Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Zakastra's Infinite Dungeon Tweaks 1.7.4 Items Vault 1.7.6Donators/Buyers bonus! Adjustable Levelup 1.5.10Allows modification of gains for stats, resources, experience gain, category points, and prodigy points. If you would like to be able to modify other values post them in the comments. UPDATE: I've added the ability to modify stat and level maximums. I have also added the ability to customize which levels stats, talents, talent types, and prodigies are gained at. This allows for alternative leveling schemes such as gaining 2 class points on every even level and 2 generic points every odd level. For example, the max/milestone level could be set to 100, xp gain at 300, and all intervals doubled with alternating offsets for a faster early game, a slower late game, and increased potential for early game specialization. NOTE: All options are accessed after loading a character through the game options window under a new Levelup tab. They will only appear for characters created after the addon is enabled. UPDATE: I've added the ability to toggle unlearning of prodigies and stats. I've also reworked some of the internals to improve compatibility with future changes. Fuck Patrols Addon 1.4.8All World Map Patrols have been disabled because they're fucking annoying and nobody likes them. Point Credits 1.7.2Allows you to spend an unlimited amount of class, generic, stat, category and prodigy points by digging into negative values, as deep as you want to. This addon presents an unique approach to the "I want more (insert type here) points for my character!" problem. Instead of simply adding +N more points to spend each level, it allows you to use as many points as you wish - you'll simply go into negative values if you don't have any points at the moment, effectively "loaning" them. From whom? For what fee? What's the due date? Who knows! Maybe the Eidolon's feeling like doing some commerce, or maybe the divines are smiling at you! All that matters is that all those points are yours to spend *now*! If you want, you can get those elusive talents up to survive in early game and compensate for them later as you level up, eventually balancing out... or get yourself all these cool talents you really wanted to have and learn than the build of your dream will forever be short of 24 generics, 6 class points, inscription and a prodigy. :> No actual penalties for loaning the points are implemented or intended to be implemented. Design premisesWhile there's already a lot of addons that grant characters more points, they are often found suffering from some significant flaws - like surplus points dangling when all desired talents have already been developed, or still insufficient amount of points despite all the extra ones, or an uneven point gain curve when one's struggling with point deficit in the early game but has a large surplus of unused points in the late game, or the difficulty to gauge the unbalanceness of the current build at a given moment of time... and so on. With point loaning, however, you can have as many or as few extra points as you wish, and always know how strongly you deviate from the intended game balance curve. I love this particular approach, and it is my hope that it will appeal to many other players, as well. :> Compatibility
Pecks
Exponential Leveling 1.7.4Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
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:
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.
Tougher Escorts 1.6.0Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. 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:
Improved Auto-explore and Rest 1.6.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Better Sandworm Lair 1.5.10This addon aims to make Sandworm Lair less terrible. It does so by doing four things: Enabling natural tunnels, disabling burrowers, replacing the walls with their stable counterparts, and removing the alt version. These changes are accomplished by overloading the zone and npc files with edits and commented out sections. Please consider checking out the following addons that are probably better at dealing with the annoyance offered by SWL: codyfun123's "Sandworm Lair Tweaks" Updates: 1.0.1 |
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Male |
Race | Ogre |
Class | Wanderer |
Level / Exp | 135 / 24% |
Size | gargantuan |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 610 (base 209) |
Dexterity | 265 (base 209) |
Constitution | 595 (base 209) |
Magic | 269 (base 209) |
Willpower | 283 (base 209) |
Cunning | 391 (base 209) |
Resources
Mana | 1914/1914 |
Negative | 442/442 |
Life | 9123/9123 |
Paradox | 300 |
Soul | 10/10 |
Insanity | 0/100 |
Equilibrium | 30 |
Vim | 476/476 |
Steam | 172/172 |
Positive | 442/442 |
Stamina | 1164/1164 |
Psi | 373/373 |
Healing Factor | 2.5 |
Regeneration | 271.63791108209 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +361.13637241436% |
Spell | 0% |
Global | +380.99424155276% |
Vision
Sight | 10 |
Lite | 11.511409973216 |
Infravision | 26 |
See Stealth | 266.13119679917 |
