Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.3.0Donators/Buyers bonus! Randventurer Class 1.2.3Adds a new character class to the game: The Randventurer! Randventurers are similar to Adventurers, they can get any talent tree - except they don't get to pick which ones! At character creation they are given many semi-random talent trees, selected so that (hopefully) every character is playable and viable. Any talent tree that can be learned in the game has a chance of appearing on your character. To keep characters playable, randventurer does several things: Prevents conflicting weapon styles, Limits the number of stats used, Makes sure any requirements are met, Ensures any resources the character has are usable and many other small things. See the forums for more detail about Randventurers. Most addons will work normally and have the talents chosen as part of the random character creation. The following addons have full support:
Allow Full Respec Anywhere 1.2.3Allows characters to fully respec anywhere in game, not just in towns. Improved Auto-explore and Rest 1.4.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. ZOmnibus Addon Pack 1.3.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Ogre |
Class | Cursed |
Level / Exp | 50 / 604% |
Size | big |
Lifes / Deaths | Killed by Glarita the bone giant at level 32 on the 14th Haze 123rd year of Ascendancy at 00:46 2 / 5Killed by orc necromancer at level 37 on the 19th Regrowth 124th year of Ascendancy at 06:44 Killed by ritch flamespitter at level 38 on the 33rd Regrowth 124th year of Ascendancy at 04:59 Killed by Eilinevea the vampire at level 44 on the 79th Pyre 124th year of Ascendancy at 04:49 Killed by forge-giant at level 47 on the 2nd Dusk 124th year of Ascendancy at 13:21 |
Antimagic | Follower |
Primary Stats
Strength | 83 (base 60) |
Dexterity | 24 (base 18) |
Constitution | 42 (base 32) |
Magic | 23 (base 12) |
Willpower | 111 (base 66) |
Cunning | 87 (base 60) |
Resources
Life | 1497/1524 |
Hate | 97/100 |
Equilibrium | 33 |
Healing Factor | 1.2868 |
Regeneration | 174.28446859579 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +160.8533365045% |
Spell | 0% |
Global | +75.901328273245% |
Vision
Sight | 12 |
Lite | 7 |
Infravision | 6 |
See Stealth | 7 |
See Invisible | 13 |
Offense: Mainhand
Damage | 147 |
Accuracy | 61 |
Crit Chance | 33% |
APR | 48 |
Speed | 1.00 |
Offense: Offhand
Damage | 161 |
Accuracy | 61 |
Crit Chance | 35% |
APR | 87 |
Speed | 1.00 |
Offense: Spell
Spellpower | 7.1666666666667 |
Crit Chance | 23% |
Speed | 1 |
Offense: Mind
Mindpower | 81.930684835982 |
Crit Chance | 32% |
Speed | 1 |
Offense: Damage Bonus
All | +10% |
Defense: Base
Armour (hardiness) | 11.186275085941 (93.924050632911%) |
Defense | 43.762870368146 |
Ranged Defense | 43.762870368146 |
Fatigue | 32 |
Physical Save | 31.6125 |
Spell Save | 51.246188121871 |
Mental Save | 54.591666666667 |
Defense: Resistances
All | + 15%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Disarm Resistance | 40% |
Confusion Resistance | 71% |
Fear Resistance | 50% |
Knockback Resistance | 50% |
Instadeath Resistance | 100% |
Blind Resistance | 87% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 361 and cleanse 1 wound and poison effect. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 676 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 27% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 547 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 17% for 5 turns. Also removes cross-tier effects of the affected types for free. |
Class Talents
Cursed / Rampage | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Cursed / Strife | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Cursed / Endless hunt | 1.30 |
| 5/5 |
| 4/5 |
| 3/5 |
| 5/5 |
Cursed / Slaughter | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cursed / Gloom | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Generic Talents
Wild-gift / Fungus | 1.10 |
| 3/5 |
| 1/5 |
| 5/5 |
| 2/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.20 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Wild-gift / Antimagic | 1.10 |
| 3/5 |
| 2/5 |
| 4/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Surge |
talent | Wild Growth |
talent | Gloom |
talent | Psiblades |
talent | Stalk |
detrimental effect | The target is hexed, creating an empathic bond with its victims. It takes 16% feedback damage from all damage done. Empathic Hex |
detrimental effect | Reduces global action speed by 49%. Slow |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Antimagic Disruption |
beneficial effect | A flow of life spins around the target, regenerating 135.19 life per turn. Regeneration |
detrimental effect | The target has been splashed with acid, taking 38.14 acid damage per turn, reducing armour by 36 and attack by 31. Acid Splash |
