Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.3 |
| Addons | Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Assassin 1.3.3Reworks the Rogue class. Eternal Darkness 1.3.1Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Items Vault 1.3.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Female |
| Race | Halfling |
| Class | Rogue |
| Level / Exp | 50 / 1508% |
| Size | small |
| Lifes / Deaths | Killed by Cyrina the bee swarm at level 3 on the 76th Pyre 122nd year of Ascendancy at 12:42 3 / 4Killed by worm that walks at level 17 on the 54th Dusk 122nd year of Ascendancy at 05:46 Killed by Reymallac the human at level 17 on the 6th Haze 122nd year of Ascendancy at 12:05 Killed by ogre warmaster at level 21 on the 54th Haze 122nd year of Ascendancy at 03:45 |
| Antimagic | Follower |
Primary Stats
| Strength | 39 (base 16) |
| Dexterity | 80 (base 61) |
| Constitution | 74 (base 60) |
| Magic | 24 (base 13) |
| Willpower | 56 (base 31) |
| Cunning | 110 (base 62) |
Resources
| Mana | 0/624 |
| Psi | 136/136 |
| Life | 1716/1716 |
| Stamina | 332/332 |
| Equilibrium | 0 |
| Healing Factor | 1.74 |
| Regeneration | 23.055 |
Speed
| Mental | +25% |
| Attack | +15% |
| Movement | +18.02744093975% |
| Spell | +15% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 6 |
| See Stealth | 50.891175622335 |
| See Invisible | 50.891175622335 |
| ESP Range | 10 |
| ESP Kinds | animal/canine, humanoid/orc |
Offense: Mainhand
| Damage | 133 |
| Accuracy | 77 |
| Crit Chance | 84% |
| APR | 57 |
| Speed | 0.80 |
Offense: Offhand
| Damage | 106 |
| Accuracy | 77 |
| Crit Chance | 76% |
| APR | 86 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 5.5 |
| Crit Chance | 43% |
| Speed | 0.8695652173913 |
Offense: Mind
| Mindpower | 56.733333333333 |
| Crit Chance | 58% |
| Speed | 0.8695652173913 |
Offense: Damage Bonus
| All | +7% |
Defense: Base
| Armour (hardiness) | 34 (30%) |
| Defense | 54.213700386291 |
| Ranged Defense | 54.213700386291 |
| Fatigue | 2.008956796628 |
| Physical Save | 49.516666666667 |
| Spell Save | 51.666666666667 |
| Mental Save | 54.366666666667 |
Defense: Resistances
| All | + 22%( 70%) |
Defense: Immunities
| Pinning Resistance | 50% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 0% |
| Stun Resistance | 100% |
| Disarm Resistance | 10% |
| Poison Resistance | 40% |
| Blind Resistance | 15% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 physical effect and reduce all damage taken by 34% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 794 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 294 and cleanse 1 wound and poison effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or mental effect and reduce all damage taken by 12% for 5 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 10% for 6 turns. Also removes cross-tier effects of the affected types for free. |
Class Talents
| Cunning / Artifice | 1.30 |
| 1/5 |
| 3/5 |
| 3/5 |
| 1/5 |
| Cunning / Stealth | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Technique / Duellist | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 4/5 |
| Cunning / Trapping | 1.50 |
| 4/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| Cunning / Toxins | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Throwing knives | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cunning / Lethality | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 4/5 |
| 3/5 |
| 0/5 |
| Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Crippling Poison |
| talent | Deadly Strikes |
| talent | Trained Reactions |
| talent | Deadly Poison |
| talent | Leeching Poison |
| talent | Skate |
| talent | Hemotoxin |
| talent | Lacerating Strikes |
| talent | Quickdraw |
| detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Antimagic Disruption |
| beneficial effect | You have 9 throwing knives. Throwing Knives |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
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 killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You failed to protect the injured seer from death by Elaine. Escort: injured seer (level 2 of Norgos Lair) | failed |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 8 of Dreadfell. Escort: injured seer (level 8 of Dreadfell)As a reward you improved talent Earth's Eyes (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Dreadfell. Escort: lost anorithil (level 3 of Dreadfell)As a reward you improved talent Skate (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved Strength by +2. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Dreadfell. Escort: temporal explorer (level 2 of Dreadfell)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved Cunning by +2. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | 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 fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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: 586. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of the savior without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You 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 (+3 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 (+3 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 22 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. |
| Quiver | Boltpeal the quiver of dragonbone arrows (22/22, 178% power, 30 apr) Boltpeal the quiver of dragonbone arrows (22/22, 178% power, 30 apr)Requires: - Dexterity 48 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Power: 179% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +30 Physical crit. chance: +12.0% Capacity: 22 On weapon hit: * Slows global speed by 52% * 20 arcane resource burn * 52% chance to daze * 25% chance to remove a magical effect Travel speed: +200% Damage (Ranged): +20 lightning / +19 nature / +30 darkness Burst (radius 1) on hit: +4 lightning Damage against: +20% Living Arrows are used with bows to pierce your foes to death. |
| Light source | Cloudfame CloudfameInfused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +9 (+2 eff.) Damage when hit (Melee): 12 fire Changes stats: +7 Wil Changes resistances: +6% lightning / +6% cold / +6% mind / +9% temporal Changes damage: +12% lightning Critical mult.: +20.00% Physical save: +15 (+5 eff.) Spell save: +10 (+3 eff.) Mental save: +11 (+4 eff.) Maximum life: +68.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +10% Light radius: +4 Healing mod.: +27% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Crown of Command (3 def, 6 armour) Crown of Command (3 def, 6 armour)Requires: - Cunning 25 - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +4% Changes stats: +7 Str / +10 Wil / +7 Cun / +3 Con Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Technique / Field control Mindpower: +5 (+2 eff.) It can be used to activate talent Indomitable (costing 40 power out of 60/60) : Effective talent level: 1.0 Power cost: 40 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years. Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns. This talent takes no time to use. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
| On hands | Spellhunt Remnants (6 def, 8 armour) Spellhunt Remnants (6 def, 8 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+3 eff.) Spell save: +15 (+5 eff.) Mindpower: +12 (+4 eff.) Mental crit. chance: +5% Light radius: +1 When used to modify unarmed attacks: Power: 142% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Armour Penetration: +18 Physical crit. chance: +12.0% Attack speed: 83% When this weapon hits: Destroy Magic (100% chance level 5). When this weapon hits: Mana Clash (15% chance level 3). When this weapon hits: Aura of Silence (10% chance level 1). On weapon hit: * 50 arcane resource burn Damage (Melee): +20 silence It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 167.70 arcane damage and stunned), costing 66 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. You feel proud of having fulfilled this ancient duty. |
