Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Items Vault 1.3.0Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Ogre |
| Class | Sun Paladin |
| Level / Exp | 50 / 1253% |
| Size | big |
| Lifes / Deaths | Killed by rimebark (wild summon) at level 50 on the 76th Regrowth 124th year of Ascendancy at 16:23 / 2Killed by Xylera the orc summoner at level 50 on the 1st Regrowth 125th year of Ascendancy at 20:15 |
Primary Stats
| Strength | 96 (base 60) |
| Dexterity | 62 (base 43) |
| Constitution | 43 (base 17) |
| Magic | 97 (base 60) |
| Willpower | 67 (base 11) |
| Cunning | 76 (base 45) |
Resources
| Life | -431/1702 |
| Mana | 766/779 |
| Stamina | 315/441 |
| Positive | 143/228 |
| Healing Factor | 1.0500000000001 |
| Regeneration | 3.5618876790096 |
Speed
| Mental | -10% |
| Attack | 0% |
| Movement | 0% |
| Spell | -9.9920072216264E-13% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 14 |
| See Stealth | 25 |
| See Invisible | 24 |
Offense: Mainhand
| Damage | 116 |
| Accuracy | 72 |
| Crit Chance | 99% |
| APR | 26 |
| Speed | 1.11 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 82.2 |
| Crit Chance | 81% |
| Speed | 1 |
Offense: Mind
| Mindpower | 59.766666666667 |
| Crit Chance | 41% |
| Speed | 1 |
Offense: Damage Bonus
| All | +2% |
Offense: Damage Penetration
| All | +15% |
Defense: Base
| Armour (hardiness) | 68.550000000001 (82.5%) |
| Defense | 38.1 |
| Ranged Defense | 44.4 |
| Fatigue | 37 |
| Physical Save | 63.412499999999 |
| Spell Save | 64.849999999996 |
| Mental Save | 71.7625 |
Defense: Resistances
| All | -5%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 68% |
| Stun Resistance | 80% |
| Confusion Resistance | 98% |
| Pinning Resistance | 30% |
| Disarm Resistance | 34% |
| Poison Resistance | 5% |
| Blind Resistance | 100% |
Inscriptions (6/6)
| Runes | Effective talent level: 1.0 Rune: Controlled Phase DoorUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 13. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 23% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 636 damage for 6 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 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 mental effect and reduce all damage taken by 29% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1015% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 23 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 24 for 10 turns. While Heroism is active, you will only die when reaching -1107 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 Strength stat. |
Class Talents
| Technique / Combat techniques | 1.10 |
| 2/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Celestial / Guardian | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 4/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 5/5 |
| 2/5 |
| Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 2/5 |
| 2/5 |
| 3/5 |
| 5/5 |
| Technique / Shield offense | 1.10 |
| 3/5 |
| 4/5 |
| 4/5 |
| 1/5 |
| Technique / Combat veteran | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 2/5 |
| 5/5 |
| Spell / Staff combat | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 3/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Precise Strikes |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | Zone-wide effect: +10% blight damage, -10% blight resistance, -20% healing mod, -20% disease immunity. Miasma |
| beneficial effect | The target's spellpower has been increased by 16. Spellsurge |
| beneficial effect | Do not try to resist it! Ogric Wrath |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have 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 failed to protect the injured seer from death by Silitta the snow giant boulder thrower. Escort: injured seer (level 2 of Daikara) | failed |
You successfully escorted the lone alchemist to the recall portal on level 7 of Dreadfell. Escort: lone alchemist (level 7 of Dreadfell)As a reward you improved talent Staff Mastery (+1 level(s)). | 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 talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost anorithil (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Healing Light (+1 level(s)). | done |
You failed to protect the lost anorithil from death by umber hulk. Escort: lost anorithil (level 2 of Old Forest) | failed |
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 talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 5 of Dreadfell. Escort: temporal explorer (level 5 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Daikara. Escort: worried loremaster (level 1 of Daikara)As a reward you improved Magic by +2. | 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. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1409. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. Marus of Elvala has completed an elixir of the savior 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 explosive force. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You 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 |