beneficial effect | 38% chance to fully absorb any damaging actions. Leaves Cover |
detrimental effect | The target has been splashed with acid, reducing armour by 30% (-3). Armor Corroded |
beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 10%. Cursed Form |
beneficial effect | You gain 32% resistance against fire. Resolve |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a regenade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Willpower by +1. | done |
You failed to protect the injured seer from death by copperhead snake. Escort: injured seer (level 3 of Trollmire) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Old Forest. Escort: lost anorithil (level 1 of Old Forest)As a reward you improved Cunning by +2. | done |
You failed to protect the lost anorithil from death by orc corruptor. Escort: lost anorithil (level 8 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Scintillating Caves. Escort: lost sun paladin (level 3 of Scintillating Caves)As a reward you improved Strength by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Scintillating Caves. Escort: lost warrior (level 2 of Scintillating Caves)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has defiled the iron acorn which now serves as a reminder of your vile nature. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 700. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of avoidance. You have aided Stire of Derth in creating an elixir of precision. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 64% (based on Cunning), costing 50 power out of 40/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. Press to compare |
Light source | watchleader's brass lantern =11conf,24blind imm= watchleader's brass lantern =11conf,24blind imm=Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Blindness immunity: +24% Confusion immunity: +11% Light radius: +6 See stealth: +7 See invisible: +6 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 6.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 56 for 9 turns. The radius will increase with your Cunning. 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. Press to compare |
On head | Crown of Command (3 def, 6 armour) Crown of Command (3 def, 6 armour)Requires: - Cunning 25 - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +4% Changes stats: +3 Con / +10 Wil Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Technique / Field control Mindpower: +5 (+1 eff.) It can be used to activate talent Indomitable (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years. Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns. This talent takes no time to use. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. Press to compare |
On hands | scouring drakeskin leather gloves of the iron hand (0 def, 3 armour) scouring drakeskin leather gloves of the iron hand (0 def, 3 armour)Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Effects when hit in melee: * 35% chance to reduce powers by 20% * 27 arcane resource burn Changes stats: +3 Str / +4 Wil / +5 Con Talent mastery: +0.20 Technique / Grappling Spell save: +18 (+6 eff.) Disarm immunity: +40% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
Tool | The Guardian's Totem The Guardian's TotemInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 18 nature slow Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+7 eff.) Mindpower: +8 (+2 eff.) It can be used to call an antimagic pillar for 15 turns, but silence yourself for 5 turns, costing 35 power out of 35/35. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. Press to compare |
On fingers | Emelymina the Corpseviper Emelymina the CorpseviperInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +45% acid / +15% temporal Changes damage: +18% acid Rings can have magical properties. Press to compare |
On fingers | solipsist's voratun ring of speed solipsist's voratun ring of speedCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+6 eff.) Defense: +8 (+3 eff.) Changes stats: +6 Cun / +8 Wil Mindpower: +9 (+2 eff.) Movement speed: +12% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings can have magical properties. Press to compare |
Around neck | grounding voratun amulet of vision =34stun 23blind imm= grounding voratun amulet of vision =34stun 23blind imm=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +20% lightning Blindness immunity: +23% Stun/Freeze immunity: +34% Infravision radius: +6 Sight radius: +2 See invisible: +7 Amulets can have magical properties. Press to compare |
