Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Items Vault 1.3.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Ogre |
| Class | Sun Paladin |
| Level / Exp | 50 / 1598% |
| Size | big |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 126 (base 65) |
| Dexterity | 49 (base 34) |
| Constitution | 74 (base 15) |
| Magic | 88 (base 60) |
| Willpower | 28 (base 14) |
| Cunning | 79 (base 60) |
Resources
| Life | 2345/2345 |
| Mana | 339/364 |
| Stamina | 292/292 |
| Positive | 0/97 |
| Healing Factor | 1 |
| Regeneration | 3.7922739800088 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 11 |
Offense: Mainhand
| Damage | 371 |
| Accuracy | 60 |
| Crit Chance | 67% |
| APR | 35 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 49.6 |
| Crit Chance | 44% |
| Speed | 1 |
Offense: Mind
| Mindpower | 42.186666666667 |
| Crit Chance | 43% |
| Speed | 1 |
Offense: Damage Bonus
| All | +13% |
Defense: Base
| Armour (hardiness) | 106.6 (100%) |
| Defense | 32.325 |
| Ranged Defense | 40.216666666667 |
| Fatigue | 57 |
| Physical Save | 76.021786174263 |
| Spell Save | 67.671786174258 |
| Mental Save | 49.983333333333 |
Defense: Resistances
| All | + 22%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 45% |
| Teleport Resistance | 50% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (5/5)
| 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 32 for 12 turns. While Heroism is active, you will only die when reaching -1267 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. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 716 damage for 5 turns. The effect will scale with your magic stat. Its effects scale with your Magic 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 1095 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: 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 mental or physical effect and reduce all damage taken by 24% for 5 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 961% 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 Strength stat. |
Class Talents
| Technique / Combat techniques | 1.40 |
| 1/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| Celestial / Guardian | 1.30 |
| 2/5 |
| 4/5 |
| 5/5 |
| 1/5 |
| Celestial / Crusader | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 4/5 |
| Celestial / Sun | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 4/5 |
| Technique / Two-handed assault | 1.10 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Shield offense | 1.10 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Celestial / Chants | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Shield of Light |
| talent | Weapon of Light |
| talent | Chant of Fortitude |
| talent | Second Life |
| talent | Premonition |
| talent | Retribution |
| talent | Righteous Strength |
| detrimental effect | The target is using a two handed weapon in a single hand, reducing physical power, spellpower and mindpower by 20% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
| beneficial effect | Increase light and physical damage by 46%. Righteous Strength |
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 and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | 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 Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the injured seer from death by skeleton mage. Escort: injured seer (level 3 of Dreadfell) | failed |
You failed to protect the lost anorithil from death by Hydrogen Giant. Escort: lost anorithil (level 2 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the lost warrior from death by skeleton warrior. Escort: lost warrior (level 1 of Daikara) | failed |
You failed to protect the repented thief from death by orc master wyrmic. Escort: repented thief (level 6 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Eluritha the cave bear. Escort: temporal explorer (level 3 of Old Forest) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found 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: 1366. | 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 |
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 avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. You have aided Marus of Elvala in creating an elixir of the savior. You have aided Marus of Elvala in creating an elixir of mastery. You have aided Agrimley the hermit in creating an elixir of explosive force. Agrimley the hermit has completed an elixir of focus 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 CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? Slasul bound his lifeforce to yours and gave your a powerful trident in return. * You have sided with Slasul and killed Ukllmswwik. | 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 within7 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 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 | Boots of the Hunter (2 def, 12 armour) Boots of the Hunter (2 def, 12 armour)Requires: - Talent Armour Training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+2 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for 4 turns (does not use a turn), costing 32 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
| Light source | Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 5 (based on Magic) detrimental mental effects, costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
| On head | cashmere wizard hat 'Belylle' (2 def, 0 armour) cashmere wizard hat 'Belylle' (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Reduces incoming crit damage: 15.00% Maximum encumbrance: +20 Life regen: +0.40 Psi each turn: +0.15 Mindpower: +3 (+1 eff.) Mental crit. chance: +3% Light radius: +1 A pointy cloth hat, very wizardly... |
| On hands | Hand of the World-Shaper (0 def, 12 armour) Hand of the World-Shaper (0 def, 12 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by nature 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +12 Changes stats: +6 Str / +6 Mag Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +12% physical Talent masteries: +0.20 Spell / Stone +0.10 Wild-gift / Sand drake aspect +0.10 Spell / Earth Spellpower: +10 (+3 eff.) Spell crit. chance: +10% When used to modify unarmed attacks: Base power: 39.0 - 54.6 Uses stats: 40% Cun, 40% Str, 10% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +7.0% Attack speed: 83% When this weapon hits: Earthen Missiles (15% chance level 5). Burst (radius 1) on hit: +50 gravity Burst (radius 2) on crit: +30 gravity pin It can be used to activate talent Earthquake (costing 30 power out of 30/30) : Effective talent level: 4.8 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 87.83 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
| Tool | Beylen the voratun pickaxe (dig speed 8 turns) Beylen the voratun pickaxe (dig speed 8 turns)Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Defense: +4 (+2 eff.) Ranged Defense: +4 (+1 eff.) Damage when hit (Melee): 4 acid Changes stats: +3 Str Changes resistances penetration: +19% physical Physical save: +6 (+2 eff.) Stun/Freeze immunity: +20% Infravision radius: +5 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Chargeoracle ChargeoracleCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +36 (+5 eff.) Effects on melee hit: * 40% chance to daze Damage when hit (Melee): 4 lightning Changes stats: +15 Str / +13 Con Changes resistances: +6% mind / +12% lightning Changes resistances penetration: +5% mind Changes damage: +6% all Spellpower: +13 (+3 eff.) Mindpower: +9 (+2 eff.) Rings can have magical properties. |
| On fingers | voratun ring 'Erelyblek' voratun ring 'Erelyblek'Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Physical power: +27 (+4 eff.) Changes stats: +19 Str / +2 Mag / +19 Con Changes resistances: +2% physical Critical mult.: +6.00% Physical save: +3 (+1 eff.) Mental save: +13 (+4 eff.) Confusion immunity: +45% Stamina each turn: +0.60 Rings can have magical properties. |
| Around neck | steel amulet 'Galegrit' steel amulet 'Galegrit'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 15% chance to daze Damage when hit (Melee): 16 lightning Changes stats: +2 Cun Teleport immunity: +50% Mindpower: +2 (+1 eff.) It can be used to teleport you randomly (rad 40), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
| In main hand | Legacy of the Naloren (84-117.6 power, 20 apr) Legacy of the Naloren (84-117.6 power, 20 apr)Requires: - Strength 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 84.0 - 117.6 Uses stat: 140% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Physical crit. chance: +20.0% Attack speed: 100% When this weapon hits: Stunning Blow (10% chance level 1). When this weapon hits: Spit Poison (10% chance level 5). When this weapon hits: Silence (10% chance level 3). When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / +10 Lck Changes resistances: +10% acid / +15% cold / +20% nature Changes damage: +15% cold / +25% nature / +10% mind Talent masteries: +0.30 Technique / Combat techniques +0.30 Technique / Combat training +0.30 Psionic / Psychic Assault Talents cooldown: Spit Poison (-2 turns) Rush (-3 turns) Mindpower: +12 (+3 eff.) Mental crit. chance: +12% Light radius: +2 It can be used to activate talent Implode (costing 40 power out of 60/60) : Effective talent level: 2.0 Power cost: 40 out of 60/60. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Bind the target mercilessly with constant, bone-shattering pressure, pinning and slowing it by 50% for 2 turns and dealing 114.6 Physical damage each turn. The duration and damage will improve with your Mindpower. This incredibly beautiful -- and powerful -- trident is made of the rare metal orichalcum. An amazing pearl is seated in head of the trident, as it spreads into three razor sharp prongs. It is imbued with the greatest strengths of all of the most powerful Naga warriors. Slasul gave it to you as a sign of his faith in you. It is a sign of hope for all of the Naloren race, that one outside of their tribe could be so trusted. |
| Around waist | hardened leather belt 'Windshine' hardened leather belt 'Windshine'Powered by arcane forces Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Armour: +10 Effects on melee hit: * Slows global speed by 40% Damage when hit (Melee): 8 nature Changes stats: +4 Wil / +3 Con Changes resistances: +3% mind Changes resistances penetration: +10% nature Changes damage: +15% nature Mental save: +22 (+7 eff.) Maximum life: +65.00 Mindpower: +6 (+2 eff.) It can be used to create a temporary shield that absorbs 311 damage, putting all charms on cooldown for 30 turns. A belt that goes around your waist. |
