












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Ashes of Urh'Rok 1.7.4Official 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:
Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Doomelf |
| Class | Doomed |
| Level / Exp | 50 / 2074% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 46.272733630532 (base 11) |
| Dexterity | 83.545467261063 (base 60) |
| Constitution | 74.545467261063 (base 31) |
| Magic | 32.272733630532 (base 8) |
| Willpower | 134.54546726106 (base 65) |
| Cunning | 123.54546726106 (base 60) |
Resources
| Life | 1154/1154 |
| Mana | 0/1000 |
| Psi | 245/248 |
| Hate | 93/100 |
| Healing Factor | 1.6930665195969 |
| Regeneration | 22.602438036619 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +18% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 5 |
| See Invisible | 10.545467261063 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 56 |
| Accuracy | 73 |
| Crit Chance | 59% |
| APR | 50 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 67 |
| Accuracy | 73 |
| Crit Chance | 59% |
| APR | 50 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 41 |
| Crit Chance | 42% |
| Speed | 1 |
Offense: Mind
| Mindpower | 100 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +32% |
| Arcane | +35% |
| Mind | +190% |
| All | +23% |
| Lightning | +52% |
| Physical | +60% |
| Temporal | +26% |
| Darkness | +32% |
| Cold | +47% |
| Fire | +38% |
| Nature | +35% |
Offense: Damage Penetration
| Acid | +10% |
| Nature | +10% |
| Blight | +10% |
| Physical | +5% |
| Mind | +89% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 29 (88.987013568881%) |
| Defense | 74 |
| Ranged Defense | 74 |
| Fatigue | 0 |
| Physical Save | 58 |
| Spell Save | 67 |
| Mental Save | 96 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Blight | + 69%( 70%) |
| Arcane | + 62%( 70%) |
| Cold | + 70%( 70%) |
| All | + 60%( 70%) |
| Physical | + 72%( 72%) |
| Lightning | + 70%( 70%) |
| Light | + 56%( 70%) |
| Temporal | + 67%( 70%) |
| Mind | + 66%( 70%) |
| Darkness | + 80%( 80%) |
| Fire | + 63%( 70%) |
| Nature | + 62%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 0% |
| Fear Resistance | 32% |
| Poison Resistance | 10% |
| Disarm Resistance | 89% |
| Bleed Resistance | 20% |
| Teleport Resistance | 30% |
| Silence Resistance | 43% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 32% |
Inscriptions (5/5)
| Runes | Effective talent level: 2.5 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 109 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 2.5 Infusion: MovementUse 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 increase movement speed by 771% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 728 life over 5 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 2.5 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 49 up to 7 times. Its effects scale with your Willpower stat. |
Class Talents
| Cursed / Darkness | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Cursed / Shadows | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 1/5 |
| Cursed / Punishments | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 5/5 |
| Cursed / Fears | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / One with shadows | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 1/5 |
| Cursed / Force of will | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Gestures | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Cursed / Dark sustenance | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Doomelf | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Mental Tyranny |
| talent | Gesture of Pain |
| talent | Deflection |
| talent | Shadow Decoy |
| talent | Premonition |
| talent | Shadows Empathy |
| talent | Call Shadows |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 4.3)Penalty : Fractured Sanity: -10% Mind Resistance, -14% Confusion Immunity Power 1+: Unleashed: +13% critical damage, +15% off-hand weapon damage Power 2+: -1 Luck, +8 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 63% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 13.5% of your life, the remaining cooldown of all your talents is reduced by 1. |
| beneficial effect | Guarding against melee damage: Will dismiss up to 21 damage from the next 2.6 attack(s) with a 7% chance to counterattack. Guarded |
| beneficial effect | Your tyranny is increasing your Mindpower and Physicalpower by 2 for each fear applied, for a total of 30 Tyrant |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 2.3)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 11% when tested. Power 1+: Removed from Reality: +3 Physical Resistance, +2 Maximum Physical Resistance Power 2+: -1 Luck, +4 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 180 mind and 82 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (summon Terrors and chances to slow, deal 319 Mind damage, and deal 145 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
| beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+16% resist all). Shroud of Death |
| beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 13%. Strength and Willpower are increased by 3. Poisons and diseases have a 15% chance of being neutralized each turn. Cursed Form |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 4.3)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+39% chance to avoid traps). Power 2+: -1 Luck, +8 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+14% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 40% if the increase would be enough to kill your opponent. |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 3.3)Penalty : Fear of Death: -5% resistance against damage from the undead. Power 1+: Power over Death: +9% damage against the undead. Power 2+: -1 Luck, +3 Strength, +3 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 23 turns, retch (level 1) when you fall below 41% health Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 4.3)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 10%) for 4 turns. Power 1+: Nightwalker: +17 Darkness Resistance, +10% Max Darkness Resistance, +11 See Invisible Power 2+: -1 Luck, +8 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 16% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 16% for 3 turns. |
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 grave | active |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | completed |