In main hand | Eye of the Wyrm (113% power, 46 apr, physical damage) Eye of the Wyrm (113% power, 46 apr, physical damage)Requires: - Willpower 45 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. The natural wyrm seeks an element. The set is complete. Power: 113% Range: 1.1x Uses stats: 105% Wil, 37% Str, 19% Cun Damage type: Physical Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +46 Physical crit. chance: +2.5% Attack speed: 100% Damage conversion: 18% acid / 18% cold / 18% fire / 18% lightning When wielded/worn: Physical crit. chance: +4.0% Physical power: +8 (+2 eff.) Changes resistances: +8% acid / +8% physical / +8% fire / +8% cold / +8% lightning Changes damage: +8% lightning / +8% physical / +8% fire / +8% cold / +8% acid Talent masteries: +0.10 Wild-gift / Venom drake aspect +0.10 Wild-gift / Cold drake aspect +0.10 Wild-gift / Fire drake aspect +0.10 Wild-gift / Storm drake aspect +0.10 Wild-gift / Sand drake aspect Blindness immunity: +40% Stun/Freeze immunity: +40% Mindpower: +15 (+3 eff.) Mental crit. chance: +4% It can be used to activate talent Ice Breath (costing 30 power out of 30/30) : Effective talent level: 4.4 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe ice in a frontal cone of radius 8. Any target caught in the area will take 282.67 cold damage, will be slowed 20% for three turns, and has a 25% to be frozen for a few turns (higher rank enemies will be frozen for a shorter time). The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in cold drake talents also increases your cold resistance by 1%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. Press to compare |
Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. Press to compare |
In off hand | Shocktaint (112% power, 85 apr, nature damage) Shocktaint (112% power, 85 apr, nature damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural fire should be returned to the wyrm. The set is complete. Power: 112% Range: 1.1x Uses stats: 123% Wil, 56% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +85 Physical crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +20% When wielded/worn: Armour penetration: +2 Damage when hit (Melee): 41 fire Changes stats: +2 Con Changes resistances: +30% fire Changes resistances penetration: +5% lightning / +41% fire Changes damage: +35% fire Stamina each turn: +0.60 Mindpower: +19 (+4 eff.) Mental crit. chance: +5% Global speed: +17% 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. Press to compare |
Cloak | Airbore (10 def, 0 armour) Airbore (10 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+3 eff.) Effects on melee hit: * 30% chance to corrode armour * 40% chance to daze Changes resistances: +9% acid / +19% fire / +16% light Changes damage: +6% acid / +3% lightning Stealth bonus: +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
Main armor | voratun plate armour 'Airnigh' (9 def, 16 armour) voratun plate armour 'Airnigh' (9 def, 16 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+3 eff.) Fatigue: +26% Effects on melee hit: * 20 arcane resource burn * 40% chance to daze Changes stats: +9 Str / +6 Wil / +8 Cun Changes resistances: +24% acid / +12% physical / +24% darkness Changes resistances penetration: +5% lightning Mental save: +20 (+6 eff.) Light radius: +1 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.4 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 37 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. Press to compare |
Inventory
Elixir of Invulnerability Elixir of InvulnerabilityInfused by nature 2.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to grant you complete invulnerability for five turns. A vial of thick fluid, metallic and reflective. It's incredibly heavy. |
wild infusion of the titan (resist 19%; cure physical) wild infusion of the titan (resist 19%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 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 19% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare |
heroism infusion of the sneak (+20 for 8 turns, die at -649) heroism infusion of the sneak (+20 for 8 turns, die at -649)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 20 for 8 turns. While Heroism is active, you will only die when reaching -649 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (391% speed; 5 turns) movement infusion (391% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 391% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
copper amulet of constitution (+3) copper amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Amulets can have magical properties. Press to compare |
grounding copper amulet of strength (+3) =20 stun imm= grounding copper amulet of strength (+3) =20 stun imm=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Changes resistances: +12% lightning Stun/Freeze immunity: +20% Amulets can have magical properties. Press to compare |
Earthen Beads =heal= Earthen Beads =heal=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 40 power out of 40/40) : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 376 (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. Press to compare |
Feathersteel Amulet =20movt spd, pressure trap= Feathersteel Amulet =20movt spd, pressure trap=Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. Press to compare |