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 within2 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou 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 | Bethebrekira the pair of voratun boots (0 def, 5 armour) Bethebrekira the pair of voratun boots (0 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +4 (+1 eff.) Armour: +5 Fatigue: +4% Changes stats: +5 Con / +6 Wil Changes resistances: +12% fire / +9% cold Changes resistances penetration: +10% physical Reduces incoming crit damage: 10.00% Maximum encumbrance: +20 Silence immunity: +35% Confusion immunity: +33% Stun/Freeze immunity: +50% Maximum life: +20.00 Maximum stamina: +20.00 Mindpower: +8 (+2 eff.) Healing mod.: +25% It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 48% (at 0 Hate) to 162% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 28 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Lavaseam LavaseamInfused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +6.0% Physical power: +10 (+2 eff.) Damage when hit (Melee): 4 mind Changes stats: +7 Wil Changes resistances: +6% arcane / +3% fire Changes resistances penetration: +10% mind / +15% all Changes damage: +15% arcane / +6% fire Critical mult.: +20.00% Blindness immunity: +50% Confusion immunity: +30% Light radius: +12 See stealth: +25 See invisible: +24 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 4.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 43 for 7 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | voratun helm 'Huritofang' (0 def, 5 armour) voratun helm 'Huritofang' (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +9 (+2 eff.) Armour: +5 Fatigue: +5% Changes stats: +7 Str / +9 Wil / +14 Con Changes resistances: +18% acid / +11% physical / +15% temporal / +25% cold / +15% lightning / +29% fire Physical save: +14 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | voratun gauntlets 'Belemira' (0 def, 12 armour) voratun gauntlets 'Belemira' (0 def, 12 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +12 Damage (Melee): 12 physical Changes stats: +8 Str / +5 Dex / +2 Mag / +3 Wil / +4 Cun / +4 Con Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Talent cooldown: Double Strike (-1 turn) Physical save: +12 (+2 eff.) Spell save: +20 (+5 eff.) Disarm immunity: +34% Maximum vim: +10.00 Spell crit. chance: +3% Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Pick of Dwarven Emperors (dig speed 12 turns) Pick of Dwarven Emperors (dig speed 12 turns)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 (+1 eff.) Spell save: +7 (+1 eff.) Mental save: +7 (+1 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. |
| On fingers | Galebiter the stralite ring Galebiter the stralite ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 4 blight Changes stats: +4 Mag / +7 Wil Changes resistances: +3% blight / +9% lightning Changes damage: +9% blight / +9% lightning Physical save: +15 (+3 eff.) Spell save: +11 (+2 eff.) Mental save: +10 (+2 eff.) Silence immunity: +33% Mana each turn: +0.27 Spellpower: +13 (+2 eff.) Rings can have magical properties. |
| On fingers | Exiler ExilerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +10% physical / +15% temporal Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+2 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). It can be used to inflict 143.64 temporal damage (based on Spellpower and Paradox, if any) on summons, removing any that survive from time, in a radius 2 ball out to range 5, costing 32 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
| Around neck | voratun amulet 'Urthirain' voratun amulet 'Urthirain'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +7 Physical crit. chance: +5.0% Damage when hit (Melee): 12 blight Changes stats: +4 Mag Changes damage: +3% acid / +8% temporal / +8% light / +15% blight / +12% fire / +8% physical / +8% darkness Critical mult.: +45.00% Spellpower on spell critical (stacks up to 3 times): +8 Maximum mana: +20.00 Maximum vim: +10.00 Spellpower: +19 (+3 eff.) Spell crit. chance: +7% Damage Shield penetration: +10% Amulets can have magical properties. |
| In main hand | magewarrior's short dragonbone starstaff of blasting (30-36 power, 6 apr, light element) magewarrior's short dragonbone starstaff of blasting (30-36 power, 6 apr, light element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +15 (+3 eff.) Physical crit. chance: +9.0% Physical power: +7 (+1 eff.) Changes damage: +30% light Talent granted: +1 Command Staff Critical mult.: +11.00% Spellpower: +30 (+6 eff.) Spell crit. chance: +17% It can be used to unleash an elemental blastwave, dealing 118.60 - 142.32 light damage in a radius 6 around the user, putting all charms on cooldown for 10 turns. Staves designed for wielders of magic, by the greats of the art. |
| Around waist | Greenwolf GreenwolfPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Effects on melee hit: * Slows global speed by 42% Changes stats: +6 Cun / +6 Dex Changes resistances: +6% lightning / +6% cold / +6% light Physical save: +12 (+2 eff.) Poison immunity: +5% Pinning immunity: +10% Stun/Freeze immunity: +10% Maximum life: +104.00 Maximum mana: +80.00 Maximum stamina: +52.00 Maximum hate: +20.00 Maximum psi: +40.00 Maximum vim: +29.00 Maximum pos.energy: +31.00 Maximum neg.energy: +37.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +11% Reduces paradox anomalies(equivalent to willpower): +19 A belt that goes around your waist. |