| In off hand | Chylehek (12 def, 3 armour, 82-98.4 power, 187 block) Chylehek (12 def, 3 armour, 82-98.4 power, 187 block)Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 82.0 - 98.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +187 On weapon crit: * smash the target with your shield crippling them Damage Shield penetration (this weapon only): +40% Damage (Melee): +20 nature / +12 physical Damage against: +5% Giant When wielded/worn: Physical crit. chance: +5.0% Physical power: +14 (+2 eff.) Armour: +3 Defense: +12 (+6 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Damage when hit (Melee): 15 nature Changes stats: +1 Dex Changes resistances: +18% blight / +15% physical / +17% nature Talent granted: +5 Block Physical save: +6 (+2 eff.) Maximum life: +78.00 Handheld deflection devices. |
| Cloak | Polegalaith (3 def, 0 armour) Polegalaith (3 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+2 eff.) Effects on melee hit: * 10 arcane resource burn * Slows global speed by 42% Changes resistances: +10% acid / +3% light / +9% fire / +3% blight / +12% cold / +5% arcane / +10% lightning Spell save: +26 (+6 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Tarrasca (0 def, 50 armour) Tarrasca (0 def, 50 armour)Requires: - Strength 52 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +50 Armour Hardiness: +15% Fatigue: +35% Changes stats: +15 Con Physical save: +45 (+10 eff.) Knockback immunity: +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage equal to the speed detriment, but never to less than 30% of the original damage. Current Resistance: 0% It can be used to slow the movement speed of all creatures within 5 spaces (including yourself) by 40%, costing 25 power out of 25/25. This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. |
Inventory
heroism infusion of the duelist (+16 for 11 turns, die at -759) heroism infusion of the duelist (+16 for 11 turns, die at -759)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 1.0 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 three of your primary stats by 16 for 11 turns. While Heroism is active, you will only die when reaching -759 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 Dexterity 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. |
heroism infusion of the titan (+22 for 12 turns, die at -858) heroism infusion of the titan (+22 for 12 turns, die at -858)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 21 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 22 for 12 turns. While Heroism is active, you will only die when reaching -858 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 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. |
heroism infusion of the warrior (+31 for 13 turns, die at -1169) heroism infusion of the warrior (+31 for 13 turns, die at -1169)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 27 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 31 for 13 turns. While Heroism is active, you will only die when reaching -1169 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. 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. |
heroism infusion of the wizard (+22 for 9 turns, die at -669) heroism infusion of the wizard (+22 for 9 turns, die at -669)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 21 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 22 for 9 turns. While Heroism is active, you will only die when reaching -669 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 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. |
movement infusion of the sneak (1044% speed; 8 turns) movement infusion of the sneak (1044% speed; 8 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: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1044% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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 (1016% speed; 5 turns) movement infusion of the wizard (1016% 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 1016% 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. |
regeneration infusion of the warrior (heal 700 over 5 turns) regeneration infusion of the warrior (heal 700 over 5 turns)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: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 700 life over 5 turns. 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 titan (resist 39%; cure magical, mental) wild infusion of the titan (resist 39%; 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: 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 magical or mental effect and reduce all damage taken by 39% for 5 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. |
wild infusion of the titan (resist 37%; cure mental) wild infusion of the titan (resist 37%; 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: 17 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 37% for 6 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. |
wild infusion of the warrior (resist 38%; cure physical) wild infusion of the warrior (resist 38%; 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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 38% 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 warrior (resist 48%; cure mental) wild infusion of the warrior (resist 48%; 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 48% for 6 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. |
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. |
Rune of the Rift (262.00 temporal damage, removed from time 4 turns) Rune of the Rift (262.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 296.06 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. 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. |
controlled phase door rune of the titan (range 14) controlled phase door rune of the titan (range 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 14. Its effects scale with your Constitution 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. |
controlled phase door rune of the warrior (range 18) controlled phase door rune of the warrior (range 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 18. Its effects scale with your Strength 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. |
controlled phase door rune of the wizard (range 14) controlled phase door rune of the wizard (range 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 14. Its effects scale with your Magic 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. |
controlled phase door rune of the wizard (range 13) controlled phase door rune of the wizard (range 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 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 Magic 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. |
lightning rune of the sneak (443 lightning damage) lightning rune of the sneak (443 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 147.68 to 443.05 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Cunning 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. |
lightning rune of the sneak (331 lightning damage) lightning rune of the sneak (331 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 110.39 to 331.18 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Cunning 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. |
lightning rune of the warrior (638 lightning damage) lightning rune of the warrior (638 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 212.64 to 637.91 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Strength 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 524 for 7 turns) shielding rune of the psychic (absorb 524 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: 15 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 524 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. |
shielding rune of the warrior (absorb 840 for 6 turns) shielding rune of the warrior (absorb 840 for 6 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: 19 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 840 damage for 6 turns. Its effects scale with your Strength 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 warrior (absorb 860 for 6 turns) shielding rune of the warrior (absorb 860 for 6 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: 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 860 damage for 6 turns. Its effects scale with your Strength 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 wizard (absorb 494 for 4 turns) shielding rune of the wizard (absorb 494 for 4 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: 22 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 494 damage for 4 turns. Its effects scale with your Magic 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 wizard (absorb 643 for 6 turns) shielding rune of the wizard (absorb 643 for 6 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: 15 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 643 damage for 6 turns. Its effects scale with your Magic 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. |
teleportation rune of the warrior (range 197) teleportation rune of the warrior (range 197)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: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 197 with a minimum range of 15. Its effects scale with your Strength 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. |
teleportation rune of the warrior (range 199) teleportation rune of the warrior (range 199)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: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 199 with a minimum range of 15. Its effects scale with your Strength 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. |
teleportation rune of the wizard (range 188) teleportation rune of the wizard (range 188)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: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 188 with a minimum range of 15. Its effects scale with your Magic 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. |