clarifying gold amulet of healing =25conf imm, Heal= clarifying gold amulet of healing =25conf imm, Heal=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +13% mind Cut immunity: +40% Confusion immunity: +25% Healing mod.: +16% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 1.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 311 life. The life healed will increase with your Mindpower. Amulets can have magical properties. Press to compare |
savior's gold amulet of cunning (+6) =6cun, safes= savior's gold amulet of cunning (+6) =6cun, safes=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +6 Cun Physical save: +12 (+6 eff.) Spell save: +12 (+4 eff.) Mental save: +13 (+4 eff.) Amulets can have magical properties. Press to compare |
mindweaver's stralite amulet of willpower (+5) =19conf imm= mindweaver's stralite amulet of willpower (+5) =19conf imm=Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +5 Wil Mental save: +11 (+4 eff.) Confusion immunity: +19% Mindpower: +7 (+1 eff.) Amulets can have magical properties. Press to compare |
stabilizing stralite amulet of dexterity (+5) =32pin,36kb imm= stabilizing stralite amulet of dexterity (+5) =32pin,36kb imm=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +5 Dex Changes resistances: +21% temporal Pinning immunity: +32% Knockback immunity: +37% Amulets can have magical properties. Press to compare |
clarifying voratun amulet of perfection (0.40 Wild-gift / Antimagic,0.40 Cursed / Endless hunt) =37 conf imm= clarifying voratun amulet of perfection (0.40 Wild-gift / Antimagic,0.40 Cursed / Endless hunt) =37 conf imm=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +24% mind Talent masteries: +0.40 Cursed / Endless hunt +0.40 Wild-gift / Antimagic Confusion immunity: +37% Amulets can have magical properties. Press to compare |
enraging voratun amulet of murder =10combat speek= enraging voratun amulet of murder =10combat speek=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +8 (+4 eff.) Armour penetration: +6 Physical crit. chance: +5.0% Physical power: +7 (+2 eff.) Changes damage: +8% physical Critical mult.: +15.00% Combat speed: +10% Amulets can have magical properties. Press to compare |
savior's voratun amulet of mastery (0.40 Wild-gift / Antimagic) =antimagic, saves= savior's voratun amulet of mastery (0.40 Wild-gift / Antimagic) =antimagic, saves=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Talent mastery: +0.40 Wild-gift / Antimagic Physical save: +18 (+9 eff.) Spell save: +20 (+7 eff.) Mental save: +21 (+7 eff.) Amulets can have magical properties. Press to compare |
warmaker's voratun amulet =10dex= warmaker's voratun amulet =10dex=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +5 Str / +10 Dex / +7 Wil Amulets can have magical properties. Press to compare |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
rogue's steel ring of pilfering rogue's steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+4 eff.) Armour penetration: +9 Defense: +14 (+5 eff.) Changes stats: +3 Cun It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.4 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. Press to compare |
sneakthief's steel ring =6cun5dex= sneakthief's steel ring =6cun5dex=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+4 eff.) Changes stats: +6 Cun / +5 Dex Rings can have magical properties. Press to compare |
Goryrig the gold ring =30 conf imm= Goryrig the gold ring =30 conf imm=Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +2 (+0 eff.) Changes stats: +3 Str / +1 Con Maximum encumbrance: +10 Mental save: +10 (+3 eff.) Confusion immunity: +30% Maximum life: +20.00 Maximum stamina: +10.00 Rings can have magical properties. Press to compare |
gladiator's gold ring of life gladiator's gold ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +5 Str / +6 Con Life regen: +0.80 Maximum life: +45.00 Healing mod.: +19% Rings can have magical properties. Press to compare |
gladiator's gold ring of misery =6con,random gloom= gladiator's gold ring of misery =6con,random gloom=Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Effects on melee hit: * 13% chance to cause random gloom Damage (Melee): 12 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 5 bleed Changes stats: +4 Str / +3 Cun / +6 Con Hate when firing a critical mind attack: +2.00 Maximum hate: +9.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. Press to compare |
marksman's gold ring of lightning (+24%) =4dex= marksman's gold ring of lightning (+24%) =4dex=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+4 eff.) Changes stats: +4 Dex Changes resistances: +24% lightning Changes damage: +12% lightning Rings can have magical properties. Press to compare |