| Tool | voratun torque of charged psionic shield 'Eilinossra' [power 169] (14 cooldown) voratun torque of charged psionic shield 'Eilinossra' [power 169] (14 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn Changes resistances: +6% blight / +9% temporal Changes resistances penetration: +20% mind / +5% temporal Changes damage: +18% temporal Talent cooldown: Telekinetic Blast (+10 turn) Talent granted: +10 Telekinetic Blast It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 169 for 7 turns, putting all charms on cooldown for 14 turns. When used: 100% chance to regenerate 12 psi. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Magmaqueller the stralite ring Magmaqueller the stralite ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 40% chance to inflict damage reduction Damage when hit (Melee): 4 darkness / 16 fire Changes resistances: +48% fire Changes resistances penetration: +5% darkness Changes damage: +27% fire Rings can have magical properties. |
| On fingers | mule's stralite ring of misery mule's stralite ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -6% Effects on melee hit: * 14% chance to cause random gloom Damage (Melee): 9 bleed Effects on ranged hit: * 14% chance to cause random gloom Damage (Ranged): 12 bleed Changes stats: +4 Cun Maximum encumbrance: +26 Hate when firing a critical mind attack: +2.00 Maximum hate: +8.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 14 cooldown : Effective talent level: 4.0 Power cost: 14 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. |
| Around neck | Lightningsmasher LightningsmasherInfused by nature Infused by arcane disrupting forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +10 Cun Changes resistances: +6% lightning / +27% blight / +6% cold / +28% nature / +3% fire Changes resistances penetration: +5% light Changes damage: +8% physical Blindness immunity: +15% Poison immunity: +40% Disease immunity: +49% Disarm immunity: +10% Combat speed: +10% Amulets can have magical properties. |
| In main hand | Orc Feller (156% power, 11 apr) Orc Feller (156% power, 11 apr)Requires: - Dexterity 44 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Power: 156% Range: 1.3x Uses stats: 35% Cun, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +11 Physical crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +5 Dex / +10 Cun / +25 Lck Changes damage: +8% light / +10% physical Grants telepathy: Humanoid/Orc Pinning immunity: +50% Light radius: +1 During the invasion of Eldoral the Halfling Rogue Herah is said to have slain over one hundred orcs while defending a group of refugees. |
| Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | Kinetic Spike (147% power, 40 apr) Kinetic Spike (147% power, 40 apr)Requires: - Willpower 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Power: 147% Range: 1.3x Uses stats: 30% Wil, 30% Cun, 40% Dex Damage type: Physical Mastery: Dagger Mastery 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 (+4 eff.) Changes resistances penetration: +30% physical Talent mastery: +0.20 Psionic / Augmented striking It can be used to fire a bolt of kinetic force (range 8), dealing 150% (physical) weapon damage, costing 7 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. |
| Cloak | Nidoraldir (3 def, 0 armour) Nidoraldir (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +24 (+5 eff.) Defense: +3 (+1 eff.) Fatigue: -8% Changes stats: +6 Str / +5 Con Changes resistances: +9% acid / +6% darkness / +3% fire / +6% nature / +6% mind Physical save: +27 (+9 eff.) Spell save: +25 (+8 eff.) Mental save: +11 (+4 eff.) Only die when reaching: -50.00 life Maximum life: +183.00 Maximum stamina: +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | drakeskin leather armour 'Dazzleguile' (19 def, 8 armour) drakeskin leather armour 'Dazzleguile' (19 def, 8 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +18 Physical crit. chance: +8.0% Armour: +8 Defense: +19 (+7 eff.) Fatigue: +8% Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 8 fire Changes stats: +1 Cun Changes resistances penetration: +15% mind Mental save: +6 (+2 eff.) Life regen: +13.00 Stamina each turn: +1.50 Psi when hit: +0.16 Combat speed: +15% Casting speed: +15% Mental speed: +15% Healing mod.: +17% Heals friendly targets nearby when you use a nature summon: +10 Chance to avoid any damage: +11% It can be used to activate talent Second Wind, placing all other charms into a 24 cooldown : Effective talent level: 4.0 Power cost: 24 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 50% of your stamina. A suit of armour made of leather. |
Inventory
healing infusion of the duelist (heal 245) healing infusion of the duelist (heal 245)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: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 245 and cleanse 1 wound and poison effect. 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. |
healing infusion of the duelist (heal 269) healing infusion of the duelist (heal 269)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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 269 and cleanse 1 wound and poison effect. 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. |
healing infusion of the sneak (heal 331) healing infusion of the sneak (heal 331)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: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 331 and cleanse 1 wound and poison effect. 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. |
healing infusion of the sneak (heal 284) healing infusion of the sneak (heal 284)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: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 284 and cleanse 1 wound and poison effect. 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. |
healing infusion of the sneak (heal 305) healing infusion of the sneak (heal 305)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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 305 and cleanse 1 wound and poison effect. 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. |
healing infusion of the warrior (heal 127) healing infusion of the warrior (heal 127)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: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 127 and cleanse 1 wound and poison effect. 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 duelist (+18 for 12 turns, die at -948) heroism infusion of the duelist (+18 for 12 turns, die at -948)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 18 for 12 turns. While Heroism is active, you will only die when reaching -948 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 sneak (+21 for 9 turns, die at -966) heroism infusion of the sneak (+21 for 9 turns, die at -966)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: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 21 for 9 turns. While Heroism is active, you will only die when reaching -966 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the psychic (537% speed; 5 turns) movement infusion of the psychic (537% 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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 537% 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 Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the sneak (814% speed; 4 turns) movement infusion of the sneak (814% speed; 4 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 814% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 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 titan (718% speed; 7 turns) movement infusion of the titan (718% speed; 7 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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 718% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your 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. |