See Invisible | 262.13119679917 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 1536 |
Accuracy | 147 |
Crit Chance | 169% |
APR | 215 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 103 |
Crit Chance | 100% |
Speed | 1 |
Cooldown Reduction | 30 |
Offense: Mind
Mindpower | 156 |
Crit Chance | 100% |
Speed | 1 |
Offense: Damage Bonus
Acid | +11% |
Arcane | +8% |
Cold | +26% |
All | +2% |
Physical | +33% |
Darkness | +36% |
Light | +14% |
Temporal | +5% |
Mind | +12% |
Lightning | +26% |
Fire | +14% |
Nature | +31% |
Offense: Damage Penetration
Darkness | +60% |
Lightning | +45% |
Temporal | +70% |
Nature | +60% |
Physical | +116% |
Acid | +60% |
All | +25% |
Defense: Base
Armour (hardiness) | 789.68058398329 (100%) |
Defense | 212 |
Ranged Defense | 212 |
Fatigue | 0 |
Physical Save | 195 |
Spell Save | 187 |
Mental Save | 133 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 70%( 70%) |
Arcane | + 70%( 70%) |
Cold | + 70%( 70%) |
All | +200%( 70%) |
Physical | + 70%( 70%) |
Lightning | + 70%( 70%) |
Light | + 70%( 70%) |
Temporal | + 70%( 70%) |
Mind | + 70%( 70%) |
Darkness | + 70%( 70%) |
Fire | + 70%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Pinning Resistance | 94% |
Confusion Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Bleed Resistance | 99% |
Teleport Resistance | 20% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 10% |
Inscriptions (6/6)
Runes | Effective talent level: 2.5 Rune: ShieldingUse 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 create a protective shield absorbing at most 12228 damage for 6 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 11 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 4 turns and blocking 3794 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 Strength stat. |
Runes | Effective talent level: 2.5 Rune: BlinkUse mode: Activated Range: 3 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 7 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 4 turns and blocking 3688 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 Strength stat. |
Runes | Effective talent level: 2.5 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 8237 damage for 6 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 2.5 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -5013 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 5013 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
Class Talents
Steamtech / Gunslinging | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Shadowflame | 4.00 |
| 1/5 |
| 1/5 |
| 13/5 |
| 0/5 |
Corruption / Bone | 4.00 |
| 1/5 |
| 1/5 |
| 13/5 |
| 13/5 |
Spell / Undead drake | 4.00 |
| 13/5 |
| 1/5 |
| 13/5 |
| 0/5 |
Steamtech / Battle machinery | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Artillery | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 4.00 |
| 13/5 |
| 13/5 |
| 13/5 |
| 13/5 |
Demented / Disfigured face | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Furnace | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Trapping | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Madness | 4.00 |
| 13/5 |
| 13/5 |
| 13/5 |
| 13/5 |
Demented / Friend of the worm | 6.40 |
| 13/5 |
| 13/5 |
| 13/5 |
| 13/5 |
Spell / Meta | 3.40 |
| 13/5 |
| 13/5 |
| 0/5 |
| 0/5 |
Demented / Controlled horrors | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Pugilism | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 5.20 |
| 1/5 |
| 13/5 |
| 1/5 |
| 13/5 |
Chronomancy / Speed Control | 4.00 |
| 13/5 |
| 13/5 |
| 0/5 |
| 0/5 |
Wild-gift / Ooze | 5.20 |
| 13/5 |
| 13/5 |
| 13/5 |
| 13/5 |
Chronomancy / Gravity | 4.00 |
| 1/5 |
| 1/5 |
| 13/5 |
| 0/5 |
Celestial / Eclipse | 3.40 |
| 13/5 |
| 1/5 |
| 13/5 |
| 0/5 |
Psionic / Thermal mastery | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Phantasm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 4.00 |
| 1/5 |
| 13/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Battle tactics | 4.00 |
| 13/5 |
| 13/5 |
| 0/5 |
| 0/5 |
Technique / Warcries | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 4.00 |
| 13/5 |
| 13/5 |
| 13/5 |
| 13/5 |
Spell / Stone | 2.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 13/5 |
Generic Talents
Cunning / Survival | 4.00 |
| 13/5 |
| 13/5 |
| 1/5 |
| 13/5 |
Steamtech / Engineering | 4.00 |
| 1/5 |
| 13/5 |
| 1/5 |
| 13/5 |
Technique / Unarmed training | 4.00 |
| 13/5 |
| 13/5 |
| 13/5 |
| 13/5 |
Chronomancy / Chronomancy | 3.40 |
| 1/5 |
| 13/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 5.80 |
| 13/5 |
| 13/5 |
| 13/5 |
| 13/5 |
| 13/5 |
| 13/5 |
Spell / Aegis | 4.60 |
| 13/5 |
| 13/5 |
| 13/5 |
| 0/5 |
Wild-gift / Harmony | 2.80 |
| 13/5 |
| 13/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 13/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 13/5 |
Demented / Beyond sanity | 4.00 |
| 13/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Ogre | 3.40 |
| 13/5 |
| 13/5 |
| 13/5 |
| 13/5 |
Technique / Mobility | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Thuggery | 2.80 |
| 13/5 |
| 13/5 |
| 13/5 |
| 0/5 |
Steamtech / Blacksmith | 5.20 |
| 13/5 |
| 13/5 |
| 13/5 |
| 13/5 |