You successfully escorted the injured seer to the recall portal on level 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 7 of Dreadfell. Escort: lone alchemist (level 7 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You failed to protect the lone alchemist from death by Yvutira the netherworm mass. Escort: lone alchemist (level 8 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell. Escort: repented thief (level 4 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Daikara. Escort: temporal explorer (level 2 of Daikara)As a reward you improved Willpower by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved talent Mind Sear (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | 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. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have 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: 2915. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed ice ant stinger. * You've found the needed ritch stinger. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
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. | completed |
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 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 within | active |
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 | pair of voratun boots 'Xothra' (Shrouds) (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +12 (+4 eff.) Armour: +5 Fatigue: -6% Changes resistances: +3% acid / +6% temporal / +6% light / +3% cold / +15% darkness Maximum encumbrance: +37 Physical save: +13 (+4 eff.) Silence immunity: +43% Confusion immunity: +40% Stun/Freeze immunity: +49% Spellpower: +18 (+6 eff.) Mindpower: +15 (+3 eff.) Curse of Shrouds Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | dwarven lantern 'Brandnaught'Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Damage when hit (Melee): 8 mind Changes stats: +5 Wil / +5 Mag Changes damage: +3% fire / +3% arcane / +13% mind Physical save: +12 (+3 eff.) Spell save: +17 (+4 eff.) Mental save: +29 (+5 eff.) Maximum mana: +103.44 Mindpower: +12 (+2 eff.) Mental crit. chance: +7% Light radius: +5 Damage Shield penetration: +20% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Demonzeal (Corpses) (13 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +13 (+4 eff.) Damage when hit (Melee): 2 darkness Changes stats: +18 Cun / +8 Wil Changes resistances: +15% acid / +6% temporal / +17% physical Changes damage: +17% physical Mental save: +39 (+7 eff.) Poison immunity: +10% Teleport immunity: +20% Only die when reaching: -20.00 life Mental crit. chance: +7% Curse of Corpses It can be used to activate talent Hateful Whisper, placing all other charms into a 15 cooldown : Effective talent level: 5.9 Power cost: 15 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 1178 Mind damage and spreads amongst your foes, dealing damage and feeding you 5.6 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 4 tiles if one is available; beyond this, all affected targets have a 36% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
| On hands | Camelathaleg (Corpses) (0 def, 20 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +9 (+2 eff.) Armour: +20 Armour Hardiness: +12% Fatigue: +5% Damage when hit (Melee): 8 blight Changes stats: +1 Mag / +20 Con Changes resistances: +9% physical Changes damage: +9% arcane Physical save: +27 (+7 eff.) Spell save: +10 (+2 eff.) Mental save: +19 (+4 eff.) Disarm immunity: +89% Mana when firing critical spell: +2.00 Spell crit. chance: +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Activating this item is instant. Curse of Corpses It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 3.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 29% and provides a 16% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Eraharayon the voratun pickaxe (dig speed 24 turns)Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +25 (+6 eff.) Armour penetration: +3 Physical crit. chance: +15.0% Damage when hit (Melee): 2 physical Changes stats: +13 Str / +14 Wil Changes damage: +3% temporal / +13% mind / +12% fire Mental save: +13 (+2 eff.) Mental crit. chance: +15% Infravision radius: +5 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Velylraritha the voratun ring (Madness)Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+4 eff.) Armour: +2 Changes stats: +7 Wil / +7 Cun / +1 Con Changes resistances penetration: +5% physical Changes damage: +10% all Physical save: +15 (+4 eff.) Spell save: +18 (+4 eff.) Mental save: +17 (+3 eff.) Stun/Freeze immunity: +40% Life regen: +8.00 Stamina each turn: +3.00 Only die when reaching: -60.00 life Maximum stamina: +32.86 Spell crit. chance: +5% Mindpower: +13 (+3 eff.) Mental crit. chance: +5% Curse of Madness Rings make your fingers look great! |
| On fingers | Lightningwreath the stralite ring (Misfortune)Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +13 (+3 eff.) Defense: +10 (+3 eff.) Changes stats: +5 Con Changes resistances: +3% lightning / +17% mind Changes damage: +26% mind Critical mult.: +10.00% Spell save: +18 (+4 eff.) Equilibrium when hit: +0.04 Maximum stamina: +22.00 Mindpower: +20 (+4 eff.) Movement speed: +18% Activating this item is instant. Curse of Misfortune It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 5.5 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 42% for 5 turns. Rings make your fingers look great! |
| Around neck | Shard of InsanityInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 (+6 eff.) Confusion immunity: -100% Mindpower: +8 (+2 eff.) Talent on hit(mindpower): Sunder Mind (8% chance level 1). A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
| In main hand | living mindstar 'Faludelagund' (Madness) (113% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Power: 113% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 21% chance to reduce strength, dexterity, and constitution by 22 Damage (radius 2) on crit: +8 blight When wielded/worn: Armour: +2 Damage (Melee): 8 lightning / 10 physical / 11 darkness / 4 acid / 8 fire / 9 mind / 8 cold Damage when hit (Melee): 4 physical Changes resistances: +8% lightning / +10% physical / +10% cold / +8% fire / +9% acid Changes damage: +9% blight / +32% mind / +9% darkness Talent granted: +1 Attune Mindstar Critical mult.: +5.00% Psi when firing a critical mind attack: +4.00 Maximum stamina: +20.00 Mindpower: +15 (+3 eff.) Mental crit. chance: +11% Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Around waist | Glareglamour (Shrouds)Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +7 Wil / +8 Cun / +5 Con Changes resistances: +12% acid / +2% physical / +3% nature / +6% temporal Damage against: +38% Summoned Reduced damage from: +40% Summoned Mental save: +25 (+5 eff.) Cut immunity: +20% Teleport immunity: +10% Spellpower: +6 (+2 eff.) Mindpower: +9 (+2 eff.) Light radius: +1 Curse of Shrouds A belt that goes around your waist. |