regeneration infusion of the duelist (heal 590 over 5 turns) regeneration infusion of the duelist (heal 590 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: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 590 life over 5 turns. 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. |
regeneration infusion of the duelist (heal 609 over 5 turns) regeneration infusion of the duelist (heal 609 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: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 609 life over 5 turns. 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. |
regeneration infusion of the psychic (heal 568 over 5 turns) regeneration infusion of the psychic (heal 568 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: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 568 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the psychic (heal 398 over 5 turns) regeneration infusion of the psychic (heal 398 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: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 398 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the psychic (heal 250 over 5 turns) regeneration infusion of the psychic (heal 250 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: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 250 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the psychic (heal 330 over 5 turns) regeneration infusion of the psychic (heal 330 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: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 330 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the psychic (heal 267 over 5 turns) regeneration infusion of the psychic (heal 267 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 267 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the sneak (heal 710 over 5 turns) regeneration infusion of the sneak (heal 710 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 710 life over 5 turns. 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. |
regeneration infusion of the warrior (heal 501 over 5 turns) regeneration infusion of the warrior (heal 501 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: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 501 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 sneak (resist 25%; cure mental) wild infusion of the sneak (resist 25%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 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 25% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the titan (resist 32%; cure mental, physical) wild infusion of the titan (resist 32%; cure mental, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 32% 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 33%; cure mental, physical) wild infusion of the titan (resist 33%; cure mental, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 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 or physical effect and reduce all damage taken by 33% 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. |
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. |
Garkul's Teeth Garkul's TeethCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+6 eff.) Mental save: +18 (+6 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 7 power out of 48/48) : Effective talent level: 4.0 Power cost: 7 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 200.72 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
Islinne the stralite amulet Islinne the stralite amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Changes stats: +3 Cun / +2 Con Changes resistances: +22% lightning Spell save: +3 (+1 eff.) Stun/Freeze immunity: +44% Infravision radius: +3 See invisible: +6 Amulets can have magical properties. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
clarifying voratun amulet of constitution (+5) clarifying voratun amulet of constitution (+5)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +11% mind Confusion immunity: +45% Amulets can have magical properties. |
clarifying voratun amulet of willpower (+8) clarifying voratun amulet of willpower (+8)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +30% mind Confusion immunity: +50% Amulets can have magical properties. |
cleansing voratun amulet of constitution (+6) cleansing voratun amulet of constitution (+6)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Con Changes resistances: +24% nature / +22% blight Poison immunity: +37% Disease immunity: +40% Amulets can have magical properties. |
copper amulet of constitution (+2) copper amulet of constitution (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Con Amulets can have magical properties. |
copper amulet of mastery (0.10 Cunning / Artifice) copper amulet of mastery (0.10 Cunning / Artifice)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Talent mastery: +0.10 Cunning / Artifice Amulets can have magical properties. |
gold amulet gold amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 3 Amulets can have magical properties. |
gold amulet of constitution (+4) gold amulet of constitution (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Con Amulets can have magical properties. |
grounding steel amulet of healing grounding steel amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +14% lightning Cut immunity: +40% Stun/Freeze immunity: +24% Healing mod.: +14% It can be used to activate talent Heal, placing all other charms into a 24 cooldown : Effective talent level: 3.0 Power cost: 24 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 354 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
grounding stralite amulet of cunning (+8) grounding stralite amulet of cunning (+8)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +8 Cun Changes resistances: +19% lightning Stun/Freeze immunity: +44% Amulets can have magical properties. |
insulating copper amulet insulating copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% fire / +13% cold Amulets can have magical properties. |
restful copper amulet of willpower (+3) restful copper amulet of willpower (+3)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Wil Life regen: +0.90 Amulets can have magical properties. |
restful gold amulet restful gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -5% Life regen: +2.00 Amulets can have magical properties. |
stabilizing copper amulet stabilizing copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% temporal Pinning immunity: +20% Knockback immunity: +20% Amulets can have magical properties. |
stabilizing steel amulet stabilizing steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +16% temporal Pinning immunity: +23% Knockback immunity: +25% Amulets can have magical properties. |
starlit voratun amulet starlit voratun amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +18% light / +17% darkness Blindness immunity: +33% Amulets can have magical properties. |
steel amulet steel amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 2 Amulets can have magical properties. |
steel amulet steel amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 2 Amulets can have magical properties. |
stralite amulet stralite amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 4 Amulets can have magical properties. |
stralite amulet stralite amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 4 Amulets can have magical properties. |