Corruption / Oppression | 4.00 |
| 13/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Fate Weaving | 4.60 |
| 13/5 |
| 13/5 |
| 13/5 |
| 13/5 |
Celestial / Light | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 3.90 |
| 13/5 |
| 13/5 |
| 13/5 |
| 13/5 |
Technique / Conditioning | 4.00 |
| 13/5 |
| 13/5 |
| 13/5 |
| 0/5 |
Corruption / Curses | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Hexes | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Dreaming | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Stone Skin |
talent | Through The Crowd |
talent | Arcane Shield |
talent | Gravity Locus |
talent | Flame of Urh'Rok |
talent | Raze |
talent | Elemental Harmony |
talent | Shielding |
talent | Spellcraft |
talent | Bone Shield |
talent | Daunting Presence |
talent | Chaos Orbs |
talent | Corona |
talent | Aether Permeation |
talent | Essence of Speed |
talent | Horrifying Blows |
talent | Crystalline Focus |
talent | Mitosis |
beneficial effect | Increases physical save, spell save, and mental save by 20. Global speed increased by 6%. Through The Crowd |
detrimental effect | The target is using a two handed weapon in a single hand, reducing accuracy, physical power, spellpower and mindpower by 5% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
beneficial effect | Linked to their horror ally gaining 84% all damage resistance. Shared Insanity |
detrimental effect | Zone-wide effect: +20 defense, +20 all saves, -20 spell power. Disciplined Aura |
beneficial effect | Increases global speed by 97%. Elemental Harmony |
beneficial effect | The target is moving is 351% faster. 3 Celerity |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a 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 | done |
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 gained talent category Corruption / Curses (at mastery 1.00). | done |
You successfully escorted the lost defiler to the recall portal on level 5 of Dreadfell. Escort: lost defiler (level 5 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | done |
You failed to protect the lost warrior from death by BeegWanderer. Escort: lost warrior (level 6 of Dreadfell) | failed |
You successfully escorted the temporal explorer to the recall portal on level 4 of Old Forest. Escort: temporal explorer (level 4 of Old Forest)As a reward you gained talent category Chronomancy / Chronomancy (at mastery 1.00). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Scintillating Caves. Escort: worried loremaster (level 2 of Scintillating Caves)As a reward you improved talent Mind Sear (+1 level(s)). | done |
You failed to protect the worried loremaster from death by stone golem. Escort: worried loremaster (level 4 of Dreadfell) | failed |
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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | 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. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 3134. | 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 AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed storm wyrm claw. * You've found the needed orc heart. * You've found the needed faerlhing fang. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed mummified bone. * You've found the needed vial of greater demon bile. * You've found the needed chunk of ghoul flesh. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed ritch stinger. * You've found the needed electric eel tail. | active |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * You have destroyed Gorbat. | active |
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 your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Furnaceguile (0 def, 5 armour) Furnaceguile (0 def, 5 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +17 (+1 eff.) Armour: +5 Changes stats: +2 Str Changes resistances: +11% fire / +3% light / +11% cold Changes resistances penetration: +11% physical Changes damage: +6% fire Knockback immunity: +10% Teleport immunity: +20% Spellpower: +11 (+2 eff.) Mindpower: +12 (+2 eff.) Infravision radius: +2 A pair of boots made of leather. |
Quiver | Faliruitar the Prismnaught (21/21, 66-79 power, 6 apr) Faliruitar the Prismnaught (21/21, 66-79 power, 6 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 65.5 - 78.6 Uses stats: 40% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +37.0% Capacity: 21 On weapon hit: * 23% chance to reduce armor by 51% * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 378 physical damage On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 530 physical damage across 5 turns and reducing healing by 50% Travel speed: +200% Damage (Ranged): +23 acid Damage (radius 1) on hit: +8 light / +23 acid Shots are used with slings to pummel your foes to death. |