| In off hand | Lisyssra (Shrouds) (117% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Power: 117% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (radius 1) on hit: +12 acid When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 32% Damage when hit (Melee): 2 acid Changes resistances: +18% mind / +9% acid Changes resistances penetration: +20% mind / +10% acid Changes damage: +18% mind Talent granted: +1 Attune Mindstar Psi when hit: +5.00 Mindpower: +20 (+4 eff.) Mental crit. chance: +5% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Damage Resonance (when hit): +34% Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | Hykhad the Stormhunter (Nightmares) (3 def, 0 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 8 lightning Changes stats: +4 Str / +4 Dex / +5 Wil / +5 Cun / +4 Con Changes resistances: +3% lightning / +5% arcane / +3% nature Talent mastery: +0.30 Technique / Combat training Spell save: +28 (+7 eff.) Mental save: +15 (+3 eff.) Stamina each turn: +0.50 Mental crit. chance: +7% Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Barkimmortal (Madness) (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 80% * 10% chance to reduce strength, dexterity, and constitution by 22 Changes stats: +8 Str / +6 Mag / +7 Wil Changes resistances: +23% blight / +14% cold / +13% lightning / +15% all Changes resistances penetration: +10% blight / +10% nature / +19% mind Changes damage: +29% lightning / +20% physical / +24% cold / +12% nature / +30% mind Life regen: +5.10 Psi each turn: +0.53 Maximum life: +84.00 Maximum psi: +23.00 Mindpower: +9 (+2 eff.) Mental crit. chance: +5% Healing mod.: +30% Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
regeneration infusion of the sneak (heal 528; 12 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion 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 528 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 nature talent. |
Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
Belyremina the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 (+5 eff.) Armour: +14 Defense: +37 (+9 eff.) Changes stats: +16 Lck Changes resistances: +9% fire Changes resistances cap: +7% all Changes resistances penetration: +5% blight Changes damage: +3% mind Talent masteries: +0.40 Cursed / Dark sustenance +0.40 Cursed / Cursed form Physical save: +27 (+7 eff.) Pinning immunity: +23% Reduce all damage from unseen attackers: 19% Amulets make your neck look great! |
BlazehunterCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 32% * 20% chance to reduce all saves and defense by 50 Damage when hit (Melee): 6 acid / 8 fire Changes resistances: +27% acid / +27% cold / +9% mind / +9% fire Changes resistances penetration: +25% mind Talent mastery: +0.36 Cursed / Fears Amulets make your neck look great! |
Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Blindness immunity: +100% Spellpower: +5 (+1 eff.) See invisible: +10 It can be used to summon an elder vampire with Taunt to your side for 15 turns Activation costs 60 power out of 60/60. The evilness of undeath radiates from this amulet. |
Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+4 eff.) Spell save: +15 (+3 eff.) Mental save: -7 (-2 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Glowoblivion the stralite amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +10 Changes resistances: +9% light Changes resistances penetration: +15% temporal Changes damage: +18% temporal Talent mastery: +0.29 Technique / Combat training Physical save: +18 (+5 eff.) Disarm immunity: +20% Pinning immunity: +20% Maximum life: +101.00 Healing mod.: +10% Amulets make your neck look great! |
Hettuneg the gold amuletInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +14 (+3 eff.) Defense: +14 (+4 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +14 Lck / +4 Wil Changes resistances: +3% blight Changes resistances penetration: +15% arcane Spell save: +12 (+3 eff.) Mental save: +12 (+2 eff.) Blindness immunity: +28% Confusion immunity: +17% Life regen: +2.00 Mindpower: +9 (+2 eff.) Infravision radius: +7 Sight radius: +2 See invisible: +10 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Reduce all damage from unseen attackers: 16% Amulets make your neck look great! |
Kilnbreaker the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 32% Changes resistances: +12% blight / +6% fire / +16% mind Confusion immunity: +20% Pinning immunity: +20% Teleport immunity: +20% Life regen: +4.00 Amulets make your neck look great! |
Malukor the steel amuletInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% light / +13% darkness Changes resistances penetration: +5% temporal Mental save: +3 (+0 eff.) Blindness immunity: +56% Mindpower: +5 (+1 eff.) Mental crit. chance: +5% Infravision radius: +8 Sight radius: +4 See invisible: +14 Amulets make your neck look great! |
Sileranor the gold amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +5 Defense: +16 (+4 eff.) Effects on melee hit: * 20% chance to reduce armor by 32% Changes stats: +9 Lck Changes resistances: +3% blight / +15% temporal Changes resistances cap: +4% all Physical save: +11 (+3 eff.) Spell save: +6 (+1 eff.) Pinning immunity: +20% Knockback immunity: +27% Reduce all damage from unseen attackers: 11% Amulets make your neck look great! |
The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Spellpower: +10 (+3 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
The Far-HandPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 36 power out of 36/36) : Effective talent level: 5.5 Power cost: 36 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (141). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
ThunderbringerInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 21% chance to reduce strength, dexterity, and constitution by 22 Changes stats: +17 Str / +8 Dex / +5 Con Changes resistances: +30% lightning Changes resistances penetration: +26% physical Amulets make your neck look great! |