Balinik the Murkbone Balinik the MurkboneCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 40% Damage when hit (Melee): 4 darkness Changes resistances penetration: +10% darkness Changes damage: +12% nature Physical save: +25 (+6 eff.) Spell save: +25 (+6 eff.) Mental save: +21 (+7 eff.) Amulets can have magical properties. |
Brodalach BrodalachInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Dex / +6 Con Life regen: +0.20 Amulets can have magical properties. |
Choker of Dread Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Blindness immunity: +100% Spellpower: +5 (+1 eff.) See invisible: +10 It can be used to summon an elder vampire to your side for 15 turns, costing 60 power out of 60/60. The evilness of undeath radiates from this amulet. |
Cracklefear CracklefearCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +8 (+1 eff.) Effects on melee hit: * 15% chance to daze Damage when hit (Melee): 8 lightning Changes stats: +3 Dex / +2 Mag Changes resistances: +6% blight / +6% nature Changes resistances penetration: +5% lightning Changes damage: +8% physical Combat speed: +10% Amulets can have magical properties. |
Drosus the stralite amulet Drosus the stralite amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -8% Changes stats: +9 Dex / +9 Cun / +7 Con Changes damage: +18% mind Life regen: +1.30 Stamina each turn: +1.20 Mental crit. chance: +4% Movement speed: +10% Heals friendly targets nearby when you use a nature summon: +40 Amulets can have magical properties. |
Kadar the Sulfursmash Kadar the SulfursmashInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes stats: +9 Wil Changes resistances: +12% lightning / +6% fire / +9% cold Reduces incoming crit damage: 10.00% Mental save: +9 (+3 eff.) Amulets can have magical properties. |
Murkmortal MurkmortalPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +8 Defense: +14 (+7 eff.) Ranged Defense: +4 (+1 eff.) Damage when hit (Melee): 12 darkness Changes stats: +13 Mag Changes resistances: +5% arcane / +18% cold Changes resistances cap: +6% all Changes damage: +8% acid / +8% fire / +8% cold / +7% lightning Physical save: +27 (+6 eff.) Silence immunity: +10% Spellpower: +6 (+2 eff.) Spell crit. chance: +6% Amulets can have magical properties. |
gold amulet 'Blindidol' gold amulet 'Blindidol'Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to inflict damage reduction Changes stats: +6 Str / +1 Wil Changes resistances: +16% mind / +13% lightning Confusion immunity: +23% Stun/Freeze immunity: +27% Amulets can have magical properties. |
gold amulet 'Poludaba' gold amulet 'Poludaba'Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Dex Changes resistances: +12% fire / +10% mind / +19% cold Grants telepathy: Demon/Minor Humanoid/Orc Demon/Major Confusion immunity: +20% Only die when reaching: -20.00 life Mindpower: +4 (+1 eff.) Amulets can have magical properties. |
gold amulet 'Xanirenne' gold amulet 'Xanirenne'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 10 arcane resource burn Changes resistances: +31% mind / +5% arcane Changes resistances penetration: +10% mind Changes damage: +9% mind Confusion immunity: +31% Amulets can have magical properties. |
stralite amulet 'Lavawreath' stralite amulet 'Lavawreath'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -9% Effects on melee hit: * Slows global speed by 30% * 30% chance to corrode armour Damage when hit (Melee): 8 nature / 16 fire Changes resistances: +6% fire Changes damage: +3% fire Life regen: +3.80 Amulets can have magical properties. |
vitalizing voratun amulet of perfection (0.40 Technique / Combat techniques,0.40 Wild-gift / Harmony) vitalizing voratun amulet of perfection (0.40 Technique / Combat techniques,0.40 Wild-gift / Harmony)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +4 Con Talent masteries: +0.40 Technique / Combat techniques +0.40 Wild-gift / Harmony Physical save: +15 (+4 eff.) Life regen: +1.20 Maximum life: +72.00 Amulets can have magical properties. |
voratun amulet voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
voratun amulet voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
voratun amulet 'Loamtrail' voratun amulet 'Loamtrail'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +2 (+0 eff.) Fatigue: -4% Effects on melee hit: * Slows global speed by 15% Changes stats: +3 Str / +5 Con Physical save: +35 (+8 eff.) Life regen: +2.40 Stamina each turn: +0.20 Maximum life: +71.00 Healing mod.: +5% Amulets can have magical properties. |
voratun amulet of soulsearing voratun amulet of soulsearingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes damage: +13% blight / +8% fire Critical mult.: +19.00% Spellpower: +11 (+3 eff.) Amulets can have magical properties. |
warrior's gold amulet of dexterity (+5) warrior's gold amulet of dexterity (+5)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Dex Changes resistances: +7% physical Stamina each turn: +0.40 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. |
Armerain ArmerainPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +6 Cun / +5 Dex Changes resistances: +24% darkness / +12% fire Changes damage: +12% darkness Mental save: +11 (+4 eff.) Confusion immunity: +24% Only die when reaching: -40.00 life Rings can have magical properties. |
Ce'Nuda the Sootarc Ce'Nuda the SootarcCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +4 Cun Changes resistances: +6% darkness Critical mult.: +10.00% Disarm immunity: +50% Pinning immunity: +46% Knockback immunity: +38% Equilibrium when hit: +0.08 Maximum life: +50.00 Rings can have magical properties. |
Flashschism FlashschismCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +6 Changes resistances: +1% physical Changes resistances penetration: +5% lightning Silence immunity: +15% Stun/Freeze immunity: +34% Life regen: +2.60 Rings can have magical properties. |
Gawen the stralite ring Gawen the stralite ringCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +7 (+2 eff.) Changes stats: +6 Dex / +6 Cun / +5 Con Changes resistances: +5% arcane Changes resistances penetration: +5% arcane Spell save: +43 (+11 eff.) Stun/Freeze immunity: +20% Life regen: +2.10 Maximum mana: +40.00 Maximum stamina: +26.00 Spell crit. chance: +2% Rings can have magical properties. |
Gunichak GunichakPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to gain 10% of a turn Damage when hit (Melee): 8 temporal Changes resistances: +5% arcane Blindness immunity: +37% Infravision radius: +5 See stealth: +14 See invisible: +17 Rings can have magical properties. |
Inertial Twine Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+3 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Morningburst MorningburstCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Effects on melee hit: * 15% chance to blind Changes stats: +5 Cun / +6 Dex Changes resistances: +6% temporal / +2% physical Disease immunity: +5% Rings can have magical properties. |
Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+4 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 26 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Polebremira the Ravenwind Polebremira the RavenwindPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +5 (+1 eff.) Damage when hit (Melee): 4 darkness Changes resistances: +22% lightning Changes resistances penetration: +10% darkness / +5% temporal Changes damage: +11% lightning Stun/Freeze immunity: +22% Life regen: +0.80 Spellpower: +5 (+1 eff.) Mindpower: +7 (+2 eff.) Rings can have magical properties. |
Poreribeth PoreribethPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +7 Defense: +9 (+4 eff.) Changes stats: +2 Cun Changes resistances: +3% acid Reduces incoming crit damage: 5.00% Silence immunity: +26% Stun/Freeze immunity: +22% Life regen: +1.30 Mana each turn: +0.15 It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 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. |
Ring of the War Master Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Dual techniques +0.30 Technique / Archery excellence +0.30 Technique / Archery prowess +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Grappling +0.30 Technique / Thuggery +0.30 Technique / Shield defense +0.30 Technique / Two-handed weapons +0.30 Technique / Combat veteran +0.30 Technique / Superiority +0.30 Technique / Combat training +0.30 Technique / Two-handed assault +0.30 Technique / Combat techniques +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Unarmed training +0.30 Technique / Pugilism +0.30 Technique / Shield offense +0.30 Technique / Finishing moves +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Serpentsorrow the stralite ring Serpentsorrow the stralite ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +13 (+2 eff.) Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 20 nature Changes resistances: +3% temporal Changes resistances penetration: +5% arcane Spellpower: +13 (+3 eff.) Mindpower: +13 (+3 eff.) Rings can have magical properties. |
Sparktreason the voratun ring Sparktreason the voratun ringPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 12 physical Changes stats: +6 Mag / +7 Wil / +4 Con Changes resistances: +12% blight / +13% nature / +12% lightning Reduces incoming crit damage: 15.00% Spell save: +17 (+4 eff.) Poison immunity: +28% Disease immunity: +30% Maximum stamina: +60.00 Spellpower: +12 (+3 eff.) Rings can have magical properties. |
gold ring 'Morningwolf' gold ring 'Morningwolf'Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Defense: +7 (+4 eff.) Effects on melee hit: * 15% chance to blind * 30% chance to inflict damage reduction Damage when hit (Melee): 12 light Changes stats: +5 Cun / +4 Mag Changes resistances: +13% physical / +3% light / +6% darkness Changes damage: +3% light / +13% physical Spellpower: +6 (+2 eff.) 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: 4.2 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 40% for 5 turns. Rings can have magical properties. |
gold ring 'Toregorn' gold ring 'Toregorn'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +11 (+2 eff.) Changes stats: +2 Dex Changes resistances: +5% arcane / +3% blight Changes damage: +6% all Spell save: +25 (+6 eff.) Spellpower: +13 (+3 eff.) Mindpower: +13 (+3 eff.) Light radius: +2 Rings can have magical properties. |
painweaver's gold ring of fire (+22%) painweaver's gold ring of fire (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+1 eff.) Changes resistances: +22% fire Changes damage: +11% fire / +5% all Spellpower: +10 (+3 eff.) Mindpower: +6 (+2 eff.) Rings can have magical properties. |