stralite amulet stralite amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 4 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. |
wanderer's stralite amulet of strength (+4) wanderer's stralite amulet of strength (+4)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -4% Changes stats: +4 Str / +5 Dex / +6 Cun / +5 Con Life regen: +1.00 Stamina each turn: +0.50 Movement speed: +10% Amulets can have magical properties. |
warrior's gold amulet of healing warrior's gold amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +7% physical Cut immunity: +60% Stamina each turn: +0.70 Healing mod.: +15% It can be used to activate talent Heal, placing all other charms into a 24 cooldown : Effective talent level: 1.0 Power cost: 24 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 234 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
warrior's voratun amulet of dexterity (+10) warrior's voratun amulet of dexterity (+10)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +10 Dex Changes resistances: +11% physical Stamina each turn: +0.90 Amulets can have magical properties. |
warrior's voratun amulet of perfection (0.28 Technique / Combat techniques,0.28 Cunning / Survival) warrior's voratun amulet of perfection (0.28 Technique / Combat techniques,0.28 Cunning / Survival)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +11% physical Talent masteries: +0.28 Technique / Combat techniques +0.28 Cunning / Survival Stamina each turn: +0.60 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 7 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. |
Eilinogata the Glarecrack Eilinogata the GlarecrackInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes stats: +1 Mag / +3 Wil / +1 Con Changes resistances: +32% cold Changes damage: +16% cold Reduces incoming crit damage: 5.00% Light radius: +1 Rings can have magical properties. |
Manunarikan ManunarikanInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +3% blight / +30% cold / +3% mind Changes resistances penetration: +5% mind Changes damage: +12% mind / +15% cold 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 27 power out of 50/50) : Effective talent level: 2.0 Power cost: 27 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 35 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. |
Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+3 eff.) Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Samalar the Chargeresolve Samalar the ChargeresolveCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Damage when hit (Melee): 8 lightning Changes stats: +3 Dex Changes resistances: +3% temporal / +6% cold Rings can have magical properties. |
Shadowwinter ShadowwinterCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Effects on melee hit: * 15% chance to inflict damage reduction Changes stats: +4 Dex Changes resistances: +6% darkness Rings can have magical properties. |
Thunderwisp the voratun ring Thunderwisp the voratun ringInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +18 (+4 eff.) Effects on melee hit: * 15% chance to daze Damage when hit (Melee): 12 lightning Changes stats: +9 Dex / +6 Con Changes resistances: +3% mind Changes resistances penetration: +5% lightning / +10% mind Changes damage: +9% mind / +6% lightning Physical save: +12 (+4 eff.) Life regen: +1.20 Maximum life: +76.00 Healing mod.: +23% Rings can have magical properties. |
Unlightwake UnlightwakeCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +16 (+4 eff.) Effects on melee hit: * 15% chance to inflict damage reduction Changes resistances: +6% nature Changes damage: +8% all Blindness immunity: +20% Silence immunity: +10% Confusion immunity: +5% Pinning immunity: +5% Only die when reaching: -60.00 life Spellpower: +14 (+2 eff.) Mindpower: +17 (+5 eff.) See invisible: +3 Rings can have magical properties. |
Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 16.48 cold and 19.25 physical damage (based on Willpower) each turn and knocking opponents back, costing 40 power out of 60/60. This azure ring seems to be always moist to the touch. |
copper ring of frost (+20%) copper ring of frost (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% cold Changes damage: +10% cold Rings can have magical properties. |
gold ring 'Radhuromirim' gold ring 'Radhuromirim'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 4 blight Changes stats: +4 Wil / +1 Mag Changes resistances: +32% nature Changes damage: +16% nature Damage Shield penetration: +30% Rings can have magical properties. |
gold ring of nature (+24%) gold ring of nature (+24%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +24% nature Changes damage: +12% nature Rings can have magical properties. |
mule's steel ring mule's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Maximum encumbrance: +22 Rings can have magical properties. |
rogue's voratun ring of perseverance rogue's voratun ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +4 Cun Stun/Freeze immunity: +22% Life regen: +1.50 Rings can have magical properties. |
savior's steel ring savior's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical save: +7 (+2 eff.) Spell save: +9 (+3 eff.) Mental save: +6 (+2 eff.) Rings can have magical properties. |
stralite ring stralite ring0.10 Encumbrance. Type: jewelry / ring ; tier 4 Rings can have magical properties. |
stralite ring stralite ring0.10 Encumbrance. Type: jewelry / ring ; tier 4 Rings can have magical properties. |
stralite ring stralite ring0.10 Encumbrance. Type: jewelry / ring ; tier 4 Rings can have magical properties. |
stralite ring of clarity stralite ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Mental save: +13 (+4 eff.) Confusion immunity: +43% Rings can have magical properties. |
stralite ring of tenacity stralite ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Disarm immunity: +32% Pinning immunity: +36% Knockback immunity: +36% Maximum life: +32.00 Rings can have magical properties. |
titan's gold ring of nature (+28%) titan's gold ring of nature (+28%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Con Changes resistances: +28% nature Changes damage: +14% nature Physical save: +8 (+3 eff.) Rings can have magical properties. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
voratun ring 'Eludhetta' voratun ring 'Eludhetta'Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +13 (+3 eff.) Changes stats: +9 Str / +1 Dex / +1 Wil / +1 Cun / +9 Con Changes resistances: +40% nature Changes resistances penetration: +5% acid Changes damage: +20% nature Grants telepathy: Dragon Life regen: +1.90 Maximum life: +90.00 Healing mod.: +30% Rings can have magical properties. |
voratun ring of clarity voratun ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Mental save: +12 (+4 eff.) Confusion immunity: +40% Rings can have magical properties. |
warrior's copper ring warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Rings can have magical properties. |
warrior's copper ring warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings can have magical properties. |
Icy Kill (143% power, 10 apr) Icy Kill (143% power, 10 apr)Requires: - Dexterity 42 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Power: 144% Range: 1.3x Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +15.0% Attack speed: 100% On weapon crit: * freezes the target On weapon kill: * explodes a frozen creature (damage scales with willpower) Damage (Melee): +30 cold When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes damage: +25% cold Hate per kill: +4.00 Ice block penetration: +50% As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