| In off hand | Summertide (17 def, 15 armour, 52-62.4 power, 260 block) Summertide (17 def, 15 armour, 52-62.4 power, 260 block)Requires: - Willpower 28 - Strength 20 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 52.0 - 62.4 Uses stat: 100% Str Damage type: Light Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +260 On weapon hit: * 30% chance to blind * releases a burst of light When wielded/worn: Armour: +15 Defense: +17 (+6 eff.) Ranged Defense: +17 (+5 eff.) Fatigue: +12% Changes stats: +3 Cun / +5 Wil Changes resistances: +12% mind / +10% fire / +20% light / +15% darkness Changes resistances penetration: +10% fire / +10% light / +10% mind Changes damage: +10% fire / +15% mind / +15% light Talent granted: +5 Block Mental save: +18 (+4 eff.) Blindness immunity: +100% Confusion immunity: +25% Maximum psi: +20.00 Mindpower: +8 (+2 eff.) Light radius: +3 It can be used to send out a range 7 beam, lighting its path and dealing 83.96 to 104.95 light damage (based on Willpower and Cunning), costing 12 power out of 30/30. A bright light shines from the center of this shield. Holding it clears your mind. |
| Cloak | Nerivea (16 def, 10 armour) Nerivea (16 def, 10 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +10 Defense: +16 (+5 eff.) Damage when hit (Melee): 16 blight Changes stats: +6 Mag / +6 Wil Changes resistances: +10% acid / +10% fire / +10% lightning / +10% cold Changes damage: +12% arcane Physical save: +25 (+6 eff.) Spell save: +24 (+6 eff.) Mental save: +25 (+6 eff.) Stamina each turn: +0.80 Maximum stamina: +10.00 Spellpower: +4 (+0 eff.) Spell crit. chance: +11% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Sepsisclash (5 def, 10 armour) Sepsisclash (5 def, 10 armour)Requires: - Strength 48 - Talent Armour Training Powered by arcane forces Infused by psionic forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Physical crit. chance: +9.0% Physical power: +21 (+4 eff.) Armour: +10 Defense: +5 (+2 eff.) Fatigue: +16% Effects on melee hit: * Slows global speed by 40% Changes stats: +9 Str / +9 Mag / +15 Wil / +7 Cun Changes resistances: +18% lightning / +6% nature / +9% darkness / +9% mind Changes resistances penetration: +5% darkness Changes damage: +6% nature Mental save: +42 (+10 eff.) Spellpower: +22 (+4 eff.) Spell crit. chance: +10% Mindpower: +18 (+4 eff.) Mental crit. chance: +10% A suit of armour made of mail. |
Inventory
heroism infusion of the sneak (+21 for 12 turns, die at -1076) heroism infusion of the sneak (+21 for 12 turns, die at -1076)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: 30 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 21 for 12 turns. While Heroism is active, you will only die when reaching -1076 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 of the wizard (885% speed; 5 turns) movement infusion of the wizard (885% 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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 885% 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. Its effects scale with your Magic 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. |
wild infusion of the psychic (resist 21%; cure mental) wild infusion of the psychic (resist 21%; cure mental)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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 21% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower 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. |
wild infusion of the sneak (resist 37%; cure mental, magical) wild infusion of the sneak (resist 37%; cure mental, magical)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: 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 mental or magical effect and reduce all damage taken by 37% for 7 turns. Also removes cross-tier effects of the affected types for free. 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. |
wild infusion of the sneak (resist 23%; cure magical) wild infusion of the sneak (resist 23%; cure magical)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: 13 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 effect and reduce all damage taken by 23% for 4 turns. Also removes cross-tier effects of the affected types for free. 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. |
wild infusion of the warrior (resist 41%; cure mental, physical) wild infusion of the warrior (resist 41%; cure mental, 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: 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 mental or physical effect and reduce all damage taken by 41% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength 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. |
wild infusion of the warrior (resist 34%; cure magical, mental) wild infusion of the warrior (resist 34%; cure magical, mental)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: 14 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 mental effect and reduce all damage taken by 34% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength 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. |
wild infusion of the wizard (resist 35%; cure mental) wild infusion of the wizard (resist 35%; cure mental)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: 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 mental effect and reduce all damage taken by 35% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic 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. |