Torchglamour the voratun amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 11 fire Changes resistances: +24% lightning / +32% fire / +6% cold Changes resistances penetration: +15% lightning Changes damage: +9% cold / +9% fire Cut immunity: +80% Healing mod.: +23% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.5 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 526 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Ulfodunadig the WindstreakerCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +25 (+6 eff.) Physical crit. chance: +3.0% Fatigue: -5% Damage when hit (Melee): 4 temporal Changes stats: +6 Str Changes resistances: +2% physical Changes damage: +12% nature / +3% physical Life regen: +2.00 Amulets make your neck look great! |
Unflinching EyePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 Activating this item is instant. It can be used to activate talent Arcane Eye (costing 60 power out of 60/60) : Effective talent level: 3.5 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 20 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 7 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
Unresabar the MorninglashInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 22 Changes stats: +5 Cun Changes resistances: +6% blight Changes resistances penetration: +25% blight / +25% light Light radius: +2 Amulets make your neck look great! |
Yvena the DourpanicCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 6 darkness Changes resistances: +15% mind Changes resistances penetration: +25% darkness / +20% mind Changes damage: +9% mind / +30% darkness Talent mastery: +0.36 Cursed / Fears Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets make your neck look great! |
Zemekkys' Broken HourglassPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes resistances: +20% temporal Changes resistances cap: +5% temporal Changes damage: +10% temporal Lowers spell cool-downs by: 10% Activating this item is instant. It can be used to activate talent Time Stop (costing 50 power out of 80/80) : Effective talent level: 2.5 Power cost: 50 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
copper amulet 'Willowmortal'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour penetration: +1 Physical crit. chance: +2.0% Armour: +10 Defense: +10 (+3 eff.) Damage when hit (Melee): 4 nature Changes resistances: +11% lightning / +1% physical Stun/Freeze immunity: +20% Amulets make your neck look great! |
restful voratun amulet of cunning (+2)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -8% Changes stats: +2 Cun Life regen: +3.00 Amulets make your neck look great! |
starlit voratun amulet of soulsearingPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +15% light / +10% darkness Changes damage: +8% blight / +11% fire Critical mult.: +17.00% Blindness immunity: +46% Spellpower: +12 (+4 eff.) Amulets make your neck look great! |
stralite amulet 'Eilinoma'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 50 Changes stats: +3 Dex / +2 Cun / +2 Con Changes resistances penetration: +10% mind Changes damage: +21% mind Talent mastery: +0.34 Cursed / Dark sustenance See invisible: +15 Amulets make your neck look great! |
vitalizing stralite amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Con Physical save: +9 (+3 eff.) Blindness immunity: +16% Life regen: +7.00 Maximum life: +44.00 Infravision radius: +4 Sight radius: +2 See invisible: +6 Amulets make your neck look great! |
voratun amulet 'Skyravager'Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 22 Changes stats: +8 Cun / +4 Wil Changes resistances: +9% lightning / +6% blight Changes resistances penetration: +5% darkness Changes damage: +9% lightning / +12% blight Mental save: +8 (+1 eff.) Cut immunity: +70% Confusion immunity: +21% Mindpower: +11 (+2 eff.) Healing mod.: +26% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.5 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 526 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
voratun amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Blindness immunity: +29% Infravision radius: +7 Sight radius: +2 See invisible: +11 Amulets make your neck look great! |
wanderer's voratun amulet of murderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +15 Fatigue: -7% Changes stats: +7 Dex / +6 Cun / +4 Con Critical mult.: +15.00% Life regen: +3.00 Stamina each turn: +1.20 Movement speed: +10% Amulets make your neck look great! |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Berahek (Madness)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +7 Str / +6 Mag / +14 Wil Spell save: +18 (+4 eff.) Spellpower: +8 (+2 eff.) Curse of Madness Rings make your fingers look great! |
Blindbloom (Corpses)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 40% Damage when hit (Melee): 2 darkness / 4 temporal Changes resistances: +28% light / +6% temporal Changes damage: +21% temporal / +14% light / +12% arcane Curse of Corpses Rings make your fingers look great! |
Chillhash the voratun ring (Misfortune)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +14 (+5 eff.) Changes stats: +3 Con / +4 Wil Changes resistances: +16% mind / +15% cold Changes resistances penetration: +15% cold Changes damage: +18% cold Reduces incoming crit damage: 15.80% Spellpower: +15 (+5 eff.) Mindpower: +15 (+3 eff.) See invisible: +9 Curse of Misfortune Rings make your fingers look great! |
Cloudwire (Misfortune)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 32% Damage when hit (Melee): 6 acid / 8 lightning Changes resistances: +9% acid / +27% lightning Changes resistances penetration: +25% temporal Changes damage: +15% lightning Mental save: +11 (+2 eff.) Confusion immunity: +38% Curse of Misfortune Rings make your fingers look great! |
Duathelhunger (Corpses)Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 (+2 eff.) Physical power: +6 (+2 eff.) Effects on melee hit: * 20% chance to slow global speed by 80% * 10% chance to reduce damage dealt by 40% Changes stats: +9 Str / +7 Dex / +8 Cun / +7 Con Changes resistances: +3% lightning / +3% temporal / +3% blight Changes damage: +9% darkness Physical save: +12 (+3 eff.) Spell save: +11 (+2 eff.) Mental save: +10 (+2 eff.) Curse of Corpses Rings make your fingers look great! |
Earyromisin (Madness)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +8 Defense: +31 (+8 eff.) Changes stats: +6 Mag / +5 Con Changes resistances: +40% acid Changes damage: +20% acid / +18% arcane Blindness immunity: +21% Confusion immunity: +21% Maximum mana: +100.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Curse of Madness Rings make your fingers look great! |