steel ring 'Ulfigas' steel ring 'Ulfigas'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 4 mind Changes stats: +5 Mag / +5 Wil Changes damage: +12% acid Blindness immunity: +22% Disarm immunity: +22% Pinning immunity: +22% Knockback immunity: +21% Maximum life: +20.00 Spellpower: +7 (+2 eff.) Infravision radius: +3 See stealth: +7 See invisible: +5 Rings can have magical properties. |
steel ring of perseverance steel ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Stun/Freeze immunity: +28% Life regen: +0.80 Rings can have magical properties. |
stralite ring 'Lustrekiller' stralite ring 'Lustrekiller'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn Damage when hit (Melee): 4 light Changes resistances penetration: +15% light Changes damage: +9% light Stun/Freeze immunity: +44% Life regen: +4.00 Rings can have magical properties. |
titan's gold ring of clarity titan's gold ring of clarityInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Con Physical save: +4 (+1 eff.) Mental save: +7 (+2 eff.) Confusion immunity: +23% Rings can have magical properties. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
wizard's voratun ring of perseverance wizard's voratun ring of perseverancePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Mag Spell save: +16 (+4 eff.) Stun/Freeze immunity: +38% Life regen: +1.70 Rings can have magical properties. |
insidious stralite battleaxe of ruin (41-61.5 power, 3 apr) insidious stralite battleaxe of ruin (41-61.5 power, 3 apr)Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 41.0 - 61.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +7.5% Attack speed: 100% Damage (Melee): +42 insidious poison When wielded/worn: Armour penetration: +7 Physical crit. chance: +12.0% Critical mult.: +20.00% Massive two-handed battleaxes. |
voratun battleaxe 'Cyrelenn' (56.5-84.75 power, 4 apr) voratun battleaxe 'Cyrelenn' (56.5-84.75 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 56.5 - 84.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 40% chance to corrode armour Damage (Melee): +65 insidious poison Burst (radius 2) on crit: +4 mind / +27 fire When wielded/worn: Accuracy: +19 (+5 eff.) Changes stats: +2 Cun / +10 Str Changes resistances: +9% acid Changes resistances penetration: +10% acid / +10% fire Changes damage: +16% physical Mental save: +9 (+3 eff.) Stamina when hit: +3.00 Mindpower: +4 (+1 eff.) Global speed: +8% Massive two-handed battleaxes. |
Glorema the Cobramistress (39.5-51.35 power, 9 apr) Glorema the Cobramistress (39.5-51.35 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 39.5 - 51.4 Uses stats: 45% Dex, 45% Str Damage type: Arcane Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 16% chance to inflict damage reduction * 20% chance to curse the target On weapon crit: * cripple the target Burst (radius 1) on hit: +16 fire Burst (radius 2) on crit: +4 nature When wielded/worn: Physical crit. chance: +12.0% Damage when hit (Melee): 8 nature Changes resistances penetration: +10% nature / +5% mind Changes damage: +3% nature Grants telepathy: Demon/Minor Demon/Major Mental save: +9 (+3 eff.) Hate when firing a critical mind attack: +2.00 Sharp, short and deadly. |
Hathutar the Gloomworm (38-49.4 power, 9 apr) Hathutar the Gloomworm (38-49.4 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +14 cold When wielded/worn: Accuracy: +12 (+3 eff.) Physical crit. chance: +12.0% Damage when hit (Melee): 4 mind Changes stats: +1 Cun / +6 Str Changes resistances: +9% darkness / +3% mind Changes damage: +6% darkness / +10% physical Stamina when hit: +2.00 Hate when firing a critical mind attack: +3.00 Maximum psi: +10.00 Sharp, short and deadly. |
Kinetic Spike (38-49.4 power, 40 apr) Kinetic Spike (38-49.4 power, 40 apr)Requires: - Willpower 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 30% Wil, 40% Dex, 30% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +40 Physical crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +8 (+2 eff.) Physical power: +15 (+2 eff.) Changes resistances penetration: +30% physical Talent mastery: +0.20 Psionic / Augmented striking It can be used to fires a bolt of kinetic force (range 8), dealing 150% (physical) weapon damage, costing 10 power out of 10/10. A simple, rudely crafted stone hilt, this object manifests a blade of wavering, nearly invisible force, like a heat haze, as you grasp it. Despite its simple appearance, it is capable of shearing through solid granite, in the hands of those with the necessary mental fortitude to use it properly. |
Life Drinker (42-54.6 power, 11 apr) Life Drinker (42-54.6 power, 11 apr)Requires: - Magic 44 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 42.0 - 54.6 Uses stats: 55% Mag, 35% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +11 Physical crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes damage: +15% blight / +15% darkness / +15% acid Spellpower: +12 (+3 eff.) Spell crit. chance: +10% Infravision radius: +2 Talent on hit(spell): Blood Grasp (15% chance level 2). It can be used to activate talent Worm Rot (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6 Travel Speed: 600% of base Is: a spell Description: Infects the target with parasitic carrion worm larvae for 6 turns. Each turn the disease will remove a beneficial physical effect and deal 11.02 acid and 11.02 blight damage. If not cleared after five turns it will inflict 168.44 acid damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Black blood for foul deeds. This dagger serves evil. |
Mercy (35-45.5 power, 9 apr) Mercy (35-45.5 power, 9 apr)Requires: - Dexterity 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5 Uses stats: 55% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +15.0% Attack speed: 100% On weapon hit: * deals physical damage equal to 3% of the target's missing health When wielded/worn: Changes stats: +6 Str / +6 Dex Critical mult.: +20.00% This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
Shantiz the Stormblade (15-19.5 power, 20 apr) Shantiz the Stormblade (15-19.5 power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stat: 100% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
Emildakira (65-104 power, 3 apr) Emildakira (65-104 power, 3 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 65.0 - 104.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 111% Burst (radius 2) on crit: +4 temporal When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +10 Effects on melee hit: * 20% chance to gain 10% of a turn Damage when hit (Melee): 4 blight Changes stats: +6 Dex Changes resistances: +9% blight Changes resistances penetration: +13% physical Changes damage: +9% physical Massive two-handed swords. |
Warmaster Gnarg's Murderblade (60-96 power, 19 apr) Warmaster Gnarg's Murderblade (60-96 power, 19 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 60.0 - 96.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +19 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 10% chance to send the wielder into a killing frenzy Damage against: +20% Living When wielded/worn: Changes stats: +15 Str / +5 Dex / +15 Con Reduced damage from: +20% Living Talent masteries: +0.20 Technique / Two-handed maiming +0.20 Technique / Two-handed weapons +0.20 Technique / Two-handed assault A blood-etched greatsword, it has seen many foes. From the inside. |
Shimmerpulverizer ShimmerpulverizerRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 5 Accuracy bonus: +0.1% dam / acc Attack speed: 143% Firing range: +10 Travel speed: +200% Burst (radius 1) on hit: +6 lightning When wielded/worn: Changes resistances: +6% temporal Changes resistances penetration: +39% physical Changes damage: +9% lightning / +15% temporal / +20% physical Damage Shield penetration: +52% Slings are used to hurl stones or metal shots at your foes. |
Awakened Staff of Absorption (60-72 power, 60 apr, physical element) Awakened Staff of Absorption (60-72 power, 60 apr, physical element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+12 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 200 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Cloudstreaker the drakeskin leather belt Cloudstreaker the drakeskin leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Defense: +4 (+2 eff.) Ranged Defense: +4 (+1 eff.) Changes stats: +1 Str Changes resistances: +12% lightning / +15% temporal / +6% blight Changes resistances penetration: +10% lightning / +10% physical Physical save: +6 (+2 eff.) Spell save: +9 (+2 eff.) Blindness immunity: +5% A belt that goes around your waist. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +0.00 Size category: +0 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Xerylratira XerylratiraCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 (+1 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn Changes resistances: +6% temporal Changes damage: +3% mind / +3% temporal Critical mult.: +8.00% A belt that goes around your waist. |
rough leather belt 'Galosus' rough leather belt 'Galosus'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+0 eff.) Changes damage: +3% arcane / +3% blight Spell save: +6 (+2 eff.) Maximum vim: +10.00 Damage Shield penetration: +40% Size category: +1 A belt that goes around your waist. |
Adildarin the cashmere cloak (10 def, 0 armour) Adildarin the cashmere cloak (10 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +3 (+0 eff.) Defense: +10 (+5 eff.) Fatigue: -4% Changes stats: +3 Mag / +7 Wil Changes damage: +9% blight Critical mult.: +5.00% Physical save: +9 (+2 eff.) Mana each turn: +0.08 Spell crit. chance: +7% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Frozen Shroud (12 def, 0 armour) Frozen Shroud (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+6 eff.) Damage when hit (Melee): 60 ice Changes stats: +7 Mag Changes resistances: +25% cold / -15% fire / +8% all It can be used to release a radius 4 blast of frozen vapors that deal 144.64 cold damage (based on Magic) each turn for 10 turns, costing 30 power out of 30/30. All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