Mandible of Ungolmor (150% power, 12 apr) Mandible of Ungolmor (150% power, 12 apr)Requires: - Cunning 38 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Power: 150% Range: 1.3x Uses stats: 35% Dex, 65% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +12 Physical crit. chance: +22.0% Attack speed: 100% On weapon crit: * inflicts pinning spydric poison upon the target Damage conversion: 30% darkness When wielded/worn: Armour: +5 Armour Hardiness: +5% Changes stats: +8 Cun / +4 Dex Changes damage: +30% nature / +20% darkness Light radius: -2 It can be used to activate talent Creeping Darkness (costing 17 power out of 40/40) : Effective talent level: 3.0 Power cost: 17 out of 40/40. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Creeping dark slowly spreads from 4 spots in a radius of 3 around the targeted location. The dark deals 31 damage, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +12% damage to anything that has entered your creeping dark. This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
Shantiz the Stormblade (111% power, 20 apr) Shantiz the Stormblade (111% power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 111% Range: 1.3x Uses stats: 100% Dex, 0% Cun Damage type: Physical Mastery: Dagger Mastery 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. |
Silent Blade (129% power, 10 apr) Silent Blade (129% power, 10 apr)Requires: - Cunning 25 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Power: 129% Range: 1.3x Uses stats: 35% Cun, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +8.0% Attack speed: 100% When used from stealth a simple attack with it will not break stealth. Damage (Melee): +10 silence When wielded/worn: Accuracy: +10 (+2 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Unerring Scalpel (111% power, 25 apr) Unerring Scalpel (111% power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Power: 111% Range: 1.3x Uses stats: 45% Cun, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +25 Physical crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+5 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
balanced voratun dagger (148% power, 9 apr) balanced voratun dagger (148% power, 9 apr)Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 149% Range: 1.3x Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +9 (+2 eff.) Defense: +12 (+5 eff.) Disarm immunity: +27% Sharp, short and deadly. |
caustic stralite dagger of the leech (132% power, 9 apr) caustic stralite dagger of the leech (132% power, 9 apr)Requires: - Dexterity 35 Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 132% Range: 1.3x Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 5% chance to corrode armour * Slows global speed by 4% * leeches stamina from the target When wielded/worn: Damage when hit (Melee): 7 nature slow Changes resistances penetration: +8% acid Life regen: +0.40 Sharp, short and deadly. |
insidious iron dagger of erosion (98% power, 5 apr) insidious iron dagger of erosion (98% power, 5 apr)Requires: - Dexterity 11 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 99% Range: 1.3x Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Damage (Melee): +9 insidious poison / +4 temporal / +5 nature Sharp, short and deadly. |
quick voratun dagger of nature (146% power, 9 apr) quick voratun dagger of nature (146% power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 146% Range: 1.3x Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 111% When wielded/worn: Accuracy: +12 (+3 eff.) Changes stats: +4 Dex Changes resistances: +4% all Changes resistances penetration: +11% nature Sharp, short and deadly. |
slime-covered dwarven-steel dagger of erosion (118% power, 7 apr) slime-covered dwarven-steel dagger of erosion (118% power, 7 apr)Requires: - Dexterity 24 Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 118% Range: 1.3x Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% On weapon hit: * Slows global speed by 5% Damage (Melee): +12 temporal / +7 nature Sharp, short and deadly. |
warbringer's stralite dagger of crippling (134% power, 9 apr) warbringer's stralite dagger of crippling (134% power, 9 apr)Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 134% Range: 1.3x Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+2 eff.) Changes stats: +4 Con Changes resistances penetration: +4% physical Disarm immunity: +17% Sharp, short and deadly. |
warbringer's voratun dagger of nature (146% power, 9 apr) warbringer's voratun dagger of nature (146% power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 146% Range: 1.3x Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +4 Con Changes resistances: +7% all Changes resistances penetration: +8% nature / +11% physical Disarm immunity: +18% Sharp, short and deadly. |
mage-hunter's hardened leather sling mage-hunter's hardened leather slingRequires: - Dexterity 24 - Talent Shoot Infused by arcane disrupting forces 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 When wielded/worn: Effects on ranged hit: * 13 arcane resource burn Changes stats: +4 Cun / +4 Wil Talent mastery: +0.20 Wild-gift / Antimagic Mindpower: +9 (+3 eff.) Slings are used to hurl stones or metal shots at your foes. |
Awakened Staff of Absorption (172% power, 60 apr, arcane damage) Awakened Staff of Absorption (172% power, 60 apr, arcane damage)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Power: 172% Range: 1.2x 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 (+6 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 132 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." |
Glumirin the Galestreaker Glumirin the GalestreakerCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Physical power: +7 (+2 eff.) Changes resistances penetration: +10% lightning / +10% physical Spell save: +9 (+3 eff.) Size category: +1 A belt that goes around your waist. |
Isludhessra IsludhessraCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +10.0% Effects on melee hit: * 20% chance to gain 10% of a turn * 30% chance to corrode armour Changes stats: +5 Cun / +5 Dex Changes resistances: +3% temporal Changes resistances penetration: +5% temporal Changes damage: +6% mind Mental crit. chance: +10% A belt that goes around your waist. |
hardened leather belt of burglary hardened leather belt of burglaryCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Dex / +4 Cun / +7 Lck Trap disarming bonus: +8 Stealth bonus: +8 Infravision radius: +4 A belt that goes around your waist. |
nightruned rough leather belt of carrying nightruned rough leather belt of carryingPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -4% Changes resistances: +5% light / +5% darkness Maximum encumbrance: +20 A belt that goes around your waist. |
ravager's drakeskin leather belt of burglary ravager's drakeskin leather belt of burglaryCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +4 Dex / +4 Cun / +9 Lck Changes resistances penetration: +15% physical Changes damage: +14% physical Trap disarming bonus: +16 Stealth bonus: +9 Infravision radius: +4 A belt that goes around your waist. |