savior's gold ring of misery savior's gold ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 13% chance to cause random gloom Damage (Melee): 8 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 10 bleed Changes stats: +2 Cun Physical save: +6 (+3 eff.) Spell save: +7 (+2 eff.) Mental save: +10 (+3 eff.) Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 38%. Rings can have magical properties. Press to compare |
warrior's gold ring of fire (+26%) =4str= warrior's gold ring of fire (+26%) =4str=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Str Changes resistances: +26% fire Changes damage: +13% fire Rings can have magical properties. Press to compare |
Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. Press to compare |
marksman's stralite ring of speed =15movt= marksman's stralite ring of speed =15movt=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +14 (+7 eff.) Defense: +10 (+3 eff.) Changes stats: +2 Dex Movement speed: +16% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings can have magical properties. Press to compare |
stralite ring 'Getilen' =saves,light,see orc= stralite ring 'Getilen' =saves,light,see orc=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +1 Str / +2 Dex / +1 Cun Grants telepathy: Humanoid/Orc Physical save: +16 (+8 eff.) Spell save: +14 (+5 eff.) Mental save: +14 (+5 eff.) Light radius: +2 Rings can have magical properties. Press to compare |
titan's stralite ring of clarity =33conf imm= titan's stralite ring of clarity =33conf imm=Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Con Physical save: +12 (+6 eff.) Mental save: +9 (+3 eff.) Confusion immunity: +33% Rings can have magical properties. Press to compare |
titan's voratun ring of life =8con, life, heal mod= titan's voratun ring of life =8con, life, heal mod=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Con Physical save: +16 (+8 eff.) Life regen: +0.80 Maximum life: +87.00 Healing mod.: +14% Rings can have magical properties. Press to compare |
titan's voratun ring of life =8con= titan's voratun ring of life =8con=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Con Physical save: +16 (+8 eff.) Life regen: +1.20 Maximum life: +66.00 Healing mod.: +15% Rings can have magical properties. Press to compare |
Amethyst of Sanctuary (111% power, 26 apr, mind damage) Amethyst of Sanctuary (111% power, 26 apr, mind damage)Requires: - Willpower 28 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Power: 111% Range: 1.1x Uses stats: 75% Wil, 22% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +26 Physical 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 Mental save: +25 (+8 eff.) Maximum psi: +20.00 Mindpower: +14 (+3 eff.) Mental crit. chance: +7% It can be used to activate talent Resonance Field (costing 25 power out of 25/25) : Effective talent level: 3.0 Power cost: 25 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 (406 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. Press to compare |
gifted living mindstar of persecution (117% power, 40 apr, mind damage) =disrupts spellcasting= gifted living mindstar of persecution (117% power, 40 apr, mind damage) =disrupts spellcasting=Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 117% Range: 1.1x Uses stats: 80% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * disrupts spell-casting Damage against: +26% Unnatural When wielded/worn: Mindpower: +22 (+4 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. Press to compare |
Zubunor (5 def, 0 armour) =lucid dreamer, phys pen= Zubunor (5 def, 0 armour) =lucid dreamer, phys pen=Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +7 Str / +8 Mag / +7 Wil Changes resistances: +42% lightning / +14% cold / +23% mind / +22% darkness Changes resistances penetration: +10% physical Changes damage: +35% lightning / +15% physical / +15% cold Critical mult.: +3.00% Reduces incoming crit damage: 10.00% Maximum encumbrance: +30 Physical save: +39 (+16 eff.) Spell save: +18 (+6 eff.) Mental save: +37 (+11 eff.) Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. Press to compare |
This item will automatically be transmogrified when you leave the level. searing voratun mail armour of delving (5 def, 10 armour)searing voratun mail armour of delving (5 def, 10 armour) Requires: - Strength 48 - Talent Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +16% Damage (Melee): 18 acid / 16 fire Damage when hit (Melee): 13 acid / 14 fire Changes stats: +8 Str Changes resistances: +24% acid / +12% physical / +20% darkness / +27% fire Light radius: +1 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.4 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 37 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. Press to compare |