Glille the cashmere cloak (2 def, 0 armour) Glille the cashmere cloak (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +3 (+0 eff.) Defense: +2 (+1 eff.) Fatigue: -4% Spell save: +12 (+3 eff.) Mana when firing critical spell: +3.00 Vim when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +81.00 Maximum vim: +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Koredogar the Darkfist (2 def, 0 armour) Koredogar the Darkfist (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +11 (+3 eff.) Armour penetration: +8 Defense: +2 (+1 eff.) Effects on melee hit: * 15% chance to inflict damage reduction Damage when hit (Melee): 16 darkness / 4 nature Changes resistances: +3% darkness Changes resistances penetration: +15% nature Critical mult.: +19.00% Stealth bonus: +10 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Salymina the Venomwreath (1 def, 0 armour) Salymina the Venomwreath (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * Slows global speed by 40% Changes stats: +2 Cun / +2 Dex Changes damage: +6% blight A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Silubreba (2 def, 0 armour) Silubreba (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 4 physical Changes resistances: +7% acid / +1% physical / +7% fire / +7% cold / +7% lightning Critical mult.: +6.00% Reduces incoming crit damage: 15.00% Stamina each turn: +0.20 Equilibrium when hit: +0.08 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
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 (+5 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 (+5 eff.) Spell save: +20 (+5 eff.) Mental save: +20 (+7 eff.) Confusion immunity: +40% Spellpower: +8 (+2 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. |
Abyssglamour (0 def, 3 armour) Abyssglamour (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -4% Changes stats: +1 Dex Changes resistances: +3% fire Changes resistances penetration: +10% physical Changes damage: +6% fire Maximum encumbrance: +37 Physical save: +32 (+7 eff.) Maximum stamina: +15.00 A pair of boots made of leather. |
Barodin the Shadesun (0 def, 14 armour) Barodin the Shadesun (0 def, 14 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +11 Physical crit. chance: +6.0% Physical power: +5 (+1 eff.) Armour: +14 Fatigue: +4% Effects on melee hit: * Slows global speed by 15% Changes resistances: +9% blight / +6% fire / +6% acid Changes damage: +9% darkness Spell save: +3 (+1 eff.) Life regen: +5.40 Infravision radius: +2 Healing mod.: +16% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Gosera the Chargewoe (0 def, 10 armour) Gosera the Chargewoe (0 def, 10 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 Fatigue: +3% Damage when hit (Melee): 16 lightning Changes resistances: +5% arcane / +6% lightning Changes resistances penetration: +5% arcane Silence immunity: +25% Confusion immunity: +31% Stun/Freeze immunity: +35% Life regen: +2.10 Infravision radius: +2 Healing mod.: +13% A pair of boots made of leather. |
Nightlord (0 def, 4 armour) Nightlord (0 def, 4 armour)Requires: - Talent Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +4 Fatigue: +3% Damage when hit (Melee): 8 darkness Changes stats: +4 Con / +3 Wil Changes resistances penetration: +23% physical Reduces incoming crit damage: 10.00% Maximum life: +20.00 Mindpower: +6 (+2 eff.) It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 1.0 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 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 23 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. |
Tulotir the pair of drakeskin leather boots (7 def, 5 armour) Tulotir the pair of drakeskin leather boots (7 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +7 (+4 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: +5% Damage when hit (Melee): 12 blight Critical mult.: +10.00% Stamina each turn: +1.20 Maximum mana: +20.00 Maximum stamina: +37.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +7% Damage Shield penetration: +30% A pair of boots made of leather. |
pair of drakeskin leather boots 'Noonvault' (0 def, 5 armour) pair of drakeskin leather boots 'Noonvault' (0 def, 5 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 4 light Changes resistances: +12% temporal / +3% light / +6% nature Spell save: +20 (+5 eff.) Life regen: +5.50 Healing mod.: +30% A pair of boots made of leather. |
reinforced pair of voratun boots of invasion (0 def, 13 armour) reinforced pair of voratun boots of invasion (0 def, 13 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +13 Fatigue: +4% Changes resistances: +14% acid / +15% fire / +12% lightning / +9% cold Changes resistances penetration: +8% physical Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
wanderer's pair of voratun boots of massiveness (0 def, 5 armour) wanderer's pair of voratun boots of massiveness (0 def, 5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +8 Str / +6 Cun / +12 Con Changes damage: +9% physical Physical save: +21 (+5 eff.) Mental save: +17 (+6 eff.) Size category: +1 It can be used to activate talent Heave, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 4 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Crystle's Astral Bindings (0 def, 0 armour) Crystle's Astral Bindings (0 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+1 eff.) Spell crit. chance: +3% When used to modify unarmed attacks: Base power: 14.0 - 15.4 Uses stats: 40% Dex, 40% Cun, 20% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +6.0% Attack speed: 100% When this weapon hits: Mind Blast (10% chance level 1). When this weapon hits: Shadow Simulacrum (15% chance level 1). When this weapon hits: Turn Back the Clock (10% chance level 1). Damage conversion: 100% temporal darkness Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Dakhtun's Gauntlets (0 def, 6 armour) Dakhtun's Gauntlets (0 def, 6 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +10.0% Attack speed: 83% When this weapon hits: Greater Weapon Focus (10% chance level 1). When this weapon hits: Displacement Shield (10% chance level 1). Damage (Melee): +20 arcane Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Emamith the Morningroar (0 def, 3 armour) Emamith the Morningroar (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +19.0% Armour: +3 Damage when hit (Melee): 4 mind Changes resistances penetration: +10% arcane Critical mult.: +13.00% Spell crit. chance: +20% Mental crit. chance: +20% Light radius: +2 When used to modify unarmed attacks: Base power: 38.0 - 53.2 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +24.0% Attack speed: 83% When this weapon crits: Cripple (20% chance level 5). Damage (Melee): +8 mind Burst (radius 1) on hit: +8 light / +8 arcane Burst (radius 2) on crit: +4 light Metal gloves protecting the hands up to the middle of the lower arm. |
Fist of the Destroyer (8 def, 0 armour) Fist of the Destroyer (8 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. Only the masochistic can unlock its full power. When wielded/worn: Defense: +8 (+4 eff.) Changes stats: +9 Str / +9 Mag / +3 Cun Talent masteries: +0.20 Corruption / Shadowflame +0.20 Corruption / Vim Stun/Freeze immunity: +20% Maximum vim: +25.00 When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 40% Cun, 40% Str, 20% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 100% When this weapon hits: Blood Grasp (10% chance level 3). When this weapon hits: Soul Rot (12% chance level 3). When this weapon hits: Drain (8% chance level 2). Increases all damage by 4% of current vim Current Bonus: 0% It can be used to activate talent Darkfire (costing 12 power out of 12/12) : Effective talent level: 5.0 Power cost: 12 out of 12/12. Range: 6 Travel Speed: 400% of base Is: a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 91.65 fire damage and 91.65 darkness damage in a radius of 6. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
Fists of the Desert Scorpion (8 def, 4 armour) Fists of the Desert Scorpion (8 def, 4 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+4 eff.) Changes stats: +3 Str / +3 Wil / +3 Cun Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 (+1 eff.) When used to modify unarmed attacks: Base power: 25.0 - 35.0 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +10.0% Attack speed: 87% When this weapon hits: Poisonous Bite (20% chance level 3). When this weapon hits: Perfect Control (5% chance level 1). When this weapon hits: Quick as Thought (5% chance level 3). When this weapon hits: Implode (5% chance level 1). It can be used to activate talent Mindhook (costing 16 power out of 24/24) : Effective talent level: 4.0 Power cost: 16 out of 24/24. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Gloves of the Firm Hand (0 def, 8 armour) Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% When used to modify unarmed attacks: Base power: 19.0 - 20.9 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +7.0% Attack speed: 100% When this weapon hits: Clinch (20% chance level 3). When this weapon hits: Maim (10% chance level 3). When this weapon hits: Take Down (10% chance level 3). These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Isarin the iron gauntlets (0 def, 3 armour) Isarin the iron gauntlets (0 def, 3 armour)Requires: - Talent Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +3 Changes resistances: +2% physical Stun/Freeze immunity: +10% Life regen: +1.10 Stamina each turn: +0.50 Maximum stamina: +10.00 When used to modify unarmed attacks: Base power: 9.0 - 12.6 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.0% Attack speed: 83% When this weapon hits: Slumber (10% chance level 1). Metal gloves protecting the hands up to the middle of the lower arm. |
Lรฉ Suck (0 def, 23 armour) Lรฉ Suck (0 def, 23 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +17 (+4 eff.) Armour: +23 Armour Hardiness: +11% Damage when hit (Melee): 8 mind Changes stats: +1 Wil / +4 Cun / +21 Con Changes resistances: +3% darkness / +11% physical Changes resistances penetration: +5% darkness Grants telepathy: Dragon Physical save: +45 (+10 eff.) Spell save: +10 (+2 eff.) Mental save: +26 (+9 eff.) Disarm immunity: +144% Maximum psi: +20.00 When used to modify unarmed attacks: Base power: 27.5 - 30.3 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +21 Armour Penetration: +5 Physical crit. chance: +5.0% Attack speed: 100% When this weapon hits: Perfect Control (20% chance level 5). When this weapon hits: Stone Touch (5% chance level 5). When this weapon hits: Juggernaut (10% chance level 1). Damage (Melee): +4 temporal / +29 physical It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