Light source | Aratta the Pitchbiter Aratta the PitchbiterCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +5 Str / +14 Mag / +25 Wil / +7 Con Changes resistances: +24% darkness Changes damage: +21% cold Blindness immunity: +38% Confusion immunity: +22% Light radius: +9 Infravision radius: +4 See stealth: +17 See invisible: +13 It can be used to activate talent Track, placing all other charms into a 6 cooldown : Effective talent level: 26.0 Power cost: 6 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 133 for 17 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Blazeking (0 def, 9 armour) Blazeking (0 def, 9 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +9 Fatigue: +5% Effects on melee hit: * 23% chance to reduce all saves and defense by 66 Damage when hit (Melee): 8 mind Changes stats: +15 Str / +14 Dex / +15 Cun / +15 Con / +25 Lck Changes resistances: +9% blight / +15% fire / +14% cold Changes damage: +12% light Spell crit. chance: +7% Mental crit. chance: +2% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Sepsisfoe the voratun gauntlets (0 def, 5 armour) Sepsisfoe the voratun gauntlets (0 def, 5 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: +8 (+1 eff.) Armour penetration: +13 Armour: +5 Fatigue: +5% Damage (Melee): 16 arcane / 15 mind Damage when hit (Melee): 4 mind Changes stats: +10 Dex / +14 Mag / +17 Wil / +14 Cun Changes resistances: +18% nature / +9% arcane / +8% mind Changes damage: +12% nature / +6% arcane / +10% mind Spellpower: +9 (+2 eff.) When used to modify unarmed attacks: Base power: 30.0 - 42.0 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +10 Armour Penetration: +25 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Psychic Lobotomy (20% chance level 5). When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +19 arcane Damage (radius 2) on crit: +14 mind It can be used to activate talent Steady Shot, placing all other charms into a 3 cooldown : Effective talent level: 4.5 Power cost: 3 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 176% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Ce'Nildatta the voratun pickaxe (dig speed 12 turns) Ce'Nildatta the voratun pickaxe (dig speed 12 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour: +5 Defense: +10 (+1 eff.) Effects on melee hit: * 20 arcane resource burn Changes stats: +10 Str / +5 Con Changes resistances: +9% physical / +9% temporal / +3% blight / +3% cold / +14% nature / +5% arcane Changes damage: +8% nature Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Hazepain HazepainInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +11 (+1 eff.) Changes stats: +12 Str / +2 Cun / +18 Con Changes resistances: +8% blight / +15% cold / +11% nature / +9% lightning Changes damage: +9% lightning / +3% cold Poison immunity: +22% Disease immunity: +19% Stun/Freeze immunity: +38% Life regen: +6.00 Rings make your fingers look great! |
On fingers | Woehunt WoehuntCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +35 (+4 eff.) Effects on melee hit: * 20 arcane resource burn * 20% chance to reduce damage dealt by 52% Changes stats: +33 Dex / +17 Wil / +10 Cun Changes resistances: +3% fire / +5% arcane / +15% temporal Mental save: +33 (+5 eff.) Rings make your fingers look great! |
Around neck | voratun amulet 'Flarewarden' voratun amulet 'Flarewarden'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +20 Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 6 temporal Changes stats: +10 Con Changes resistances: +6% temporal / +9% fire / +30% light / +27% darkness Changes resistances penetration: +35% temporal Changes damage: +9% acid / +6% fire Critical mult.: +20.00% Physical save: +33 (+3 eff.) Blindness immunity: +50% Life regen: +11.00 Maximum life: +80.00 Amulets make your neck look great! |
In main hand | Shadowstone (61-98 power, 4 apr) Shadowstone (61-98 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 61.0 - 97.6 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to reduce damage dealt by 52% * 47% chance to reduce all saves and defense by 66 Damage (Melee): +24 darkness / +35 mind Damage (radius 2) on crit: +47 acid / +56 nature When wielded/worn: Accuracy: +31 (+4 eff.) Armour penetration: +35 Changes stats: +17 Cun / +17 Wil Changes resistances: +9% light / +9% fire Changes resistances penetration: +35% acid / +20% physical / +35% nature Changes damage: +9% nature Massive two-handed swords. |
Around waist | rough leather belt 'Eilinymira' rough leather belt 'Eilinymira'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 (+0 eff.) Changes resistances: +6% acid / +12% temporal / +6% cold Reduces incoming crit damage: 10.00% Spell save: +10 (+1 eff.) Mental save: +5 (+1 eff.) Only die when reaching: -20.00 life Maximum life: +80.00 Size category: +1 A belt that goes around your waist. |
In off hand | Duathelminister (0 def, 17 armour, 70-83 power, 203.5 block) Duathelminister (0 def, 17 armour, 70-83 power, 203.5 block)Requires: - Shield usage training - Strength 48 Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 69.5 - 83.4 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +204 On weapon hit: * 29% chance to reduce armor by 51% Damage (Melee): +8 darkness Damage (radius 1) on hit: +17 fire Damage (radius 2) on crit: +4 temporal When wielded/worn: Armour: +17 Fatigue: +8% Damage (Melee): 10 acid / 10 fire Damage when hit (Melee): 20 acid / 21 fire / 6 darkness Changes resistances: +3% darkness / +18% physical Changes resistances penetration: +15% darkness / +5% temporal Changes damage: +9% darkness / +3% temporal Talent granted: +1 Block Handheld deflection devices. |