Cloth of Dreams (10 def, 0 armour) Cloth of Dreams (10 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+4 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Mindpower: +6 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 7 power out of 25/25) : Effective talent level: 3.0 Power cost: 7 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 57 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 21% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Gorewild the linen cloak (1 def, 0 armour) Gorewild the linen cloak (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 12 nature Changes stats: +2 Wil Changes resistances: +3% nature Changes damage: +3% light Mental save: +7 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Kalachak (5 def, 0 armour) Kalachak (5 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Ranged Defense: +2 (+1 eff.) Damage when hit (Melee): 4 arcane Changes stats: +1 Wil Changes resistances penetration: +25% blight Knockback immunity: +10% Only die when reaching: -40.00 life Maximum life: +60.00 Spell crit. chance: +2% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient cashmere cloak of Iron Throne (2 def, 0 armour) resilient cashmere cloak of Iron Throne (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Str / +1 Con Maximum life: +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Marduregodorach the pair of drakeskin leather boots (0 def, 5 armour) Marduregodorach the pair of drakeskin leather boots (0 def, 5 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +11 Physical crit. chance: +5.0% Physical power: +6 (+2 eff.) Armour: +5 Fatigue: +5% Effects on melee hit: * 15% chance to corrode armour * 20 arcane resource burn * Slows global speed by 41% Changes stats: +8 Str / +1 Mag / +5 Wil / +2 Cun / +16 Con Changes resistances: +6% blight / +3% temporal Changes resistances penetration: +9% physical Changes damage: +9% physical Mindpower: +5 (+2 eff.) Size category: +1 It can be used to activate talent Heave, placing all other charms into a 7 cooldown : Effective talent level: 2.4 Power cost: 7 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. A pair of boots made of leather. |
Offalwalker the pair of drakeskin leather boots (0 def, 5 armour) Offalwalker the pair of drakeskin leather boots (0 def, 5 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -5% Effects on melee hit: * Slows global speed by 45% Damage when hit (Melee): 8 nature Changes stats: +2 Mag Changes resistances: +15% lightning / +15% temporal / +6% mind Changes damage: +6% mind Reduces incoming crit damage: 5.00% Life regen: +5.40 Stamina each turn: +0.70 Maximum life: +60.00 Light radius: +2 Movement speed: +10% Healing mod.: +22% A pair of boots made of leather. |
Prismstreak the pair of drakeskin leather boots (32 def, 5 armour) Prismstreak the pair of drakeskin leather boots (32 def, 5 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +32 (+11 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +5% Effects on melee hit: * 15% chance to blind * 45% chance to corrode armour Changes resistances: +15% light Changes damage: +6% mind Physical save: +15 (+5 eff.) Spell save: +15 (+5 eff.) Mental save: +12 (+4 eff.) Light radius: +2 It can be used to activate talent Evasion, placing all other charms into a 20 cooldown : Effective talent level: 5.2 Power cost: 20 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 37% chance to completely evade them and granting you 55 defense for 11 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
Blindoblivion the voratun gauntlets (0 def, 3 armour) Blindoblivion the voratun gauntlets (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +18 (+4 eff.) Armour penetration: +15 Armour: +3 Changes stats: +5 Str / +9 Dex / +4 Wil / +8 Cun / +5 Con Changes resistances penetration: +10% light / +10% temporal Changes damage: +3% light / +9% temporal Talent mastery: +0.20 Technique / Grappling Physical save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Disarm immunity: +87% Light radius: +2 When used to modify unarmed attacks: Power: 134% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +20 Armour Penetration: +24 Physical crit. chance: +10.0% Attack speed: 83% When this weapon hits: Disarm (10% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Perfect Control (10% chance level 5). Burst (radius 1) on hit: +4 light Burst (radius 2) on crit: +4 light It can be used to activate talent Steady Shot, placing all other charms into a 14 cooldown : Effective talent level: 3.0 Power cost: 14 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Metal gloves protecting the hands up to the middle of the lower arm. |
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: Power: 119% Range: 1.1x 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. |
heroic hardened leather gloves of sorrow (0 def, 6 armour) heroic hardened leather gloves of sorrow (0 def, 6 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +6 Effects on melee hit: * 15% chance to cause random gloom Damage (Melee): 20 mind / 15 darkness Mental save: +0 (+0 eff.) Maximum life: +54.00 Mindpower: +5 (+2 eff.) When used to modify unarmed attacks: Power: 127% Range: 1.1x 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: +3.0% Attack speed: 100% When this weapon hits: Reproach (10% chance level 3). When this weapon hits: Battle Shout (10% chance level 3). It can be used to activate talent Ruined Earth, placing all other charms into a 14 cooldown : Effective talent level: 3.0 Power cost: 14 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
restful hardened leather gloves of dexterity (+3) (0 def, 2 armour) restful hardened leather gloves of dexterity (+3) (0 def, 2 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +12 (+3 eff.) Armour: +2 Changes stats: +3 Dex Life regen: +1.50 Stamina each turn: +0.80 Maximum stamina: +22.00 When used to modify unarmed attacks: Power: 114% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +5 Armour Penetration: +3 Physical crit. chance: +9.0% Attack speed: 100% When this weapon hits: Slumber (10% chance level 3). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
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 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+4 eff.) Traces of a dragon's power still remain in this bleached and cracked skull. |
Shimmertide the voratun helm (0 def, 5 armour) Shimmertide the voratun helm (0 def, 5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 52% chance to daze Damage when hit (Melee): 8 mind / 12 fire Changes stats: +8 Dex Changes resistances: +12% acid / +18% lightning Changes resistances penetration: +5% mind A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Unrazilatar the hardened leather cap (0 def, 3 armour) Unrazilatar the hardened leather cap (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +1 Physical crit. chance: +2.0% Armour: +3 Fatigue: +3% Changes stats: +7 Dex Changes resistances penetration: +5% physical Changes damage: +15% physical Critical mult.: +3.00% Physical save: +9 (+3 eff.) A cap made of leather. |
dragonslayer's voratun helm of constitution (+8) (0 def, 5 armour) dragonslayer's voratun helm of constitution (+8) (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +8 Con Changes resistances: +7% acid / +11% fire / +15% lightning / +11% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
miner's hardened leather cap of the depths (0 def, 6 armour) miner's hardened leather cap of the depths (0 def, 6 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Fatigue: +3% Changes resistances: +8% cold Allows you to breathe in: water Infravision radius: +2 A cap made of leather. |
2 agate 2 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
338 alchemist agate 338 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. |
7 onyx 7 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. |
9 aquamarine 9 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 lapis lazuli 9 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. |
10 opal 10 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 sapphire 13 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 topaz 13 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
voratun pickaxe of Reknor (dig speed 12 turns) voratun pickaxe of Reknor (dig speed 12 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str Changes resistances: +8% darkness / +8% fire When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
15 emerald 15 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. |