controlled phase door rune of the duelist (range 12) controlled phase door rune of the duelist (range 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 12. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the psychic (absorb 634 for 7 turns) shielding rune of the psychic (absorb 634 for 7 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 634 damage for 7 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand 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. |
Limmir's Amulet of the Moon Limmir's Amulet of the Moon0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +12 (+2 eff.) Damage when hit (Melee): 34 darkness Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Changes damage: +19% all Grants telepathy: Demon/Major Demon/Minor Spellpower: +16 (+3 eff.) Spell crit. chance: +5% Mental crit. chance: +5% Infravision radius: +3 See invisible: +14 Healing mod.: +50% Amulets can have magical properties. |
stralite amulet stralite amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 4 Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Glory of the Pride Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+2 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+2 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+11 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Mnemonic MnemonicInfused 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 (+5 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+3 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). It can be used to activate talent Mental Shielding (costing 30 power out of 30/30) : Effective talent level: 2.0 Power cost: 30 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, 2 mental effects will be affected. This talent takes no time to use. As long as you wear this ring, you will never forget who you are. |
mule's stralite ring of fire (+36%) mule's stralite ring of fire (+36%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -8% Changes resistances: +36% fire Changes damage: +18% fire Maximum encumbrance: +26 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. savior's voratun ring of fire (+40%)savior's voratun ring of fire (+40%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +40% fire Changes damage: +20% fire Physical save: +15 (+3 eff.) Spell save: +18 (+4 eff.) Mental save: +18 (+4 eff.) Rings can have magical properties. |
stralite ring stralite ring0.10 Encumbrance. Type: jewelry / ring ; tier 4 Rings can have magical properties. |
stralite ring 'Emyrin' stralite ring 'Emyrin'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +3 Str / +3 Mag / +5 Wil Changes resistances: +3% acid Mental save: +13 (+3 eff.) Confusion immunity: +44% See invisible: +9 Rings can have magical properties. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
warrior's stralite ring of speed warrior's stralite ring of speedCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 (+2 eff.) Armour: +12 Defense: +10 (+3 eff.) Changes stats: +6 Str Movement speed: +13% 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: 4.4 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 40% for 5 turns. Rings can have magical properties. |
Crude Iron Battle Axe of Kroll (68-102 power, 7 apr) Crude Iron Battle Axe of Kroll (68-102 power, 7 apr)Requires: - Strength 50 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 68.0 - 102.0 Uses stat: 130% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +10.0% Attack speed: 100% When wielded/worn: Armour: +6 Defense: +6 (+2 eff.) Changes stats: +2 Dex / +2 Con Changes damage: +10% physical Stun/Freeze immunity: +30% Knockback immunity: +30% Made in times before the Dwarves learned beautiful craftsmanship, the rough appearance of this axe belies its great power. Only Dwarves may harness its true strength, however. |
Blighted Maul (96-144 power, 22 apr) Blighted Maul (96-144 power, 22 apr)Requires: - Strength 60 Powered by arcane forces 12.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 96.0 - 144.0 Uses stat: 140% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +22 Physical crit. chance: +10.0% Attack speed: 83% On weapon hit: * 50% chance to disease * Blasts creatures in a radius 1 shockwave around your target for 212.65 to 637.94 physical damage (based on Strength). Damage conversion: 20% blight When wielded/worn: Changes damage: +12% physical Critical mult.: +40.00% Knockback immunity: +30% It can be used to knock away other craatures within radius 4), dealing 529.05 to 1058.11 physical damage (based on Strength) to each, costing 50 power out of 50/50. The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. |