Cloak | Hoyon the Shockviper (5 def, 0 armour) Hoyon the Shockviper (5 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+0 eff.) Defense: +5 (+0 eff.) Fatigue: -6% Damage when hit (Melee): 2 light Changes resistances: +20% blight / +3% lightning / +20% nature / +17% darkness Changes resistances penetration: +20% lightning / +5% temporal / +20% darkness Changes damage: +25% darkness / +15% lightning Stealth bonus: +25 Life regen: +11.00 Light radius: +4 Healing mod.: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Monolith Armour (40 def, 50 armour) Monolith Armour (40 def, 50 armour)Requires: - Massive armour training - Constitution 150 Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +50 Defense: +40 (+3 eff.) Fatigue: +70% Changes stats: +15 Str / +25 Mag Changes resistances: +10% all Physical save: +35 (+3 eff.) Spell save: +35 (+3 eff.) Life regen: +10.00 Maximum life: +270.00 Spellpower: +25 (+4 eff.) 15% chance when hit to shatter reality around you creating rifts to help you (free cast of a Reality Fracture talent, level 4). This effect has a 30 turns cooldown. If your constitution drops below requirement while using it, it is so heavy you will automatically unequip it. Beware. This 'armour' seems to mostly consist of chunks of a rune etched stone somehow fused with a highly flexible black mesh. The titanic pieces of stone would undoubtedly deflect any blow thrown at you, but you would need obscene strength just to move while wearing this. The glyphs and runes carved into the chunks sometimes light up of their own accord, letting out small bursts of magic. |
Inventory
Primal Infusion (affinity 63%; reduction 12; dur 4; cd 18) Primal Infusion (affinity 63%; reduction 12; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 63% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 12 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
heroism infusion of the warrior (die at -5175; dur 8; cd 33) heroism infusion of the warrior (die at -5175; dur 8; cd 33)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: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -5175 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 5175 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Blood of Undeath Blood of UndeathPowered by arcane forces 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; blight, physical, mind, nature) Prismatic Rune (6 turns; blight, physical, mind, nature)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 blight, 3 physical, 4 mind, 4 nature It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( ) Rune of Dissipation ( )Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 13 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. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of the Rift (1282.00 temporal damage, removed from time 4 turns) Rune of the Rift (1282.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 1346.10 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Fanged Collar 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 (+1 eff.) Spell save: +15 (+1 eff.) Mental save: -7 (-1 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. |
Garkul's Teeth Garkul's TeethCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+2 eff.) Mental save: +18 (+2 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 2 power out of 48/48) : Effective talent level: 5.5 Power cost: 2 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 934.66 physical damage in a radius 8 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
voratun amulet 'Olyndil' voratun amulet 'Olyndil'Powered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +14 (+2 eff.) Defense: +20 (+2 eff.) Changes stats: +9 Wil / +3 Cun / +5 Con / +16 Lck Changes resistances: +6% acid Changes resistances penetration: +20% mind Changes damage: +14% blight / +13% fire Critical mult.: +20.00% Psi when hit: +0.08 Spellpower: +14 (+3 eff.) Light radius: +4 See invisible: +21 Reduce all damage from unseen attackers: 20% Amulets make your neck look great! |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 2 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. |
Ring of the Archlich Ring of the ArchlichPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. It desires to be surrounded by undeath. When wielded/worn: Changes resistances: +10% darkness / +10% cold Changes damage: +10% darkness / +10% cold Spell save: +8 (+1 eff.) Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +8 (+2 eff.) This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
Ring of the Dead Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! 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. |
Sulfurroar the voratun ring Sulfurroar the voratun ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +11 (+1 eff.) Defense: +20 (+2 eff.) Damage when hit (Melee): 8 nature Changes stats: +9 Str / +8 Mag / +7 Wil / +10 Cun / +10 Con Changes resistances penetration: +20% blight Changes damage: +6% arcane / +3% blight Critical mult.: +32.62% Mana each turn: +0.08 Spellpower: +35 (+6 eff.) Rings make your fingers look great! |
Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: 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? |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings make your fingers look great! |
Mucuswish the voratun battleaxe (56-85 power, 4 apr) Mucuswish the voratun battleaxe (56-85 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 56.5 - 84.8 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 20% chance to slow global speed by 98% * 34% chance to reduce all saves and defense by 66 Damage (Melee): +23 light / +8 nature / +26 mind Damage against: +38% Undead When wielded/worn: Accuracy: +30 (+4 eff.) Armour penetration: +17 Effects on melee hit: * 10% chance to slow global speed by 98% Changes stats: +5 Cun / +6 Wil Changes resistances: +3% light Changes resistances penetration: +20% nature / +20% all Massive two-handed battleaxes. |
Zadan the Fogspike (59-88 power, 4 apr) Zadan the Fogspike (59-88 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 59.0 - 88.5 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 30% chance to reduce damage dealt by 52% * 14% chance to reduce strength, dexterity, and constitution by 40 Damage (Melee): +36 blight / +41 cold Damage (radius 2) on crit: +8 darkness / +4 mind When wielded/worn: Accuracy: +35 (+4 eff.) Armour penetration: +20 Changes resistances: +6% darkness Changes resistances penetration: +17% physical Changes damage: +6% darkness Mental save: +12 (+2 eff.) Disease immunity: +49% Mindpower: +35 (+5 eff.) Massive two-handed battleaxes. |
Blighted Maul (96-144 power, 22 apr) Blighted Maul (96-144 power, 22 apr)Requires: - Strength 60 Powered by arcane forces 12.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 96.0 - 144.0 Uses stats: 40% Wil, 50% Mag, 140% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +22 Crit. chance: +10.0% Attack speed: 83% On weapon hit: * 50% chance to reduce strength, dexterity, and constitution by 40 * Blasts creatures in a radius 1 shockwave around your target for 902.38 to 2707.13 physical damage (based on Strength). Damage conversion: 20% blight When wielded/worn: Changes damage: +12% physical Critical mult.: +40.00% Knockback immunity: +30% It can be used to knock away other creatures within radius 4), dealing 2594.33 to 5188.66 physical damage (based on Strength) to each Activation costs 7 power out of 50/50. The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. |
voratun greatsword 'Freezesorrow' (62-100 power, 4 apr) voratun greatsword 'Freezesorrow' (62-100 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.5 - 100.0 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * Projects up to 5 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On weapon crit: * Splash the target with acid dealing 255 damage over 5 turns and reducing armor and accuracy by 32 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Mag Changes resistances penetration: +15% cold Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Massive two-handed swords. |
Sceptre of the Archlich (40-48 power, 12 apr, darkness element) Sceptre of the Archlich (40-48 power, 12 apr, darkness element)Requires: - Magic 50 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. It is part of a set of items. It desires to be surrounded by undeath. Base power: 40.0 - 48.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +12 Attack speed: 100% When wielded/worn: Changes damage: +35% darkness Talent masteries: +0.20 Spell / Animus +0.20 Spell / Master of flesh +0.20 Spell / Master necromancer +0.20 Spell / Master of bones Spellpower: +40 (+7 eff.) Spell crit. chance: +15% This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. |
Telos Spire of Power (37-44 power, 4 apr, blight element) Telos Spire of Power (37-44 power, 4 apr, blight element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 37.0 - 44.4 Uses stats: 200% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +8 Cun / +7 Mag Changes damage: +37% acid / +37% darkness / +37% blight / +37% cold / +37% arcane / +37% light Damage affinity(heal): +15% acid / +15% darkness / +15% blight / +15% cold / +15% arcane / +15% light Talent granted: +1 Command Staff Critical mult.: +30.00% Spell save: +16 (+1 eff.) Mental save: +16 (+2 eff.) Confusion immunity: +40% Vim when firing critical spell: +6.00 Spellpower on spell critical (stacks up to 3 times): +7 Maximum mana: +100.00 Maximum vim: +50.00 Spellpower: +30 (+5 eff.) Spell crit. chance: +30% Damage Resonance (when hit): +15% It can be used to turn into a corrupted losgoroth (poison, disease, cut and confusion immune; converts half damage into life drain; does not require breath) for 10 turns Activation costs 2 power out of 15/15. Telos was an extremely powerful mage during the Age of Dusk, hated by his peers and feared by the common folk; he was hunted for a long while. He finally fell from his place of power, Telmur, but his spirit still lingers. |