Elemental Fury (Madness)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. Curse of Madness This ring shines with many colors. |
Elurewen (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical crit. chance: +7.0% Fatigue: -7% Changes stats: +3 Mag Changes resistances penetration: +25% physical Changes damage: +21% acid / +9% blight Maximum encumbrance: +29 Maximum stamina: +30.00 Curse of Nightmares Rings make your fingers look great! |
Flashclash the stralite ring (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +16 Damage when hit (Melee): 8 mind Changes stats: +8 Str Changes resistances: +9% light Changes damage: +9% light / +30% mind Light radius: +3 Curse of Shrouds Rings make your fingers look great! |
Frozenbrace (Madness)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +30 (+7 eff.) Changes stats: +6 Wil Changes resistances: +12% cold / +18% physical Changes resistances penetration: +20% arcane / +20% physical Changes damage: +18% physical Spellpower on spell critical (stacks up to 3 times): +10 Curse of Madness Rings make your fingers look great! |
Glawyn the stralite ring (Corpses)Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +13 (+5 eff.) Armour: +2 Changes stats: +5 Str / +2 Dex / +5 Mag / +8 Wil / +6 Cun / +8 Con Changes resistances: +6% physical Spell save: +10 (+2 eff.) Stamina each turn: +3.00 Mindpower: +11 (+2 eff.) Curse of Corpses Rings make your fingers look great! |
Glitterbright the stralite ring (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +18 Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +9 Str Changes resistances: +5% arcane Changes resistances penetration: +25% light Changes damage: +24% arcane / +18% light Curse of Corpses Rings make your fingers look great! |
Glory of the Pride (Madness)Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+4 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+2 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+12 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 Curse of Madness The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Mayytira (Shrouds)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 26% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 13 acid Changes resistances penetration: +33% blight / +30% arcane Blindness immunity: +48% Mana each turn: +0.56 Mana when firing critical spell: +2.65 Maximum mana: +132.29 Infravision radius: +6 See stealth: +25 See invisible: +25 Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Curse of Shrouds Rings make your fingers look great! |
Mnemonic (Madness)Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+4 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+2 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. Curse of Madness It can be used to activate talent Mental Shielding (costing 30 power out of 30/30) : Effective talent level: 3.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 4 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Nightsong (Madness)Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+2 eff.) Maximum stamina: +25.00 Curse of Madness It can be used to activate talent Shadowstep (costing 50 power out of 50/50) : Effective talent level: 3.5 Power cost: 50 out of 50/50. Range: 8 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 180% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Pitchtorrent (Corpses)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 14% chance to reduce all saves and defense by 50 * 20% chance to reduce damage dealt by 40% Damage (Melee): 17 physical Effects on ranged hit: * 13% chance to reduce all saves and defense by 50 Damage (Ranged): 10 physical Changes stats: +5 Cun Changes resistances: +12% darkness / +3% cold Changes resistances penetration: +5% darkness / +25% cold Changes damage: +3% darkness / +6% cold Hate when firing a critical mind attack: +2.00 Maximum hate: +8.00 Curse of Corpses It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 314% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings make your fingers look great! |
Porosewyn (Nightmares)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 22 * 11% chance to reduce all saves and defense by 50 Damage (Melee): 13 physical Effects on ranged hit: * 10% chance to reduce all saves and defense by 50 Damage (Ranged): 5 physical Damage when hit (Melee): 2 mind Changes stats: +1 Cun Mental save: +3 (+0 eff.) Silence immunity: +44% Mana each turn: +0.28 Hate when firing a critical mind attack: +1.00 Maximum hate: +5.00 Mindpower: +15 (+3 eff.) Mental crit. chance: +1% Curse of Nightmares It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 159% weapon damage. If the attack hits, the target will bleed for 300% weapon damage over 7 turns, and all healing will be reduced by 60%. Rings make your fingers look great! |
Ring of the Dead (Misfortune)Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! Curse of Misfortune This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Shadewinter (Corpses)Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +9 (+3 eff.) Damage when hit (Melee): 4 darkness / 4 cold Changes stats: +6 Str / +6 Wil / +6 Cun / +8 Con Changes resistances: +34% acid / +9% cold Changes resistances penetration: +15% darkness / +5% cold Changes damage: +17% acid / +6% darkness Mindpower: +8 (+2 eff.) Curse of Corpses Rings make your fingers look great! |
Wheel of Fate (Nightmares)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+3 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 40% Changes stats: +3 Wil Changes resistances: +9% lightning / +3% darkness Changes resistances penetration: +20% darkness Mental save: +6 (+1 eff.) Stun/Freeze immunity: +22% Life regen: +3.00 Spellpower: +7 (+2 eff.) Mindpower: +8 (+2 eff.) Curse of Nightmares It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Writhing Ring of the Hunter (Nightmares)Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). Curse of Nightmares A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
psionicist's voratun ring of darkness (+24%) (Corpses)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +24% darkness Changes damage: +12% darkness Mental save: +16 (+3 eff.) Curse of Corpses Rings make your fingers look great! |
