resistances penetration: +15% all Changes damage: +8% all Light radius: +2 See stealth: +25 See invisible: +25 When used to imbue an object: Changes resistances penetration: +15% all Changes damage: +8% all Light radius: +2 See stealth: +25 See invisible: +25 Latent Damage Type: 50% Physical, 50% Light Secondary Damage Type: Light + blind for 5 turns This doesn't seem very safe. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 17 power out of 30/30. Secondary Damage Type: Light + blind for 5 turns 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. |
Iridium Sphere Iridium SphereInfused by psionic forces 10.00 Encumbrance. [Unique] Type: gem / white ; tier 5 When wielded/worn: Changes resistances: +10% physical Physical save: +20 (+1 eff.) Knockback immunity: +100% When carried: Maximum encumbrance: +10 Deals an additional 10% of damage as bleeding over 5 turns. When used to imbue an object: Changes resistances: +10% physical Physical save: +20 (+1 eff.) Knockback immunity: +100% Latent Damage Type: Physical bleed Secondary Damage Type: Physical + pin for 5 turns This shiny metal ball is extremely hard and dense. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Secondary Damage Type: Cold + Freeze for 5 turns Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+0 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+0 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Secondary Damage Type: Cold + Freeze for 5 turns Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Secondary Damage Type: Cold + Freeze for 5 turns Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Secondary Damage Type: Cold + Freeze for 5 turns Gems can be sold for money or used in arcane rituals. |
Sunstone SunstoneInfused by nature 0.00 Encumbrance. [Unique] Type: gem / yellow ; tier 4 When wielded/worn: Confusion immunity: +30% Light radius: +2 Healing mod.: +25% When used to imbue an object: Confusion immunity: +30% Light radius: +2 Healing mod.: +25% Latent Damage Type: 50% Fire, 50% Light Secondary Damage Type: Light + blind for 5 turns This golden beryl glows with the energy of the Sun. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Secondary Damage Type: Light + blind for 5 turns Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Secondary Damage Type: Light + blind for 5 turns Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Secondary Damage Type: Light + blind for 5 turns Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: Embers of Rage!
You have thwarted the Steam Giants' genocidal plans, and avenged those killed in the attack on Kruk Pride. Their desperate pact with the High Priest did nothing to stop you; the priest and his god lay dead at your feet, and you have ensured they will stay dead for the foreseeable future.
The humans, elves, and halflings will not be able to hurt your people again. By destroying the farportal and denying King Tolak's army its glorious battle, you have ensured the safety of your people from the Allied Kingdoms, and by storming the Gates of Morning you have eliminated the last bearers of the West's hateful aggression in Var'Eyal.
For now, peace reigns. You know that this will not last forever. You may have repelled its vanguard, but the Kar'Haïb Dominion bides its time waiting for a weakness it can exploit; the smugglers' portals from Maj'Eyal remain undiscovered, and while neither you nor King Tolak has any remaining desire to take the other's continent, the fear of invasion will linger in the backs of your minds.
Regardless... You just killed a god and gave your people the first chance to relax in thousands of years. It's been a pretty good day.
You may continue playing and enjoy the rest of the world. Your soldiers may want to speak with you outside...
Achievements
By Matre the Orc Crystalist level 11
24th Retaking 124th year of Ascendancy at 08:15 see stats
By Matre the Orc Crystalist level 13
30th Retaking 124th year of Ascendancy at 09:17 see stats
By Matre the Orc Crystalist level 38
1st Dearth 124th year of Ascendancy at 16:50 see stats
By Matre the Orc Crystalist level 46
38th Dearth 124th year of Ascendancy at 11:06 see stats
By Matre the Orc Crystalist level 31
7th Pain 124th year of Ascendancy at 00:17 see stats
By Matre the Orc Crystalist level 10
22nd Retaking 124th year of Ascendancy at 03:49 see stats
By Matre the Orc Crystalist level 20
17th Revenge 124th year of Ascendancy at 06:10 see stats
By Matre the Orc Crystalist level 30
48th Revenge 124th year of Ascendancy at 20:04 see stats
By Matre the Orc Crystalist level 40
19th Dearth 124th year of Ascendancy at 08:47 see stats
By Matre the Orc Crystalist level 50
4th Loss 124th year of Ascendancy at 17:51 see stats
By Matre the Orc Crystalist level 50
13rd Loss 124th year of Ascendancy at 02:47 see stats
By Matre the Orc Crystalist level 45
38th Dearth 124th year of Ascendancy at 01:36 see stats
By Matre the Orc Crystalist level 50
13rd Loss 124th year of Ascendancy at 02:47 see stats
By Matre the Orc Crystalist level 35
26th Pain 124th year of Ascendancy at 04:33 see stats
By Matre the Orc Crystalist level 48
1st Loss 124th year of Ascendancy at 07:44 see stats
By Matre the Orc Crystalist level 35
26th Pain 124th year of Ascendancy at 05:57 see stats
By Matre the Orc Crystalist level 50
17th Loss 124th year of Ascendancy at 18:01 see stats
By Matre the Orc Crystalist level 40
20th Dearth 124th year of Ascendancy at 03:05 see stats
By Matre the Orc Crystalist level 25
42nd Revenge 124th year of Ascendancy at 18:21 see stats
By Matre the Orc Crystalist level 50
20th Loss 124th year of Ascendancy at 01:14 see stats
By Matre the Orc Crystalist level 25
42nd Revenge 124th year of Ascendancy at 21:14 see stats
By Matre the Orc Crystalist level 12
25th Retaking 124th year of Ascendancy at 02:50 see stats
Log
Matre picks up (F.): epiphanous living mindstar of the jelly (17-18.7 power, 40 apr, nature damage).
Matre receives 5 healing (7 psi heal).
Matre receives 4 healing (7 psi heal).
Matre receives 4 healing (7 psi heal).
Matre receives 4 healing (6 psi heal).
Matre receives 4 healing (6 psi heal).
Matre receives 4 healing (6 psi heal).
Matre receives 4 healing (6 psi heal).
Matre receives 4 healing (5 psi heal).
Matre receives 4 healing (5 psi heal).
Matre receives 4 healing (5 psi heal).
Matre receives 4 healing (5 psi heal).
Matre receives 4 healing (5 psi heal).
Matre receives 4 healing (5 psi heal).
Matre receives 4 healing (5 psi heal).
Matre receives 4 healing (5 psi heal).
Matre receives 4 healing (5 psi heal).
Matre receives 4 healing (5 psi heal).
Matre receives 4 healing (5 psi heal).
Matre receives 4 healing (5 psi heal).
There is a ladder to the next level here (press '' or right click to use).
Ran for 26 turns (stop reason: at exit).
Matre deactivates Acuminate.
Matre deactivates Mental Tyranny.
Matre deactivates Thermal Shield.
Matre deactivates Purify.
Matre deactivates Charged Shield.
Matre deactivates Kinetic Shield.
Matre deactivates Beyond the Flesh.