This item will automatically be transmogrified when you leave the level. insidious voratun mace of persecution (44.5-62.3 power, 6 apr)insidious voratun mace of persecution (44.5-62.3 power, 6 apr) Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 44.5 - 62.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +60 insidious poison Damage against: +20% Unnatural When wielded/worn: Changes stats: +7 Wil Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. voratun mace 'Skytide' (46.5-65.1 power, 6 apr)voratun mace 'Skytide' (46.5-65.1 power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Base power: 46.5 - 65.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +25 (+5 eff.) Defense: +15 (+5 eff.) Effects on melee hit: * 30% chance to gain 10% of a turn Changes stats: +7 Str Changes resistances: +9% lightning / +9% all Changes resistances penetration: +15% nature / +25% lightning Changes damage: +6% lightning / +15% physical / +27% darkness Disarm immunity: +50% Stamina when hit: +2.50 Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. Brightrend the dragonbone vilestaff (30-36 power, 6 apr, blight element)Brightrend the dragonbone vilestaff (30-36 power, 6 apr, blight element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to disease Damage (Melee): +16 blight / +16 fire Burst (radius 1) on hit: +20 fire When wielded/worn: Changes resistances: +3% blight Changes damage: +30% blight / +6% acid Talent granted: +1 Command Staff Spellpower: +33 (+6 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
Lost Staff of Archmage Tarelion (30-36 power, 4 apr, light element) Lost Staff of Archmage Tarelion (30-36 power, 4 apr, light element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 150% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +7 Wil / +8 Mag Changes damage: +30% physical / +30% temporal / +30% light / +30% darkness Talents cooldown: Chain Lightning (-2 turns) Ice Storm (-2 turns) Arcane Vortex (-2 turns) Fireflash (-2 turns) Talent granted: +1 Command Staff Silence immunity: +40% Mana when firing critical spell: +12.00 Maximum mana: +40.00 Spellpower: +40 (+8 eff.) Spell crit. chance: +25% Archmage Tarelion travelled the world in his youth. But the world is not a nice place and it seems he had to run fast. |
This item will automatically be transmogrified when you leave the level. earthen dragonbone vilestaff of might (30-36 power, 6 apr, fire element)earthen dragonbone vilestaff of might (30-36 power, 6 apr, fire element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +12 Armour Hardiness: +7% Changes damage: +30% fire Talent granted: +1 Command Staff Physical save: +12 (+2 eff.) Spellpower: +15 (+3 eff.) Spell crit. chance: +20% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. surging dragonbone magestaff of might (30-36 power, 6 apr, fire element)surging dragonbone magestaff of might (30-36 power, 6 apr, fire element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% fire Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +11 Spellpower: +15 (+3 eff.) Spell crit. chance: +20% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. plaguebringer's steel waraxe of crippling (14-19.6 power, 3 apr)plaguebringer's steel waraxe of crippling (14-19.6 power, 3 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 14.0 - 19.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 2). On weapon hit: * 9% chance to disease On weapon crit: * cripple the target Damage (Melee): +10 blight When wielded/worn: Physical crit. chance: +9.0% Disease immunity: +20% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. steel waraxe of evisceration (13.5-18.9 power, 3 apr)steel waraxe of evisceration (13.5-18.9 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 13.5 - 18.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% On weapon crit: * wounds the target reducing their healing When wielded/worn: Physical crit. chance: +8.0% Physical power: +9 (+2 eff.) One-handed war axes. |
Growqueller GrowquellerPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +12 Effects on melee hit: * Slows global speed by 15% Changes stats: +1 Mag Changes resistances: +6% arcane / +15% light / +12% darkness Changes resistances penetration: +10% blight / +5% nature Changes damage: +3% nature Spell save: +15 (+3 eff.) Size category: +1 It can be used to create a temporary shield that absorbs 407 damage, putting all charms on cooldown for 30 turns. A belt that goes around your waist. |
Threads of Fate (10 def, 0 armour) Threads of Fate (10 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +6 Mag / +6 Wil / +10 Lck Changes resistances: +20% temporal Changes resistances cap: +10% temporal Changes damage: +10% temporal Talent masteries: +0.10 Chronomancy / Timeline Threading +0.10 Chronomancy / Chronomancy +0.10 Spell / Divination Physical save: +20 (+4 eff.) Spell save: +20 (+5 eff.) Mental save: +20 (+5 eff.) Confusion immunity: +40% Spellpower: +8 (+1 eff.) It can be used to activate talent See the Threads (costing 50 power out of 50/50) : Effective talent level: 1.0 Power cost: 50 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: You peer into three possible futures, allowing you to explore each for 2 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. |