enlightening stralite plate armour of the dragon (7 def, 13 armour) enlightening stralite plate armour of the dragon (7 def, 13 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Infused by nature Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+2 eff.) Fatigue: +26% Changes stats: +4 Str / +6 Wil / +3 Cun / +3 Con Changes resistances: +6% acid / +9% physical / +9% cold / +11% lightning / +10% fire Talent cooldown: Rush (-5 turns) Mental save: +15 (+5 eff.) Disarm immunity: +30% Stun/Freeze immunity: +31% Knockback immunity: +25% A suit of armour made of metal plates. Press to compare |
hardened leather belt of the vagrant =3con= hardened leather belt of the vagrant =3con=Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Con Mental save: +7 (+2 eff.) Mindpower: +5 (+1 eff.) A belt that goes around your waist. Press to compare |
skylord's hardened leather belt of recklessness =4de= skylord's hardened leather belt of recklessness =4de=Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +3 (+1 eff.) Changes stats: +4 Str / +4 Dex / +4 Wil / +2 Cun Critical mult.: +7.00% Physical save: +13 (+6 eff.) Spell save: +13 (+4 eff.) Mental save: +13 (+4 eff.) A belt that goes around your waist. Press to compare |
Barudunavor the cashmere cloak (2 def, 8 armour) =10 conf imm= Barudunavor the cashmere cloak (2 def, 8 armour) =10 conf imm=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +8 Defense: +2 (+1 eff.) Changes stats: +2 Cun Changes resistances: +14% cold Confusion immunity: +10% Psi when hit: +0.04 Hate when firing a critical mind attack: +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
battlemaster's elven-silk cloak of Iron Throne (3 def, 0 armour) =8con= battlemaster's elven-silk cloak of Iron Throne (3 def, 0 armour) =8con=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +7 Str / +4 Dex / +8 Con Talent mastery: +0.20 Technique / Combat training Spell save: -17 (-6 eff.) Stamina each turn: +0.90 Mana each turn: -0.39 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
elven-silk cloak 'Skyquench' (3 def, 11 armour) =heal mod, blight res= elven-silk cloak 'Skyquench' (3 def, 11 armour) =heal mod, blight res=Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +11 Defense: +3 (+1 eff.) Effects on melee hit: * 42% chance to corrode armour Damage when hit (Melee): 4 acid / 4 lightning Changes resistances: +9% acid / +6% temporal / +35% cold / +20% blight / +9% fire / +20% nature / +9% lightning Changes damage: +3% acid Life regen: +2.70 Healing mod.: +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
scouring hardened leather gloves of regeneration (0 def, 2 armour) scouring hardened leather gloves of regeneration (0 def, 2 armour)Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Effects when hit in melee: * 21% chance to reduce powers by 20% * 26 arcane resource burn Spell save: +13 (+4 eff.) Life regen: +3.10 Stamina each turn: +0.50 Psi each turn: +0.17 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
hardened leather cap 'Aleruilar' (0 def, 3 armour) =3str,4con, see orc= hardened leather cap 'Aleruilar' (0 def, 3 armour) =3str,4con, see orc=Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +3 Fatigue: +3% Changes stats: +3 Str / +4 Con Changes resistances: +8% acid / +7% fire / +9% lightning / +8% cold Grants telepathy: Humanoid/Orc Critical mult.: +5.00% Mental save: +9 (+3 eff.) Stamina when hit: +1.20 Equilibrium when hit: +1.34 A cap made of leather. Press to compare |
Omniscience (7 def, 0 armour) =40conf imm= Omniscience (7 def, 0 armour) =40conf imm=Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+2 eff.) Changes resistances: +15% mind Changes resistances cap: +10% mind Changes resistances penetration: +10% mind Mental save: +25 (+8 eff.) Confusion immunity: +40% Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +20 (+4 eff.) Mental crit. chance: +9% Infravision radius: +5 It can be used to reveal the surrounding area (range 20), costing 30 power out of 30/30. This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." Press to compare |
Gyhir the Noonfurnace (0 def, 5 armour) =35conf imm= Gyhir the Noonfurnace (0 def, 5 armour) =35conf imm=Requires: - Talent Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +12% lightning / +16% mind / +6% light Changes resistances penetration: +5% light Changes damage: +9% lightning Mental save: +29 (+9 eff.) Confusion immunity: +35% Light radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Press to compare |
5 jade 5 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 amber 3 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 bloodstone 10 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 fire opal 3 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 diamond 4 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 pearl 4 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
preserving alchemist's lamp of the zealot =2con= preserving alchemist's lamp of the zealot =2con=Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +2 Con Changes resistances: +5% blight / +3% all Spell save: +7 (+2 eff.) Life regen: +2.20 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. Press to compare |