15 jade 15 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 spinel 9 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 turquoise 6 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Chalathad the Sunterror Chalathad the SunterrorInfused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +2 Effects on melee hit: * 45% chance to blind Changes stats: +6 Wil / +6 Con Changes resistances: +12% blight / +12% darkness Changes resistances penetration: +10% fire Changes damage: +15% mind / +9% fire Mental save: +11 (+4 eff.) Life regen: +4.70 Maximum life: +77.00 Mindpower: +8 (+3 eff.) Mental crit. chance: +11% Light radius: +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (113 power, based on Willpower), costing 7 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Ximibeth the Barkstake Ximibeth the BarkstakeCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Str Changes damage: +6% nature Light radius: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright dwarven lantern of clarity bright dwarven lantern of clarityCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Mental save: +7 (+2 eff.) Light radius: +8 See stealth: +18 See invisible: +17 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
survivor's dwarven lantern of health survivor's dwarven lantern of healthInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Physical save: +5 (+2 eff.) Maximum life: +58.00 Light radius: +4 Healing mod.: +28% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Fortune's Eye Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +12 Defense: +12 (+5 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 12 power out of 35/35) : Effective talent level: 2.4 Power cost: 12 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 41 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
Telos's Staff Crystal Telos's Staff CrystalPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 It can be used to combine with a staff, costing 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
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 Ruby Eye Atamathon's Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 When used to imbue an object: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 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. |
11 bloodstone 11 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. |
12 fire opal 12 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. |
14 garnet 14 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. |
14 ruby 14 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. |
Rod of Recall (2/2) Rod of Recall (2/2)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 134 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 (4/4) Rod of Spydric Poison (4/4)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 316.72 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 17 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. |
Amyrig the Daygrinder [power 53] (20 cooldown) Amyrig the Daygrinder [power 53] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Effects on melee hit: * 40% chance to blind * 30% chance to inflict damage reduction Damage when hit (Melee): 12 light Changes resistances: +6% darkness Maximum wards: +3 physical / +5 mind / +5 darkness Changes damage: +6% light Talent granted: +1 Ward Light radius: +1 It can be used to teleport randomly (rad 53), putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
Gleamradiance [power 207] (18 cooldown) Gleamradiance [power 207] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 41% chance to blind Changes resistances: +3% mind / +3% fire Changes resistances penetration: +10% mind Changes damage: +3% light Talent cooldown: Telekinetic Blast (+5 turn) Talent granted: +4 Telekinetic Blast Light radius: +3 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 207 for 7 turns, putting all charms on cooldown for 18 turns. When used: 100% chance to regenerate 15 hate. Torques are made by powerful psionics to store psionic powers. |
Poruwyn [power 119] (14 cooldown) Poruwyn [power 119] (14 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Damage when hit (Melee): 16 blight Changes damage: +24% blight It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 119 for 7 turns, putting all charms on cooldown for 14 turns. When used: 100% chance to regenerate 8 psi. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of psychoportation 'Sootprophet' [power 64] (33 cooldown) dwarven-steel torque of psychoportation 'Sootprophet' [power 64] (33 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Defense: +4 (+2 eff.) Ranged Defense: +4 (+1 eff.) Changes resistances: +3% mind / +6% nature Changes damage: +6% darkness Physical save: +10 (+3 eff.) Spell save: +20 (+7 eff.) Disarm immunity: +15% Pinning immunity: +10% Stun/Freeze immunity: +10% It can be used to teleport randomly (rad 64), putting all charms on cooldown for 33 turns. Torques are made by powerful psionics to store psionic powers. |
supercharged voratun torque of clear mind [power 6] (9 cooldown) supercharged voratun torque of clear mind [power 6] (9 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to absorb and nullify at most 6 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 9 turns. Torques are made by powerful psionics to store psionic powers. |
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 7 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
9 amethyst 9 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
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. |
11 diamond 11 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 moonstone 5 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+4 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+4 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
11 pearl 11 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. |
10 quartz 10 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
14 amber 14 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. |
8 ametrine 8 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine 2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light 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.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
Achievements
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Elaine the Halfling Rogue level 31
52nd Regrowth 123rd year of Ascendancy at 11:46 see stats
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Elaine the Halfling Rogue level 48
22nd Dusk 123rd year of Ascendancy at 04:32 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By Elaine the Halfling Rogue level 28
7th Regrowth 123rd year of Ascendancy at 08:13 see stats
Antimagic! (Nightmare (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Elaine the Halfling Rogue level 23
71st Haze 122nd year of Ascendancy at 13:16 see stats
Arachnophobia (Nightmare (Adventure) difficulty)
Destroyed the spydric menace.By Elaine the Halfling Rogue level 34
1st Time of Balance 123rd year of Ascendancy at 02:34 see stats
Atamathoned! (Nightmare (Adventure) difficulty)
Killed the giant golem Atamathon after foolishly reactivating it.By Elaine the Halfling Rogue level 50
37th Haze 123rd year of Ascendancy at 00:08 see stats
Back and there again (Nightmare (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Elaine the Halfling Rogue level 41
76th Pyre 123rd year of Ascendancy at 19:19 see stats
Brave new world (Nightmare (Adventure) difficulty)
Went to the Far East and took part in the war.By Elaine the Halfling Rogue level 33
78th Regrowth 123rd year of Ascendancy at 04:09 see stats
Clone War (Nightmare (Adventure) difficulty)
Destroyed your own Shade.By Elaine the Halfling Rogue level 43
7th Mirth 123rd year of Ascendancy at 05:35 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Elaine the Halfling Rogue level 13