rogue's voratun ring of misery (Misfortune)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +14 (+4 eff.) Effects on melee hit: * 14% chance to reduce all saves and defense by 50 Damage (Melee): 14 physical Effects on ranged hit: * 17% chance to reduce all saves and defense by 50 Damage (Ranged): 18 physical Changes stats: +15 Cun Hate when firing a critical mind attack: +3.00 Maximum hate: +8.00 Curse of Misfortune It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 159% weapon damage. If the attack hits, the target will bleed for 300% weapon damage over 7 turns, and all healing will be reduced by 60%. Rings make your fingers look great! |
solipsist's voratun ring of life (Nightmares)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Cun / +6 Wil Life regen: +14.00 Maximum life: +65.00 Mindpower: +12 (+2 eff.) Healing mod.: +14% Curse of Nightmares Rings make your fingers look great! |
solipsist's voratun ring of tenacity (Nightmares)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Cun / +6 Wil Disarm immunity: +44% Pinning immunity: +35% Knockback immunity: +41% Maximum life: +20.00 Mindpower: +10 (+2 eff.) Curse of Nightmares Rings make your fingers look great! |
stralite ring 'Betirin' (Misfortune)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +4 Cun / +5 Mag Changes resistances: +36% acid Changes resistances penetration: +15% arcane Changes damage: +18% acid / +6% mind Critical mult.: +10.00% Stamina each turn: +3.00 Vim when firing critical spell: +2.00 Mindpower: +25 (+5 eff.) Curse of Misfortune Rings make your fingers look great! |
stralite ring 'Cuthizor' (Nightmares)Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +10 (+4 eff.) Defense: +5 (+2 eff.) Changes stats: +2 Str / +1 Con Blindness immunity: +32% Stun/Freeze immunity: +40% Life regen: +5.00 Maximum stamina: +30.00 Maximum hate: +4.00 Spellpower: +11 (+3 eff.) Mindpower: +17 (+3 eff.) Mental crit. chance: +1% Infravision radius: +4 See stealth: +16 See invisible: +13 Curse of Nightmares Rings make your fingers look great! |
voratun ring of life (Misfortune)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Life regen: +20.00 Maximum life: +68.00 Healing mod.: +14% Curse of Misfortune Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.Dourstinger (Nightmares) (144% power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 145% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 27% chance to reduce damage dealt by 40% Damage (Melee): +27 acid / +12 darkness Damage (radius 2) on crit: +24 acid When wielded/worn: Accuracy: +11 (+2 eff.) Defense: +12 (+3 eff.) Effects on melee hit: * 27 arcane resource burn * 20% chance to slow global speed by 80% Changes resistances: +15% darkness / +27% blight Changes resistances penetration: +15% nature Changes damage: +12% darkness Disarm immunity: +50% Curse of Nightmares Sharp, short and deadly. |
Emblem of Evasion (Madness)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+5 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. Curse of Madness It can be used to activate talent Evasion (costing 30 power out of 30/30) : Effective talent level: 5.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 36% chance to evade melee and ranged attacks and 52 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
rough leather belt of unlife (Shrouds)Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. Curse of Shrouds A belt that goes around your waist. |
Chillglory (Corpses) (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +9% lightning / +11% light / +10% darkness / +35% cold / +11% blight / +11% fire / +5% arcane / +13% all Changes resistances penetration: +25% mind Changes damage: +24% arcane / +21% mind Physical save: +16 (+4 eff.) Spell save: +36 (+9 eff.) Mental save: +16 (+3 eff.) Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Shadowguile (Corpses) (0 def, 5 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +10 Physical crit. chance: +6.0% Physical power: +6 (+2 eff.) Armour: +5 Fatigue: -5% Damage when hit (Melee): 2 darkness Changes stats: +4 Cun / +4 Dex Changes resistances: +9% acid / +6% light / +9% darkness / +6% lightning Changes damage: +9% darkness Spell save: +18 (+4 eff.) Stamina each turn: +0.80 Maximum life: +43.00 Movement speed: +10% Curse of Corpses It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 4.5 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 193% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
8 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. |
1451 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. |
8 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. |
12 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. |
6 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 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. |
3 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 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. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
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. |
9 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. |
5 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ChillkillerInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Defense: +13 (+4 eff.) Changes resistances: +6% cold Changes resistances penetration: +10% arcane Physical save: +16 (+4 eff.) Spell save: +17 (+4 eff.) Mental save: +18 (+3 eff.) Mana when firing critical spell: +2.09 Vim when firing critical spell: +2.09 Spellpower on spell critical (stacks up to 3 times): +8 Maximum life: +76.00 Spell crit. chance: +5% Light radius: +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+2 eff.) Mindpower: +10 (+2 eff.) Light radius: +10 Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). It can be used to release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 515.70 darkness damage (based on Mindpower and charge) Activation costs 10 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
alchemist's lamp 'Lelurantir'Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Changes stats: +3 Mag Changes resistances: +10% blight / +11% darkness Physical save: +9 (+3 eff.) Spell save: +15 (+3 eff.) Mental save: +16 (+3 eff.) Mana each turn: +0.12 Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Mindpower: +18 (+3 eff.) Mental crit. chance: +18% Light radius: +4 Infravision radius: +5 See invisible: +11 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 2.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 46 blight damage or heals 53 life. Creatures standing in the retch also have 20% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+2 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 4.5 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 28 points of damage the target suffers will reduce the effect duration by one turn. When Sleep 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 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