survivor's alchemist's lamp of health survivor's alchemist's lamp of healthInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical save: +7 (+4 eff.) Maximum life: +56.00 Light radius: +3 Healing mod.: +10% A normal brass lantern, enhanced by alchemy to make it brighter. Press to compare |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (158 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. Press to compare |
Cold Iron Acorn Cold Iron AcornInfused by psionic forces 0.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 When carried: Changes resistances: +30% mind Changes damage: +12% physical Movement speed: +20% A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. The acorn serves as a reminder of who and what you are. |
Kyless' Book Kyless' BookInfused by psionic forces 5.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 This was the book that gave power to Kyless and eventually led to his doom. The book is simple in appearance, bound in leather with no markings on the cover. All of the pages are blank. |
Pick of Dwarven Emperors (dig speed 12 turns) =3con= Pick of Dwarven Emperors (dig speed 12 turns) =3con=Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str / +3 Con Changes resistances penetration: +10% physical Physical save: +7 (+4 eff.) Spell save: +7 (+2 eff.) Mental save: +7 (+2 eff.) Maximum life: +50.00 When carried: Talent granted: +1 Dig This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. Press to compare |
Starwilder the voratun pickaxe (dig speed 6 turns) =25stun,10pin,18phys res= Starwilder the voratun pickaxe (dig speed 6 turns) =25stun,10pin,18phys res=Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour: +8 Defense: +13 (+4 eff.) Changes stats: +3 Str Changes resistances: +18% physical / +14% nature / +9% fire Changes damage: +8% nature Pinning immunity: +10% Stun/Freeze immunity: +25% Light radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. Press to compare |
Demonic Orb of Many Ways Demonic Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (2/3) Rod of Spydric Poison (2/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 321.20 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 68/75. This rod carved out of a giant spider fang continuously drips venom. |
steel torque of charged psionic shield [power 47] (20 cooldown) steel torque of charged psionic shield [power 47] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 47 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. Press to compare |
quiet stralite torque of clear mind [power 3] (10 cooldown) quiet stralite torque of clear mind [power 3] (10 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Talent cooldown: Silence (+5 turn) Talent granted: +2 Silence 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 10 turns. Torques are made by powerful psionics to store psionic powers. Press to compare |
warded voratun torque of psychoportation [power 55] (30 cooldown) warded voratun torque of psychoportation [power 55] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Maximum wards: +2 physical / +3 mind / +4 darkness Talent granted: +1 Ward It can be used to teleport randomly (rad 55), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. Press to compare |
Honeywood Chalice Honeywood ChaliceInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+5 eff.) Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. Press to compare |
Tree of Life Tree of LifeInfused 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, armor, and armor hardiness but rooting you in place, costing 10 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. Press to compare |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
Achievements
By Curses Foiled Again the Ogre Cursed level 28
5th Flare 123rd year of Ascendancy at 23:28 see stats
By Curses Foiled Again the Ogre Cursed level 41
12nd Pyre 124th year of Ascendancy at 06:24 see stats
By Curses Foiled Again the Ogre Cursed level 27
3rd Flare 123rd year of Ascendancy at 16:42 see stats
By Curses Foiled Again the Ogre Cursed level 18
41st Regrowth 123rd year of Ascendancy at 11:51 see stats
By Curses Foiled Again the Ogre Cursed level 31
30th Dusk 123rd year of Ascendancy at 20:13 see stats
By Curses Foiled Again the Ogre Cursed level 36
8th Regrowth 124th year of Ascendancy at 21:25 see stats
By Curses Foiled Again the Ogre Cursed level 30
28th Dusk 123rd year of Ascendancy at 03:23 see stats
By Curses Foiled Again the Ogre Cursed level 29
24th Dusk 123rd year of Ascendancy at 16:30 see stats
By Curses Foiled Again the Ogre Cursed level 9
60th Dusk 122nd year of Ascendancy at 11:29 see stats
By Curses Foiled Again the Ogre Cursed level 37
12nd Regrowth 124th year of Ascendancy at 18:19 see stats