This item will automatically be transmogrified when you leave the level. focusing elven-silk robe of light (+30%) (5 def, 0 armour)focusing elven-silk robe of light (+30%) (5 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +8 Wil / +8 Mag Changes resistances: +30% light Changes damage: +20% light Mana each turn: +0.40 Psi each turn: +0.36 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. focusing silk robe of alchemy (3 def, 0 armour)focusing silk robe of alchemy (3 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +8 Wil / +8 Mag Changes resistances: +18% acid / +18% physical / +15% cold / +17% fire Changes damage: +13% acid / +13% physical / +13% cold / +13% fire Talent cooldown: Refit Golem (-6 turns) Mana each turn: +0.24 Psi each turn: +0.21 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Dazzlewhisper the pair of drakeskin leather boots (10 def, 14 armour) Dazzlewhisper the pair of drakeskin leather boots (10 def, 14 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +14 Defense: +10 (+3 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +5% Effects on melee hit: * 47% chance to corrode armour Damage when hit (Melee): 8 acid Changes stats: +4 Str / +6 Mag / +6 Wil / +4 Con Changes resistances: +15% acid / +3% light / +15% fire / +10% cold / +12% lightning Changes resistances penetration: +15% arcane Mana each turn: +0.59 Vim when firing critical spell: +3.00 Maximum mana: +44.00 Spell crit. chance: +4% Damage Shield penetration: +20% It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.3 Power cost: 25 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rushes toward your target with incredible speed. If the target is reached, you get a free attack doing 120% weapon damage. If the attack hits, the target is dazed for 3 turns. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Yaradogen (23 def, 26 armour) Yaradogen (23 def, 26 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +26 Defense: +23 (+8 eff.) Fatigue: +26% Damage when hit (Melee): 8 blight / 19 physical Changes stats: +6 Cun Changes resistances: +10% arcane Changes resistances penetration: +15% arcane Spell save: +16 (+4 eff.) Mental save: +22 (+5 eff.) Life regen: +3.70 Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +79.00 Spell crit. chance: +4% Healing mod.: +30% Damage Shield penetration: +10% A suit of armour made of metal plates. |
Corruptionreign the voratun shield (12 def, 14 armour, 77.5-93 power, 311 block) Corruptionreign the voratun shield (12 def, 14 armour, 77.5-93 power, 311 block)Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 77.5 - 93.0 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +311 On weapon crit: * smash the target with your shield crippling them Damage (Melee): +8 nature / +4 temporal Burst (radius 1) on hit: +20 fire When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+2 eff.) Armour: +14 Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Effects on melee hit: * 11% chance to cause random gloom Damage (Melee): 9 fire Effects when hit in melee: * 35% chance to cause random gloom Damage when hit (Melee): 18 fire Changes stats: +7 Con Changes resistances: +6% darkness / +12% blight Changes resistances penetration: +15% nature Talent granted: +5 Block Physical save: +15 (+3 eff.) Confusion immunity: +10% Handheld deflection devices. |
Temporal Rift (8 def, 4 armour, 50-60 power, 325 block) Temporal Rift (8 def, 4 armour, 50-60 power, 325 block)Requires: - Strength 40 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 50.0 - 60.0 Uses stats: 20% Mag, 100% Str Damage type: Temporal Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +325 When this weapon hits: Turn Back the Clock (25% chance level 3). When wielded/worn: Armour: +4 Defense: +8 (+3 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +0% Changes resistances: +30% temporal Reduce damage by fixed amount: +20 all Talent granted: +5 Block Spell save: +20 (+5 eff.) Spellpower: +12 (+2 eff.) Slows Projectiles: +50% Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
This item will automatically be transmogrified when you leave the level. shocking voratun shield of lightning resistance (+28%) (12 def, 3 armour, 68.5-82.2 power, 203 block)shocking voratun shield of lightning resistance (+28%) (12 def, 3 armour, 68.5-82.2 power, 203 block) Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 68.5 - 82.2 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +203 On weapon hit: * 30% chance to daze When wielded/worn: Armour: +3 Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Damage (Melee): 9 lightning Damage when hit (Melee): 27 lightning Changes resistances: +28% lightning Talent granted: +5 Block Handheld deflection devices. |
58 alchemist agate 58 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Heart of Poosh Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Eldritch Pearl Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+2 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) : Effective talent level: 4.0 Power cost: 80 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing 1 per turn to a maximum eventual radius of 4, doing 40.87 cold damage and 51.28 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 6 turns. All creatures hit gain the wet effect which reduces their stun/freeze resistance by half of their value and interracts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Zubyra the dwarven lantern Zubyra the dwarven lanternInfused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +7 Wil Changes resistances penetration: +15% acid / +15% arcane Changes damage: +15% mind Mental save: +27 (+6 eff.) Maximum life: +80.00 Maximum mana: +118.00 Spellpower: +14 (+2 eff.) Mindpower: +11 (+2 eff.) Mental crit. chance: +12% Light radius: +4 See stealth: +25 See invisible: +19 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