Mardaromibers the Kindleidol Mardaromibers the KindleidolInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +6 (+0 eff.) Damage when hit (Melee): 4 light Changes stats: +6 Cun Changes resistances: +10% acid / +8% fire / +10% lightning / +10% cold Changes resistances penetration: +10% arcane Changes damage: +12% mind Critical mult.: +20.00% Maximum life: +63.00 Maximum hate: +4.00 Mental crit. chance: +1% Light radius: +3 A belt that goes around your waist. |
Zubiminne the Aircrypt Zubiminne the AircryptInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Physical power: +10 (+1 eff.) Defense: +23 (+2 eff.) Changes stats: +5 Str / +7 Wil / +6 Cun Changes resistances: +3% fire Changes resistances penetration: +30% lightning Changes damage: +6% fire Damage against: +45% Summoned Reduced damage from: +42% Summoned Stealth bonus: +12 Physical save: +6 (+0 eff.) Maximum life: +70.00 A belt that goes around your waist. |
drakeskin leather belt 'Belekalthondur' drakeskin leather belt 'Belekalthondur'Powered by arcane forces Infused by nature 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +1 Dex / +22 Mag / +21 Wil / +6 Cun / +1 Con Changes resistances: +4% physical Hate when firing a critical mind attack: +1.00 Only die when reaching: -60.00 life Maximum life: +70.00 Maximum stamina: +30.00 Maximum psi: +20.00 Spell crit. chance: +12% Mindpower: +5 (+1 eff.) A belt that goes around your waist. |
drakeskin leather belt 'Blizzardmarrow' drakeskin leather belt 'Blizzardmarrow'Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +15 Defense: +15 (+1 eff.) Fatigue: -10% Damage when hit (Melee): 8 fire Changes stats: +2 Dex / +8 Mag / +3 Wil Changes resistances: +6% temporal Changes damage: +18% cold / +9% temporal Maximum encumbrance: +59 Physical save: +25 (+2 eff.) Mana each turn: +0.55 Maximum mana: +60.00 A belt that goes around your waist. |
Belolewen (0 def, 5 armour) Belolewen (0 def, 5 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +7 Mag / +11 Wil / +12 Cun Changes damage: +9% arcane Physical save: +30 (+3 eff.) Spell save: +27 (+2 eff.) Mental save: +27 (+4 eff.) Hate when firing a critical mind attack: +7.00 Maximum psi: +30.00 Spellpower: +15 (+3 eff.) Spell crit. chance: +2% Movement speed: +25% A pair of boots made of leather. |
Bethama the pair of drakeskin leather boots (0 def, 5 armour) Bethama the pair of drakeskin leather boots (0 def, 5 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +14 (+1 eff.) Armour: +5 Changes stats: +4 Str / +2 Dex / +4 Con Changes resistances penetration: +5% blight Changes damage: +12% physical Critical mult.: +15.00% Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +30 (+5 eff.) Spell crit. chance: +2% Mindpower: +18 (+3 eff.) Damage Shield penetration: +40% It can be used to activate talent Rush, placing all other charms into a 4 cooldown : Effective talent level: 2.5 Power cost: 4 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Deepshunger the pair of voratun boots (0 def, 5 armour) Deepshunger the pair of voratun boots (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: +9 Physical crit. chance: +6.0% Physical power: +5 (+0 eff.) Armour: +5 Fatigue: -6% Changes resistances: +9% cold / +12% nature / +6% mind Changes resistances penetration: +10% darkness Maximum encumbrance: +50 Physical save: +35 (+3 eff.) Confusion immunity: +31% Life regen: +10.00 Maximum life: +20.00 Healing mod.: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Emelulaith the Lavaquench (0 def, 5 armour) Emelulaith the Lavaquench (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +6 Mag / +9 Wil Changes resistances: +6% cold / +30% temporal / +35% darkness / +6% arcane Changes resistances penetration: +20% temporal / +20% darkness / +15% fire Reduces incoming crit damage: 5.00% Teleport immunity: +26% Life regen: +4.00 Mana each turn: +0.60 Maximum mana: +51.00 Spell crit. chance: +5% Defense after a teleport: +24 Resist all after a teleport: +20% New effects duration reduction after a teleport: +30% It can be used to blink to a nearby random location (rad 13) Activation puts all charms on cooldown for 4 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Relgohek the pair of voratun boots (20 def, 5 armour) Relgohek the pair of voratun boots (20 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +4 Physical crit. chance: +2.0% Armour: +5 Defense: +20 (+2 eff.) Fatigue: +4% Changes stats: +4 Str / +4 Dex / +2 Wil / +4 Cun / +3 Con Changes resistances: +11% fire / +15% cold Changes resistances penetration: +20% mind Changes damage: +3% physical Equilibrium when hit: +0.12 Psi when hit: +0.08 It can be used to activate talent Rush, placing all other charms into a 4 cooldown : Effective talent level: 4.5 Power cost: 4 out of 25/25. Range: 9 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Dragon-helm of Kroltar (5 def, 9 armour) Dragon-helm of Kroltar (5 def, 9 armour)Requires: - Heavy armour training - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It is part of a set of items. Kroltar's power resides in his scales. When wielded/worn: Armour: +9 Defense: +5 (+0 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Wil / +5 Con / -4 Lck Changes damage: +10% physical / +10% fire Talent mastery: +0.20 Wild-gift / Fire drake aspect It can be used to activate talent Bellowing Roar (costing 6 power out of 45/45) : Effective talent level: 4.5 Power cost: 6 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You let out a powerful roar that sends your foes in radius 6 into utter confusion (power: 47%) for 3 turns. The sound wave is so strong, your foes also take 878.82 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