By Curses Foiled Again the Ogre Cursed level 29
24th Dusk 123rd year of Ascendancy at 23:10 see stats
By Curses Foiled Again the Ogre Cursed level 40
76th Regrowth 124th year of Ascendancy at 00:15 see stats
By Curses Foiled Again the Ogre Cursed level 50
9th Dusk 124th year of Ascendancy at 01:21 see stats
By Curses Foiled Again the Ogre Cursed level 46
10th Mirth 124th year of Ascendancy at 11:32 see stats
By Curses Foiled Again the Ogre Cursed level 16
7th Regrowth 123rd year of Ascendancy at 10:08 see stats
By Curses Foiled Again the Ogre Cursed level 20
19th Pyre 123rd year of Ascendancy at 19:08 see stats
By Curses Foiled Again the Ogre Cursed level 35
74th Haze 123rd year of Ascendancy at 19:54 see stats
By Curses Foiled Again the Ogre Cursed level 42
30th Pyre 124th year of Ascendancy at 12:23 see stats
By Curses Foiled Again the Ogre Cursed level 37
12nd Regrowth 124th year of Ascendancy at 20:13 see stats
By Curses Foiled Again the Ogre Cursed level 43
43rd Pyre 124th year of Ascendancy at 23:06 see stats
By Curses Foiled Again the Ogre Cursed level 27
75th Pyre 123rd year of Ascendancy at 04:18 see stats
By Curses Foiled Again the Ogre Cursed level 10
71st Dusk 122nd year of Ascendancy at 01:17 see stats
By Curses Foiled Again the Ogre Cursed level 20
11st Pyre 123rd year of Ascendancy at 15:32 see stats
By Curses Foiled Again the Ogre Cursed level 30
24th Dusk 123rd year of Ascendancy at 23:10 see stats
By Curses Foiled Again the Ogre Cursed level 40
71st Regrowth 124th year of Ascendancy at 15:54 see stats
By Curses Foiled Again the Ogre Cursed level 50
8th Dusk 124th year of Ascendancy at 23:28 see stats
By Curses Foiled Again the Ogre Cursed level 27
1st Mirth 123rd year of Ascendancy at 07:56 see stats
By Curses Foiled Again the Ogre Cursed level 42
29th Pyre 124th year of Ascendancy at 01:02 see stats
By Curses Foiled Again the Ogre Cursed level 45
5th Mirth 124th year of Ascendancy at 17:08 see stats
By Curses Foiled Again the Ogre Cursed level 40
72nd Regrowth 124th year of Ascendancy at 21:51 see stats
By Curses Foiled Again the Ogre Cursed level 13
39th Haze 122nd year of Ascendancy at 12:22 see stats
By Curses Foiled Again the Ogre Cursed level 26
49th Pyre 123rd year of Ascendancy at 00:05 see stats
By Curses Foiled Again the Ogre Cursed level 30
25th Dusk 123rd year of Ascendancy at 01:38 see stats
By Curses Foiled Again the Ogre Cursed level 50
9th Dusk 124th year of Ascendancy at 01:19 see stats
By Curses Foiled Again the Ogre Cursed level 8
53rd Dusk 122nd year of Ascendancy at 07:13 see stats
By Curses Foiled Again the Ogre Cursed level 42
28th Pyre 124th year of Ascendancy at 13:45 see stats
By Curses Foiled Again the Ogre Cursed level 50
9th Dusk 124th year of Ascendancy at 01:21 see stats
By Curses Foiled Again the Ogre Cursed level 8
38th Dusk 122nd year of Ascendancy at 18:10 see stats
By Curses Foiled Again the Ogre Cursed level 27
2nd Summertide 123rd year of Ascendancy at 23:56 see stats
By Curses Foiled Again the Ogre Cursed level 32
13rd Haze 123rd year of Ascendancy at 13:30 see stats
By Curses Foiled Again the Ogre Cursed level 28
20th Dusk 123rd year of Ascendancy at 02:03 see stats
By Curses Foiled Again the Ogre Cursed level 22
29th Pyre 123rd year of Ascendancy at 21:57 see stats
By Curses Foiled Again the Ogre Cursed level 27
3rd Flare 123rd year of Ascendancy at 10:08 see stats
Log
Fire wyrm receives 3 healing from High Sun Paladin Aeryn.
High Sun Paladin Aeryn receives 14 healing from Shield of Light.
Curses Foiled Again is invigorated by the attack!
Acid Splash from Argoniel hits Curses Foiled Again for 8 acid damage.
Curses Foiled Again receives 29 healing from Unnatural Body.
Curses Foiled Again is invigorated by the attack!
Fire wyrm drains life from Curses Foiled Again!
Fire wyrm drains life from High Sun Paladin Aeryn!
Fire wyrm's devouring flames area effect hits High Sun Paladin Aeryn for 25 fire damage.
Fire wyrm's devouring flames area effect hits Curses Foiled Again for 19 fire damage.
Fire wyrm receives 2 healing from Curses Foiled Again.
Fire wyrm receives 3 healing from High Sun Paladin Aeryn.
High Sun Paladin Aeryn receives 14 healing from Shield of Light.
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
Personal New Achievement: Evil denied!
Personal New Achievement: The Sun Still Shines!
Curses Foiled Again stops regenerating health quickly.
Curses Foiled Again is free from the hex.
Curses Foiled Again speeds up.
Curses Foiled Again deactivates Psiblades.
Curses Foiled Again deactivates Gloom.
Curses Foiled Again is no longer attuned.
Curses Foiled Again is fully armored again.
Curses Foiled Again deactivates Surge.
Curses Foiled Again cover of leaves falls apart.
Curses Foiled Again is free from the acid.
Curses Foiled Again deactivates Wild Growth.
Curses Foiled Again deactivates Stalk.