No Disarm (0 def, 3 armour) No Disarm (0 def, 3 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 11 blight / 10 mind Changes stats: +10 Str / +10 Wil / +2 Cun / +10 Con Changes resistances: +10% blight / +10% mind Changes resistances penetration: +15% light Changes damage: +23% blight / +11% mind Grants telepathy: Dragon Talent mastery: +0.40 Technique / Grappling Spell save: +3 (+1 eff.) Disarm immunity: +97% Spellpower: +2 (+1 eff.) Spell crit. chance: +3% When used to modify unarmed attacks: Base power: 26.0 - 28.6 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +5.0% Attack speed: 100% When this weapon hits: Disarm (20% chance level 5). When this weapon hits: Soul Rot (20% chance level 5). When this weapon hits: Psychic Lobotomy (20% chance level 5). Damage Shield penetration (this weapon only): +10% Burst (radius 2) on crit: +15 blight / +15 mind Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Snow Giant Wraps (0 def, 2 armour) Snow Giant Wraps (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. When wielded/worn: Physical power: +0 (+0 eff.) Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Physical save: +0 (+0 eff.) Knockback immunity: +50% Maximum life: +60.00 When used to modify unarmed attacks: Base power: 17.0 - 18.7 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +4.0% Attack speed: 100% When this weapon hits: Call Lightning (25% chance level 5). Damage (Melee): +10 lightning / +10 cold It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throws a huge boulder at a target, damaging it for 324.16 and knocking it back 5 tiles. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
hardened leather gloves 'Hathagar' (0 def, 2 armour) hardened leather gloves 'Hathagar' (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Armour: +2 Changes stats: +3 Cun / +2 Str Changes resistances: +7% darkness Light radius: +1 Infravision radius: +2 When used to modify unarmed attacks: Base power: 18.5 - 20.4 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +6 Armour Penetration: +3 Physical crit. chance: +9.0% Attack speed: 100% When this weapon crits: Dominate (10% chance level 3). Damage (Melee): +7 darkness Burst (radius 2) on crit: +4 mind It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 33 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves of dexterity (+3) (0 def, 1 armour) rough leather gloves of dexterity (+3) (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +1 Changes stats: +3 Dex When used to modify unarmed attacks: Base power: 6.5 - 7.2 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +5 Armour Penetration: +1 Physical crit. chance: +5.0% Attack speed: 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Deepswreath (0 def, 5 armour) Deepswreath (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +15% nature / +6% darkness Changes damage: +12% darkness Spell save: +10 (+2 eff.) Mental save: +33 (+11 eff.) Disease immunity: +15% Disarm immunity: +25% Confusion immunity: +15% Maximum life: +109.00 Healing mod.: +25% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Dragonskull Helm (0 def, 2 armour) Dragonskull Helm (0 def, 2 armour)Requires: - Willpower 24 - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +2 Fatigue: +12% Changes resistances: +15% acid / +15% fire / +15% cold / +15% lightning Grants telepathy: Dragon Physical save: +12 (+3 eff.) Spell save: +12 (+3 eff.) Mental save: +12 (+4 eff.) Traces of a dragon's power still remain in this bleached and cracked skull. |
Dralin (0 def, 1 armour) Dralin (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * Slows global speed by 15% Changes resistances: +18% lightning / +6% temporal / +6% acid A cap made of leather. |
Gloruvea the iron helm (4 def, 3 armour) Gloruvea the iron helm (4 def, 3 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Defense: +4 (+2 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +5% Changes resistances: +9% cold Allows you to breathe in: water Stun/Freeze immunity: +5% Knockback immunity: +5% Only die when reaching: -40.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Got A Light? (0 def, 5 armour) Got A Light? (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: Armour: +5 Fatigue: +5% Damage when hit (Melee): 4 darkness Changes stats: +15 Str / +5 Dex / +6 Cun / +5 Con Changes resistances: -40% light / +25% cold Grants telepathy: Dragon Allows you to breathe in: water Critical mult.: +5.00% Physical save: +25 (+6 eff.) Life regen: +8.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +7% Heals friendly targets nearby when you use a nature summon: +10 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Nightravager the cashmere wizard hat (2 def, 4 armour) Nightravager the cashmere wizard hat (2 def, 4 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Damage when hit (Melee): 8 darkness Changes stats: +3 Con Changes resistances: +22% mind Changes damage: +22% mind Mental save: +15 (+5 eff.) Mental crit. chance: +3% It can be used to activate talent Stone Wall, placing all other charms into a 80 cooldown : Effective talent level: 1.1 Power cost: 80 out of 80/80. Range: 7 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 5 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 154.09 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
Pyreumbra (0 def, 3 armour) Pyreumbra (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +11 Dex / +2 Wil / +3 Cun Changes resistances: +10% acid / +14% darkness / +14% fire / +8% lightning / +10% cold Infravision radius: +4 A cap made of leather. |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+3 eff.) Spell save: +12 (+3 eff.) Mental save: +12 (+4 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Yet Another Shit Item (0 def, 5 armour) Yet Another Shit Item (0 def, 5 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 47% chance to daze Damage when hit (Melee): 8 mind / 16 temporal Changes stats: +10 Dex Changes resistances: +3% temporal / +25% darkness / +30% cold / +24% mind / +30% fire Changes resistances penetration: +5% lightning Mental save: +27 (+9 eff.) Confusion immunity: +47% Infravision radius: +8 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Yvima the Morbuskiss (2 def, 0 armour) Yvima the Morbuskiss (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 8 arcane Changes resistances: +5% lightning / +5% temporal / +5% light / +6% fire / +5% nature / +5% acid / +3% blight / +5% cold / +5% darkness Changes resistances penetration: +5% nature Changes damage: +5% physical / +6% darkness / +9% light / +14% arcane / +6% temporal Spell save: +13 (+3 eff.) Vim when firing critical spell: +4.00 Maximum mana: +51.00 A pointy cloth hat, very wizardly... |
bladed dwarven-steel helm of knowledge (0 def, 4 armour) bladed dwarven-steel helm of knowledge (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 6 physical Changes stats: +3 Str / +3 Wil / +2 Cun Mindpower: +4 (+1 eff.) It can be used to activate talent Skullcracker, 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: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 983.4 Physical damage. If the attack hits, the target is confused (41% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Forestnoon' (0 def, 4 armour) dwarven-steel helm 'Forestnoon' (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 5 physical Changes stats: +2 Str / +7 Dex / +5 Wil / +4 Cun Changes resistances: +6% nature Changes resistances penetration: +15% blight Mana when firing critical spell: +3.00 Mindpower: +4 (+1 eff.) It can be used to activate talent Skullcracker, 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: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 983.4 Physical damage. If the attack hits, the target is confused (41% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Gunachik the voratun plate armour (9 def, 25 armour) Gunachik the voratun plate armour (9 def, 25 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical crit. chance: +9.0% Physical power: +20 (+3 eff.) Armour: +25 Defense: +9 (+4 eff.) Fatigue: +18% Changes stats: +9 Str / +9 Mag / +9 Wil Changes resistances: +19% lightning / +30% fire / +9% mind / +18% acid Changes damage: +9% acid Physical save: +15 (+4 eff.) Blindness immunity: +5% Disease immunity: +15% Spellpower: +23 (+6 eff.) Spell crit. chance: +9% Mindpower: +18 (+5 eff.) Mental crit. chance: +10% A suit of armour made of metal plates. |
Let's Ward (12 def, 3 armour, 65-78 power, 197 block) Let's Ward (12 def, 3 armour, 65-78 power, 197 block)Requires: - Strength 48 - 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: 65.0 - 78.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +197 On weapon hit: * reduce the cooldown of your ward talent by 1 Damage (Melee): +20 lightning / +16 darkness Burst (radius 2) on crit: +38 light / +40 darkness When wielded/worn: Armour: +3 Defense: +12 (+6 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Effects when hit in melee: * 20% chance to daze Changes stats: +6 Dex Changes resistances: +20% lightning / +15% light / +18% darkness Maximum wards: +11 lightning / +12 temporal / +12 blight / +12 fire / +11 cold Changes resistances penetration: +5% darkness Talents granted: +2 Ward +5 Block Critical mult.: +5.00% Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +2 Spell crit. chance: +3% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Handheld deflection devices. |
voratun shield 'Abysssquall' (12 def, 15 armour, 81.5-97.8 power, 314.5 block) voratun shield 'Abysssquall' (12 def, 15 armour, 81.5-97.8 power, 314.5 block)Requires: - Strength 48 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 81.5 - 97.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +314 On weapon hit: * 47% chance to cause random gloom On weapon crit: * smash the target with your shield crippling them When wielded/worn: Physical crit. chance: +6.0% Physical power: +9 (+1 eff.) Armour: +15 Defense: +12 (+6 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Changes resistances: +29% cold / +5% arcane / +6% fire Changes resistances penetration: +15% arcane / +5% mind Changes damage: +3% mind Talent granted: +5 Block Handheld deflection devices. |