alchemist's lamp 'Gunor' alchemist's lamp 'Gunor'Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +1 Dex / +4 Con Changes resistances: +8% blight / +2% physical Spell save: +20 (+5 eff.) Blindness immunity: +31% Confusion immunity: +18% Life regen: +3.20 Maximum life: +48.00 Maximum stamina: +5.00 Light radius: +8 See stealth: +15 See invisible: +10 Healing mod.: +10% It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 5.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 48 for 8 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
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. |
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. |
fire opal 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. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
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 635.63 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 54/75. This rod carved out of a giant spider fang continuously drips venom. |
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. |
Vilemaster [power 4] (10 cooldown) Vilemaster [power 4] (10 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Changes stats: +3 Mag / +1 Con Changes resistances: +6% nature Maximum wards: +3 physical / +5 mind / +5 darkness Grants telepathy: Dragon Talent granted: +1 Ward Infravision radius: +1 It can be used to absorb and nullify at most 4 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. |
quiet stralite torque of kinetic psionic shield [power 127] (20 cooldown) quiet stralite torque of kinetic psionic shield [power 127] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Talent cooldown: Silence (+5 turn) Talent granted: +5 Silence It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 127 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
Cracklewar [power 2] (10 cooldown) Cracklewar [power 2] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Effects on melee hit: * 40% chance to daze Changes resistances: +3% light / +6% lightning Changes damage: +9% light Talent granted: +2 Rushing Claws It can be used to remove up to 2 poisons or diseases from a target within range 8 (Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
elven-wood wand of trap destruction 'Strikewilter' [power 96] (15 cooldown) elven-wood wand of trap destruction 'Strikewilter' [power 96] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +1 Con Changes resistances: +6% lightning Changes damage: +6% arcane / +9% lightning Maximum stamina: +25.00 It can be used to disarm traps (96 disarm power, Magic) along a range 3 line, putting all charms on cooldown for 15 turns. When used: 100% chance to regenerate 8 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings within range 20, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Pala the Ogre Sun Paladin level 33
6th Flare 123rd year of Ascendancy at 19:20 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Pala the Ogre Sun Paladin level 50
9th Pyre 124th year of Ascendancy at 15:22 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Pala the Ogre Sun Paladin level 33
5th Flare 123rd year of Ascendancy at 02:01 see stats
Anti-Antimagic! (Insane (Roguelike) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By Pala the Ogre Sun Paladin level 34
29th Dusk 123rd year of Ascendancy at 12:40 see stats
Arachnophobia (Insane (Roguelike) difficulty)
Destroyed the spydric menace.By Pala the Ogre Sun Paladin level 41
10th Haze 123rd year of Ascendancy at 13:33 see stats
Are you out of your mind?! (Insane (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Pala the Ogre Sun Paladin level 50
10th Haze 124th year of Ascendancy at 00:48 see stats
Back and there again (Insane (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Pala the Ogre Sun Paladin level 46
30th Regrowth 124th year of Ascendancy at 02:48 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Pala the Ogre Sun Paladin level 37
48th Dusk 123rd year of Ascendancy at 19:25 see stats
Clone War (Insane (Roguelike) difficulty)
Destroyed your own Shade.By Pala the Ogre Sun Paladin level 50
8th Mirth 124th year of Ascendancy at 23:30 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Pala the Ogre Sun Paladin level 6
7th Mirth 122nd year of Ascendancy at 09:15 see stats
Destroyer of the creation (Insane (Roguelike) difficulty)
Killed Slasul.By Pala the Ogre Sun Paladin level 39
66th Dusk 123rd year of Ascendancy at 08:20 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Pala the Ogre Sun Paladin level 36
43rd Dusk 123rd year of Ascendancy at 06:42 see stats
Don't Poosh it! (Insane (Roguelike) difficulty)
Killed Kelad in the lost land of Poosh.By Pala the Ogre Sun Paladin level 50
78th Dusk 124th year of Ascendancy at 13:37 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Pala the Ogre Sun Paladin level 34
8th Dusk 123rd year of Ascendancy at 15:57 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Pala the Ogre Sun Paladin level 20
57th Haze 122nd year of Ascendancy at 18:16 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Pala the Ogre Sun Paladin level 29
44th Pyre 123rd year of Ascendancy at 09:21 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Pala the Ogre Sun Paladin level 26
12nd Regrowth 123rd year of Ascendancy at 23:04 see stats
Fear of Fours (Insane (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By Pala the Ogre Sun Paladin level 50
23rd Haze 124th year of Ascendancy at 11:22 see stats