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 (+3 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 18 power out of 35/35) : Effective talent level: 3.5 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 31 for 6 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." |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Telos's Staff CrystalPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. 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 Latent Damage Type: Blight It can be used to combine with a staff Activation costs 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)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 Activation costs 1 power out of 1/1. This orb is warm to the touch. |
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 Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
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 Activation costs 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)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 Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+2 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
58 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 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. |
5 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. |
2 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. |
6 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 Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 445.04 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 25 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
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) Activation costs 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. |
Flashbiter the voratun torque of mindblast [power 405] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Damage when hit (Melee): 6 fire Changes resistances: +18% acid / +9% temporal / +12% darkness / +5% arcane / +9% light Changes resistances penetration: +20% fire Changes damage: +6% nature / +12% fire It can be used to blast the opponent's mind dealing 1175 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Heal for 109. Torques are made by powerful psionics to store psionic powers. |
Hellszeal the stralite torque of psionic shield [power 131] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Changes stats: +3 Wil / +11 Mag Changes resistances: +9% fire Reduces incoming crit damage: 15.15% Mental save: +18 (+3 eff.) It can be used to setup a psionic shield, reducing all damage taken by 131 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage penetration by 26% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
piercing voratun torque of clear mind [power 5] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to remove 1 confusion or silence effect and prevent the application of 5 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage penetration by 28% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Searbearer the dragonbone totem of summon tentacle [power 470] (25 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +5 Str / +4 Dex / +3 Cun Changes resistances: +12% fire Changes resistances penetration: +20% mind / +25% arcane Changes damage: +9% arcane Light radius: +3 See invisible: +12 It can be used to summon a resilient tentacle up to 5 spaces away for 13 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1238 Base Damage: 570 Armor: 49 All Resist: 29 Activation puts all charms on cooldown for 25 turns. When used: * Gain a 35% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Zubedhethra the dragonbone totem of healing [power 512] (15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Accuracy: +5 (+1 eff.) Physical crit. chance: +2.0% Defense: +15 (+4 eff.) Changes resistances: +9% darkness / +9% fire Changes damage: +3% physical It can be used to heal yourself and all friendly characters within 10 spaces for 512 Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 3 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
dragonbone totem of healing 'Lightningbloom' [power 530] (15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 6 lightning Changes stats: +2 Mag Critical mult.: +10.00% Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +10 Spell crit. chance: +4% Mindpower: +10 (+2 eff.) It can be used to heal yourself and all friendly characters within 10 spaces for 530 Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 3 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
6 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. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
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. |
10 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 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 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. |
7 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. |
14 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. |
9 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 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.
Achievements
A View From The Gallery (Insane (Roguelike) difficulty)
Briefly lived as a lowly halfling during the time of the Sher'tuls.By not doomed the Doomelf Doomed level 31
46th Regrowth 123rd year of Ascendancy at 07:13 see stats
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By not doomed the Doomelf Doomed level 38
13rd Pyre 123rd year of Ascendancy at 06:08 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By not doomed the Doomelf Doomed level 50
76th Dusk 123rd year of Ascendancy at 19:43 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By not doomed the Doomelf Doomed level 38
8th Pyre 123rd year of Ascendancy at 17:46 see stats
Back and there again (Insane (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By not doomed the Doomelf Doomed level 49
6th Flare 123rd year of Ascendancy at 16:31 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By not doomed the Doomelf Doomed level 41