32nd Dusk 122nd year of Ascendancy at 03:53 see stats
Demonic Invasion (Nightmare (Adventure) difficulty)
Stopped a demonic invasion by closing their portal.By Elaine the Halfling Rogue level 46
10th Flare 123rd year of Ascendancy at 15:46 see stats
Destroyer of the creation (Nightmare (Adventure) difficulty)
Killed Slasul.By Elaine the Halfling Rogue level 42
2nd Mirth 123rd year of Ascendancy at 18:37 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By Elaine the Halfling Rogue level 32
69th Regrowth 123rd year of Ascendancy at 23:13 see stats
Evil denied (Nightmare (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Elaine the Halfling Rogue level 50
22nd Haze 123rd year of Ascendancy at 07:56 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Elaine the Halfling Rogue level 17
53rd Dusk 122nd year of Ascendancy at 10:02 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Elaine the Halfling Rogue level 23
76th Haze 122nd year of Ascendancy at 02:46 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By Elaine the Halfling Rogue level 24
8th Decay 122nd year of Ascendancy at 22:47 see stats
Fear of Fours (Nightmare (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Elaine the Halfling Rogue level 50
12nd Haze 123rd year of Ascendancy at 22:14 see stats
Flooder (Nightmare (Adventure) difficulty)
Defeated Ukllmswwik while doing his own quest.By Elaine the Halfling Rogue level 42
3rd Mirth 123rd year of Ascendancy at 00:09 see stats
Gem of the Moon (Nightmare (Adventure) difficulty)
Completed the Master Jeweler quest with Limmir.By Elaine the Halfling Rogue level 45
4th Flare 123rd year of Ascendancy at 09:02 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Elaine the Halfling Rogue level 29
15th Regrowth 123rd year of Ascendancy at 22:40 see stats
Invasion from the Depths (Nightmare (Adventure) difficulty)
Stopped a naga invasion by closing their portal.By Elaine the Halfling Rogue level 44
1st Flare 123rd year of Ascendancy at 22:21 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Elaine the Halfling Rogue level 10
8th Flare 122nd year of Ascendancy at 13:55 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Elaine the Halfling Rogue level 20
50th Haze 122nd year of Ascendancy at 16:37 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Elaine the Halfling Rogue level 30
20th Regrowth 123rd year of Ascendancy at 00:13 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By Elaine the Halfling Rogue level 40
72nd Pyre 123rd year of Ascendancy at 05:32 see stats
Level 50 (Nightmare (Adventure) difficulty)
Got a character to level 50.By Elaine the Halfling Rogue level 50
47th Dusk 123rd year of Ascendancy at 01:14 see stats
Lucky Girl (Nightmare (Adventure) difficulty)
Saved Melinda again and invited her to the Fortress to cure her.By Elaine the Halfling Rogue level 50
5th Haze 123rd year of Ascendancy at 14:55 see stats
Oozemancer (Nightmare (Adventure) difficulty)
Destroyed the corrupted oozemancer.By Elaine the Halfling Rogue level 50
74th Dusk 123rd year of Ascendancy at 19:08 see stats
Orcrist (Nightmare (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Elaine the Halfling Rogue level 49
46th Dusk 123rd year of Ascendancy at 05:34 see stats
Overpowered! (Nightmare (Adventure) difficulty)
Did over 6000 damage in one attack.By Elaine the Halfling Rogue level 19
50th Haze 122nd year of Ascendancy at 09:42 see stats
Pest Control (Nightmare (Adventure) difficulty)
Killed 1000 reproducing vermin.By Elaine the Halfling Rogue level 50
71st Dusk 123rd year of Ascendancy at 21:39 see stats
Race through fire (Nightmare (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Elaine the Halfling Rogue level 47
3rd Dusk 123rd year of Ascendancy at 13:58 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Elaine the Halfling Rogue level 17
62nd Dusk 122nd year of Ascendancy at 18:30 see stats
Savior of the damsels in distress (Nightmare (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Elaine the Halfling Rogue level 31
39th Regrowth 123rd year of Ascendancy at 06:39 see stats
Shasshhiy'Kaish (Nightmare (Adventure) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Elaine the Halfling Rogue level 50
60th Dusk 123rd year of Ascendancy at 13:52 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By Elaine the Halfling Rogue level 19
50th Haze 122nd year of Ascendancy at 09:41 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Elaine the Halfling Rogue level 19
50th Haze 122nd year of Ascendancy at 09:41 see stats
Sliders (Nightmare (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Elaine the Halfling Rogue level 33
75th Regrowth 123rd year of Ascendancy at 01:02 see stats
Slime killer party (Nightmare (Adventure) difficulty)
Have 200 walls on the sludgenest turn into hostile creatures.By Elaine the Halfling Rogue level 50
73rd Dusk 123rd year of Ascendancy at 17:25 see stats
Slimefest (Nightmare (Adventure) difficulty)
Have 100 walls on the sludgenest turn into hostile creatures.By Elaine the Halfling Rogue level 50
72nd Dusk 123rd year of Ascendancy at 13:13 see stats
Tactical master (Nightmare (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Elaine the Halfling Rogue level 50
22nd Haze 123rd year of Ascendancy at 07:56 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Elaine the Halfling Rogue level 6
78th Pyre 122nd year of Ascendancy at 06:47 see stats
The Legend of Garkul (Nightmare (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Elaine the Halfling Rogue level 49
46th Dusk 123rd year of Ascendancy at 05:56 see stats
The Rat Lich (Nightmare (Adventure) difficulty)
Killed the terrible Rat Lich.By Elaine the Halfling Rogue level 31
42nd Regrowth 123rd year of Ascendancy at 20:03 see stats
The Sun Still Shines (Nightmare (Adventure) difficulty)
Aeryn survived the last battle.By Elaine the Halfling Rogue level 50
22nd Haze 123rd year of Ascendancy at 07:56 see stats
The bigger the better! (Nightmare (Adventure) difficulty)
Did over 3000 damage in one attack.By Elaine the Halfling Rogue level 19
50th Haze 122nd year of Ascendancy at 09:42 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Elaine the Halfling Rogue level 13
13rd Dusk 122nd year of Ascendancy at 12:39 see stats
There and back again (Nightmare (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Elaine the Halfling Rogue level 36
30th Pyre 123rd year of Ascendancy at 09:46 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Elaine the Halfling Rogue level 42
2nd Mirth 123rd year of Ascendancy at 21:57 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Elaine the Halfling Rogue level 19
49th Haze 122nd year of Ascendancy at 00:26 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Elaine the Halfling Rogue level 27
5th Regrowth 123rd year of Ascendancy at 03:28 see stats
Log
There is a Hidden teleportation portal to Angolwen, the hidden city of magic here (press '' or right click to use).
The portal fizzles.
The portal fizzles.
The portal fizzles.
There is a Hidden teleportation portal to Angolwen, the hidden city of magic here (press '' or right click to use).
The portal fizzles.
Today is the 42nd Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:41.
Today is the 43rd Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:06.
There is a A path into the Old Forest here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Saving game...
Saving done.
Saving game...
Saving done.
Elaine deactivates Crippling Poison.
Elaine deactivates Leeching Poison.
Elaine deactivates Quickdraw.
Elaine deactivates Hemotoxin.
Elaine deactivates Deadly Strikes.
Elaine deactivates Deadly Poison.
Elaine deactivates Trained Reactions.
Elaine deactivates Lacerating Strikes.
Elaine deactivates Skate.