Flooder (Insane (Roguelike) difficulty)
Defeated Ukllmswwik while doing his own quest.By Pala the Ogre Sun Paladin level 39
66th Dusk 123rd year of Ascendancy at 12:12 see stats
Gem of the Moon (Insane (Roguelike) difficulty)
Completed the Master Jeweler quest with Limmir.By Pala the Ogre Sun Paladin level 50
9th Dusk 124th year of Ascendancy at 20:49 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Pala the Ogre Sun Paladin level 29
29th Pyre 123rd year of Ascendancy at 04:16 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Roguelike) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Pala the Ogre Sun Paladin level 50
10th Haze 124th year of Ascendancy at 08:31 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Pala the Ogre Sun Paladin level 10
10th Dusk 122nd year of Ascendancy at 01:28 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Pala the Ogre Sun Paladin level 20
49th Haze 122nd year of Ascendancy at 09:56 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Pala the Ogre Sun Paladin level 30
44th Pyre 123rd year of Ascendancy at 12:52 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Pala the Ogre Sun Paladin level 40
66th Dusk 123rd year of Ascendancy at 12:12 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Pala the Ogre Sun Paladin level 50
66th Regrowth 124th year of Ascendancy at 18:18 see stats
Orcrist (Insane (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By Pala the Ogre Sun Paladin level 50
25th Dusk 124th year of Ascendancy at 09:03 see stats
Race through fire (Insane (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Pala the Ogre Sun Paladin level 49
66th Regrowth 124th year of Ascendancy at 18:01 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Pala the Ogre Sun Paladin level 15
62nd Dusk 122nd year of Ascendancy at 03:24 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Pala the Ogre Sun Paladin level 31
58th Pyre 123rd year of Ascendancy at 00:42 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Pala the Ogre Sun Paladin level 20
50th Haze 122nd year of Ascendancy at 17:55 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Pala the Ogre Sun Paladin level 36
43rd Dusk 123rd year of Ascendancy at 08:31 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Pala the Ogre Sun Paladin level 7
1st Flare 122nd year of Ascendancy at 01:22 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Pala the Ogre Sun Paladin level 50
10th Dusk 124th year of Ascendancy at 03:05 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Pala the Ogre Sun Paladin level 26
13rd Regrowth 123rd year of Ascendancy at 20:22 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By Pala the Ogre Sun Paladin level 50
50th Haze 124th year of Ascendancy at 02:50 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Pala the Ogre Sun Paladin level 29
43rd Pyre 123rd year of Ascendancy at 12:51 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Pala the Ogre Sun Paladin level 42
50th Haze 123rd year of Ascendancy at 15:40 see stats
Thralless (Insane (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Pala the Ogre Sun Paladin level 26
13rd Regrowth 123rd year of Ascendancy at 04:01 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Pala the Ogre Sun Paladin level 23
8th Decay 122nd year of Ascendancy at 00:16 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Pala the Ogre Sun Paladin level 16
13rd Haze 122nd year of Ascendancy at 16:38 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Pala the Ogre Sun Paladin level 50
76th Regrowth 124th year of Ascendancy at 16:23 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Pala the Ogre Sun Paladin level 33
4th Flare 123rd year of Ascendancy at 05:52 see stats
Log
Burning from Xylera the orc summoner hits Pala for (96 blocked), 0 fire (0 total damage).
Pala resists!
Thunderstorm hits Pala for (42 blocked), 0 lightning (0 total damage).
Pala hits Xylera the orc summoner for 48 nature damage.
Pala performs a melee critical strike against Xylera the orc summoner!
Pala hits Xylera the orc summoner for 186 physical, (slow 82%), 25 physical, 24 temporal (237 total damage).
Xylera the orc summoner summons a Minotaur!
Xylera the orc summoner's mind surges with critical power!
Talent Shield Pummel is ready to use.
Talent Path of the Sun is ready to use.
Burning from Xylera the orc summoner hits Pala for (96 blocked), 0 fire (0 total damage).
Giant spider recovers sight.
Thunderstorm hits Pala for (80 blocked), 0 lightning (0 total damage).
Pala hits Xylera the orc summoner for 48 nature damage.
Pala uses Assault.
Pala performs a melee critical strike against Xylera the orc summoner!
Pala performs a melee critical strike against Xylera the orc summoner!
Pala hits Xylera the orc summoner for 58 light, , (slow 82%), 25 physical, 24 temporal, 145 light, 239 physical, (slow 82%), 25 physical, 24 temporal, 272 physical, (slow 82%), 25 physical, 24 temporal (865 total damage).
The shield around Pala crumbles.
Pala stops burning.
Talent Block is ready to use.
Talent Defensive Posture is ready to use.
Pala resists!
Thunderstorm hits Pala for 110 lightning damage.
Pala hits Xylera the orc summoner for 48 nature damage.
Xylera the orc summoner uses Slash.
Xylera the orc summoner performs a melee critical strike against Pala!
Saving game...