voratun shield 'Dawnspiker' (12 def, 3 armour, 78-93.6 power, 212 block) voratun shield 'Dawnspiker' (12 def, 3 armour, 78-93.6 power, 212 block)Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 78.0 - 93.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +212 On weapon hit: * 40% chance to blind On weapon crit: * smash the target with your shield crippling them When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+2 eff.) Armour: +3 Defense: +12 (+6 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Effects when hit in melee: * 25% chance to gain 10% of a turn Damage when hit (Melee): 4 light Changes resistances: +13% acid / +20% temporal / +2% physical / +20% cold / +13% lightning / +22% fire Changes damage: +9% light Talent granted: +5 Block Mental save: +9 (+3 eff.) Teleport immunity: +15% Handheld deflection devices. |
voratun shield 'Scorchdash' (24 def, 31 armour, 67.5-81 power, 202.5 block) voratun shield 'Scorchdash' (24 def, 31 armour, 67.5-81 power, 202.5 block)Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 67.5 - 81.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +202 On weapon hit: * 30 arcane resource burn * deal bonus physical damage equal to your armor When wielded/worn: Armour: +31 Armour Hardiness: +19% Defense: +24 (+11 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Effects on melee hit: * Slows global speed by 30% Changes stats: +2 Mag / +1 Wil Changes resistances: +9% cold / +39% physical Changes resistances penetration: +5% fire Talent granted: +5 Block Spell save: +13 (+3 eff.) Deflect projectiles away: +19% Handheld deflection devices. |
373 alchemist agate 373 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. |
2 onyx 2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Air currents swirl around this bright blue jewel. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Emeluyata the dwarven-steel pickaxe (dig speed 24 turns) Emeluyata the dwarven-steel pickaxe (dig speed 24 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Critical mult.: +5.00% Mana each turn: +0.12 Spell crit. chance: +3% Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Radhygrim the dwarven-steel pickaxe (dig speed 30 turns) Radhygrim the dwarven-steel pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -7% Changes stats: +3 Str / +2 Mag Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +60.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scorchmalice (dig speed 11 turns) Scorchmalice (dig speed 11 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +8 Physical power: +8 (+1 eff.) Changes stats: +4 Str / +3 Mag / +2 Wil / +1 Con Changes resistances: +9% fire Critical mult.: +20.00% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Splendourlash (dig speed 10 turns) Splendourlash (dig speed 10 turns)Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Fatigue: -8% Effects on melee hit: * 40% chance to blind Changes stats: +5 Cun / +7 Str Changes damage: +10% fire / +10% mind / +6% light Mental save: +12 (+4 eff.) Mindpower: +4 (+1 eff.) Infravision radius: +5 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Xubrewen the dwarven-steel pickaxe (dig speed 15 turns) Xubrewen the dwarven-steel pickaxe (dig speed 15 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Damage when hit (Melee): 8 arcane / 8 temporal Changes stats: +2 Str Changes resistances penetration: +5% arcane / +13% physical When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Isotta' (dig speed 19 turns) dwarven-steel pickaxe 'Isotta' (dig speed 19 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Fatigue: -6% Changes stats: +4 Str / +6 Cun / +1 Con Changes resistances: +3% acid Changes resistances penetration: +10% physical Critical mult.: +6.00% Reduces incoming crit damage: 5.00% Physical save: +10 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +10 (+3 eff.) Maximum life: +60.00 Infravision radius: +4 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Lisomira' (dig speed 25 turns) dwarven-steel pickaxe 'Lisomira' (dig speed 25 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical crit. chance: +11.0% Damage when hit (Melee): 12 arcane Changes stats: +10 Str / +7 Wil Changes damage: +3% mind / +12% blight Vim when firing critical spell: +3.00 Spellpower: +10 (+3 eff.) Mental crit. chance: +11% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe 'Chalondur' (dig speed 14 turns) voratun pickaxe 'Chalondur' (dig speed 14 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +19 (+5 eff.) Changes stats: +6 Str / +6 Mag / +9 Cun Changes resistances: +6% acid Changes damage: +6% physical Grants telepathy: Dragon Equilibrium when hit: +0.08 Maximum mana: +60.00 Spell crit. chance: +9% Mindpower: +6 (+2 eff.) Mental crit. chance: +1% Infravision radius: +9 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe 'Duvedor' (dig speed 18 turns) voratun pickaxe 'Duvedor' (dig speed 18 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +15 Changes stats: +9 Str / +2 Dex / +2 Mag / +2 Cun Changes resistances: +9% acid Changes damage: +6% acid Grants telepathy: Demon/Minor Demon/Major When carried: Talent granted: +1 Dig It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 2.8 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +70 accuracy and allowing you to attack creatures you cannot see without penalty for the next 3 turns. Allows you to dig a wall, remove a tree, create ways. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
bright alchemist's lamp of focus bright alchemist's lamp of focusCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +4 Wil Changes damage: +6% mind Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
The Bladed Rift The Bladed RiftPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +10% temporal / +5% physical Spellpower: +10 (+3 eff.) Mindpower: +10 (+3 eff.) This item does not take a turn to use. Activating this item is instant. It can be used to activate talent Animate Blade (costing 15 power out of 25/25) : Effective talent level: 1.0 Power cost: 15 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animate blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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. |
Petrified Wood Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% A piece of the scorched wood taken from the remains of Snaproot. |
51 alchemist bloodstone 51 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
3 bloodstone 3 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. |
2 fire opal 2 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. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Gwai's Burninator Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 537.88 fire damage (based on Magic), costing 50 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
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 (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 844.56 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 75/75. 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. |
Aruna [power 62] (30 cooldown) Aruna [power 62] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 5 When wielded/worn: Armour: +2 Changes stats: +1 Wil Changes resistances: +6% nature / +12% darkness Maximum wards: +5 physical / +10 mind / +9 darkness Talent granted: +2 Ward Only die when reaching: -20.00 life Light radius: +1 It can be used to teleport randomly (rad 62), putting all charms on cooldown for 30 turns. When used: 100% chance to regenerate 11 psi. Torques are made by powerful psionics to store psionic powers. |
Islata [power 27] (19 cooldown) Islata [power 27] (19 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 3 When wielded/worn: Changes resistances: +6% darkness / +1% physical Talent cooldown: Telekinetic Blast (+10 turn) Talent granted: +5 Telekinetic Blast Mental save: +12 (+4 eff.) It can be used to teleport randomly (rad 27), putting all charms on cooldown for 19 turns. Torques are made by powerful psionics to store psionic powers. |
stralite torque of charged psionic shield 'Wildvortex' [power 123] (20 cooldown) stralite torque of charged psionic shield 'Wildvortex' [power 123] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Physical crit. chance: +3.0% Effects on melee hit: * Slows global speed by 42% Changes resistances: +1% physical Reduces incoming crit damage: 15.00% Mindpower: +2 (+1 eff.) It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 123 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 9 hate. Torques are made by powerful psionics to store psionic powers. |
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 (+5 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. |
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 (+2 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. |
Baleziladodil the dragonbone wand of clairvoyance [power 16] (6 cooldown) Baleziladodil the dragonbone wand of clairvoyance [power 16] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +1 Str Changes resistances penetration: +10% physical Maximum life: +40.00 Maximum stamina: +20.00 It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 16), putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 11 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Gydan the elven-wood wand of trap destruction [power 139] (23 cooldown) Gydan the elven-wood wand of trap destruction [power 139] (23 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Armour penetration: +2 Fatigue: -6% Changes damage: +6% arcane Life regen: +0.60 Only die when reaching: -80.00 life Maximum life: +30.00 Maximum stamina: +15.00 It can be used to disarm traps (139 disarm power, Magic) along a range 4 line, putting all charms on cooldown for 23 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Lightbringer's Wand Lightbringer's WandPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+4 eff.) Light radius: +2 It can be used to summon a shining orb, costing 35 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
bright elven-wood wand of clairvoyance [power 14] (6 cooldown) bright elven-wood wand of clairvoyance [power 14] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 14), putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 8 positive 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. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
moonstone moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+5 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+5 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 pearl 3 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. |
amber 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. |
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.