22nd Pyre 123rd year of Ascendancy at 09:24 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By not doomed the Doomelf Doomed level 31
45th Regrowth 123rd year of Ascendancy at 07:16 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By not doomed the Doomelf Doomed level 40
18th Pyre 123rd year of Ascendancy at 20:25 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By not doomed the Doomelf Doomed level 32
49th Regrowth 123rd year of Ascendancy at 13:42 see stats
Evil denied (Insane (Roguelike) difficulty)
Won ToME by preventing the Void portal from opening.By not doomed the Doomelf Doomed level 50
5th Decay 123rd year of Ascendancy at 16:31 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By not doomed the Doomelf Doomed level 22
6th Haze 122nd year of Ascendancy at 11:27 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By not doomed the Doomelf Doomed level 33
69th Regrowth 123rd year of Ascendancy at 18:50 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By not doomed the Doomelf Doomed level 22
8th Haze 122nd year of Ascendancy at 20:38 see stats
Fear of Fours (Insane (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By not doomed the Doomelf Doomed level 50
33rd Haze 123rd year of Ascendancy at 07:29 see stats
Hell has no fury like a demon scorned! (Insane (Roguelike) difficulty)
Escaped the Searing Halls.By not doomed the Doomelf Doomed level 6
77th Pyre 122nd year of Ascendancy at 16:55 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By not doomed the Doomelf Doomed level 29
68th Haze 122nd year of Ascendancy at 01:35 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By not doomed the Doomelf Doomed level 10
4th Flare 122nd year of Ascendancy at 19:49 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By not doomed the Doomelf Doomed level 20
58th Dusk 122nd year of Ascendancy at 04:49 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By not doomed the Doomelf Doomed level 30
33rd Regrowth 123rd year of Ascendancy at 02:31 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By not doomed the Doomelf Doomed level 40
18th Pyre 123rd year of Ascendancy at 08:22 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By not doomed the Doomelf Doomed level 50
74th Dusk 123rd year of Ascendancy at 09:45 see stats
Once bitten, twice shy (Insane (Roguelike) difficulty)
Escaped the Anteroom of Agony.By not doomed the Doomelf Doomed level 32
49th Regrowth 123rd year of Ascendancy at 13:42 see stats
Orcrist (Insane (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By not doomed the Doomelf Doomed level 50
31st Haze 123rd year of Ascendancy at 22:30 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By not doomed the Doomelf Doomed level 25
46th Haze 122nd year of Ascendancy at 08:13 see stats
Race through fire (Insane (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By not doomed the Doomelf Doomed level 50
22nd Haze 123rd year of Ascendancy at 04:21 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By not doomed the Doomelf Doomed level 33
68th Regrowth 123rd year of Ascendancy at 06:30 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By not doomed the Doomelf Doomed level 25
50th Haze 122nd year of Ascendancy at 03:24 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By not doomed the Doomelf Doomed level 40
18th Pyre 123rd year of Ascendancy at 21:30 see stats
Tactical master (Insane (Roguelike) difficulty)
Fought the two Sorcerers without closing any invocation portals.By not doomed the Doomelf Doomed level 50
5th Decay 123rd year of Ascendancy at 16:30 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By not doomed the Doomelf Doomed level 9
5th Mirth 122nd year of Ascendancy at 16:13 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By not doomed the Doomelf Doomed level 50
31st Haze 123rd year of Ascendancy at 15:34 see stats
The Sun Still Shines (Insane (Roguelike) difficulty)
Aeryn survived the last battle.By not doomed the Doomelf Doomed level 50
5th Decay 123rd year of Ascendancy at 16:31 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By not doomed the Doomelf Doomed level 41
20th Pyre 123rd year of Ascendancy at 01:00 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By not doomed the Doomelf Doomed level 11
8th Flare 122nd year of Ascendancy at 05:48 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By not doomed the Doomelf Doomed level 44
50th Pyre 123rd year of Ascendancy at 16:11 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By not doomed the Doomelf Doomed level 24
14th Haze 122nd year of Ascendancy at 15:59 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By not doomed the Doomelf Doomed level 16
39th Dusk 122nd year of Ascendancy at 03:18 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By not doomed the Doomelf Doomed level 37
8th Pyre 123rd year of Ascendancy at 09:05 see stats
Log
Epidemic from Argoniel hits High Sun Paladin Aeryn for 161 blight damage.
Curse of Death from Argoniel hits High Sun Paladin Aeryn for 128 darkness damage.
Agony from Not doomed killed Argoniel!
Talent Instill Fear is ready to use.
not doomed receives 47 healing from Unnatural Body.
High Sun Paladin Aeryn activates Retribution.
Argoniel hits High Sun Paladin Aeryn for (120 absorbed), 120 fire (120 total damage).
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
Personal New Achievement: Evil denied (Insane (Roguelike) difficulty)!
Personal New Achievement: The Sun Still Shines (Insane (Roguelike) difficulty)!
Saving game...
Saving done.
High Sun Paladin Aeryn is free from the epidemic.
High Sun Paladin Aeryn is no longer cursed.
Acid Splash from Argoniel hits High Sun Paladin Aeryn for (82 absorbed), 82 acid (82 total damage).
Curse of Death from Argoniel hits High Sun Paladin Aeryn for (106 absorbed), 106 darkness (106 total damage).
Shadow is not crippled anymore.
Not doomed is not crippled anymore.
not doomed receives 44 healing from Unnatural Body.
High Sun Paladin Aeryn casts Bathe in Light.
A shield forms around High Sun Paladin Aeryn.
A shield forms around shadow.
High Sun Paladin Aeryn receives 20 healing from Shield of Light.
Argoniel hits High Sun Paladin Aeryn for (57 absorbed), 57 fire (57 total damage).
Shadow receives 94 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn receives 84 healing from High Sun Paladin Aeryn's healing light area effect.

















































































































