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Hydrogen Giant the Ogre Sun Paladin level 32
24th Pyre 123rd year of Ascendancy at 17:12 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Hydrogen Giant the Ogre Sun Paladin level 37
2nd Flare 123rd year of Ascendancy at 19:24 see stats
Arachnophobia (Insane (Roguelike) difficulty)
Destroyed the spydric menace.By Hydrogen Giant the Ogre Sun Paladin level 50
8th Pyre 124th year of Ascendancy at 18:55 see stats
Back and there again (Insane (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Hydrogen Giant the Ogre Sun Paladin level 50
3rd Mirth 124th year of Ascendancy at 08:30 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Hydrogen Giant the Ogre Sun Paladin level 35
77th Pyre 123rd year of Ascendancy at 18:18 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Hydrogen Giant the Ogre Sun Paladin level 27
31st Regrowth 123rd year of Ascendancy at 04:08 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Hydrogen Giant the Ogre Sun Paladin level 6
3rd Flare 122nd year of Ascendancy at 01:25 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Hydrogen Giant the Ogre Sun Paladin level 34
53rd Pyre 123rd year of Ascendancy at 11:56 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Hydrogen Giant the Ogre Sun Paladin level 36
1st Flare 123rd year of Ascendancy at 05:27 see stats
Evil denied (Insane (Roguelike) difficulty)
Won ToME by preventing the Void portal from opening.By Hydrogen Giant the Ogre Sun Paladin level 50
9th Flare 124th year of Ascendancy at 07:01 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Hydrogen Giant the Ogre Sun Paladin level 20
16th Haze 122nd year of Ascendancy at 20:11 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Hydrogen Giant the Ogre Sun Paladin level 23
5th Regrowth 123rd year of Ascendancy at 19:36 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Hydrogen Giant the Ogre Sun Paladin level 29
7th Pyre 123rd year of Ascendancy at 06:20 see stats
Fear of Fours (Insane (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By Hydrogen Giant the Ogre Sun Paladin level 50
74th Regrowth 124th year of Ascendancy at 10:12 see stats
Flooder (Insane (Roguelike) difficulty)
Defeated Ukllmswwik while doing his own quest.By Hydrogen Giant the Ogre Sun Paladin level 36
1st Flare 123rd year of Ascendancy at 07:04 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 Hydrogen Giant the Ogre Sun Paladin level 35
65th Pyre 123rd year of Ascendancy at 01:38 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Hydrogen Giant the Ogre Sun Paladin level 10
2nd Dusk 122nd year of Ascendancy at 06:42 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Hydrogen Giant the Ogre Sun Paladin level 20
11st Haze 122nd year of Ascendancy at 01:19 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Hydrogen Giant the Ogre Sun Paladin level 30
9th Pyre 123rd year of Ascendancy at 05:01 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Hydrogen Giant the Ogre Sun Paladin level 40
33rd Dusk 123rd year of Ascendancy at 01:44 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Hydrogen Giant the Ogre Sun Paladin level 50
22nd Regrowth 124th year of Ascendancy at 10:34 see stats
Orcrist (Insane (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By Hydrogen Giant the Ogre Sun Paladin level 50
70th Regrowth 124th year of Ascendancy at 23:34 see stats
Overpowered! (Insane (Roguelike) difficulty)
Did over 6000 damage in one attack.By Hydrogen Giant the Ogre Sun Paladin level 50
78th Pyre 124th year of Ascendancy at 06:07 see stats
Portal master (Insane (Roguelike) difficulty)
Fought the two Sorcerers and closed four invocation portals.By Hydrogen Giant the Ogre Sun Paladin level 50
9th Flare 124th year of Ascendancy at 07:00 see stats
Race through fire (Insane (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Hydrogen Giant the Ogre Sun Paladin level 46
78th Haze 123rd year of Ascendancy at 22:39 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Hydrogen Giant the Ogre Sun Paladin level 16
53rd Dusk 122nd year of Ascendancy at 02:49 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Hydrogen Giant the Ogre Sun Paladin level 38
10th Dusk 123rd year of Ascendancy at 00:10 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Hydrogen Giant the Ogre Sun Paladin level 23
6th Regrowth 123rd year of Ascendancy at 21:56 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Hydrogen Giant the Ogre Sun Paladin level 35
73rd Pyre 123rd year of Ascendancy at 18:05 see stats
Tales of the Spellblaze (Insane (Roguelike) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Hydrogen Giant the Ogre Sun Paladin level 37
2nd Flare 123rd year of Ascendancy at 19:24 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Hydrogen Giant the Ogre Sun Paladin level 9
1st Dusk 122nd year of Ascendancy at 17:17 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Hydrogen Giant the Ogre Sun Paladin level 37
2nd Flare 123rd year of Ascendancy at 19:24 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 Hydrogen Giant the Ogre Sun Paladin level 29
54th Regrowth 123rd year of Ascendancy at 18:51 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By Hydrogen Giant the Ogre Sun Paladin level 43
6th Haze 123rd year of Ascendancy at 08:08 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Hydrogen Giant the Ogre Sun Paladin level 10
4th Dusk 122nd year of Ascendancy at 09:14 see stats
The sky is falling! (Insane (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Hydrogen Giant the Ogre Sun Paladin level 46
77th Haze 123rd year of Ascendancy at 16:40 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Hydrogen Giant the Ogre Sun Paladin level 39
18th Dusk 123rd year of Ascendancy at 14:11 see stats
Thralless (Insane (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Hydrogen Giant the Ogre Sun Paladin level 29
54th Regrowth 123rd year of Ascendancy at 02:48 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Hydrogen Giant the Ogre Sun Paladin level 27
38th Regrowth 123rd year of Ascendancy at 05:47 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Hydrogen Giant the Ogre Sun Paladin level 18
74th Dusk 122nd year of Ascendancy at 01:42 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Hydrogen Giant the Ogre Sun Paladin level 32
22nd Pyre 123rd year of Ascendancy at 07:44 see stats
Well trained (Insane (Roguelike) difficulty)
Deal one million damage to training dummies in a single training session.By Hydrogen Giant the Ogre Sun Paladin level 50
28th Pyre 124th year of Ascendancy at 06:53 see stats
Log
Hydrogen Giant stops shining.
Hydrogen Giant deactivates Second Life.
Hydrogen Giant deactivates Retribution.
Hydrogen Giant deactivates Chant of Fortitude.
Hydrogen Giant deactivates Righteous Strength.
Hydrogen Giant deactivates Shield of Light.
Hydrogen Giant deactivates Weapon of Light.
Hydrogen Giant deactivates Premonition.