Helm of Knowledge (0 def, 12 armour) Helm of Knowledge (0 def, 12 armour)Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +12 Fatigue: +8% Changes stats: +10 Cun / +10 Wil Changes resistances: +15% mind / +10% arcane / +15% light Life regen: +2.00 It can be used without being worn. It can be used to sense the presence of unique objects Activation costs 3 power out of 20/20. A large crown, part metallic part glass that radiates with psionic powers. |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+1 eff.) Spell save: +12 (+1 eff.) Mental save: +12 (+2 eff.) Skullcracker multiplicator: +5 A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Suntooth the voratun plate armour (0 def, 16 armour) Suntooth the voratun plate armour (0 def, 16 armour)Requires: - Massive armour training - Strength 60 Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Effects on melee hit: * 20% chance to reduce all saves and defense by 66 Changes stats: +2 Cun Changes resistances: +6% light / +28% fire Changes damage: +6% light / +9% mind Critical mult.: +5.00% Mental save: +12 (+2 eff.) Life regen: +21.00 Equilibrium when hit: +0.16 Maximum life: +120.00 Healing mod.: +40% A suit of armour made of metal plates. |
Piercing Gaze (5 def, 25 armour, 40-48 power, 180 block) Piercing Gaze (5 def, 25 armour, 40-48 power, 180 block)Requires: - Shield usage training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 40.0 - 48.0 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +180 When wielded/worn: Armour: +25 Defense: +5 (+0 eff.) Ranged Defense: +10 (+1 eff.) Fatigue: +12% On shield block: * 30% chance of petrifying the attacker. Changes resistances: +10% acid / +10% physical / +10% lightning / +10% fire Talent granted: +1 Block Special effect on block: 30% chance of petrifying the attacker. This gigantic shield has a stone eye embedded in it. |
Shieldsmaiden (5 def, 20 armour, 48-58 power, 150 block) Shieldsmaiden (5 def, 20 armour, 48-58 power, 150 block)Requires: - Shield usage training - Strength 28 Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 48.0 - 57.6 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Ice Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +8.0% Block value: +150 When this weapon hits: Ice Shards (15% chance level 3). When wielded/worn: Armour: +20 Defense: +5 (+0 eff.) Ranged Defense: +12 (+1 eff.) Fatigue: +10% Changes resistances: +25% cold / +25% fire Talents granted: +1 Shieldsmaiden Aura +1 Block Granted talent can block up to 1 instance of damage each 10 turns. Myths tell of shieldsmaidens, a tribe of warrior women from the northern wastes of Maj'Eyal. Their martial prowess and beauty drew the fascination of swaths of admirers, yet all unrequited. So began the saying, that a shieldsmaiden's heart is as cold and unbreakable as her shield. |
Summertide (17 def, 15 armour, 52-62 power, 260 block) Summertide (17 def, 15 armour, 52-62 power, 260 block)Requires: - Shield usage training - Willpower 28 - Strength 20 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 52.0 - 62.4 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Light Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +260 On weapon hit: * 30% chance to blind * releases a burst of light When wielded/worn: Armour: +15 Defense: +17 (+1 eff.) Ranged Defense: +17 (+1 eff.) Fatigue: +12% Changes stats: +3 Cun / +5 Wil Changes resistances: +15% darkness / +10% fire / +12% mind / +20% light Changes resistances penetration: +10% fire / +10% light / +10% mind Changes damage: +10% fire / +15% mind / +15% light Talent granted: +1 Block Mental save: +18 (+2 eff.) Blindness immunity: +100% Confusion immunity: +25% Maximum psi: +20.00 Mindpower: +8 (+1 eff.) Light radius: +3 It can be used to send out a range 7 beam, lighting its path and dealing 223.14 to 278.92 light damage (based on Willpower and Cunning) Activation costs 2 power out of 30/30. A bright light shines from the center of this shield. Holding it clears your mind. |
9 agate 9 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. |
1855 alchemist agate 1855 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. |
14 onyx 14 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
11 aquamarine 11 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. |
13 lapis lazuli 13 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+0 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+0 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 opal 12 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. |
9 sapphire 9 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 topaz 10 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Demonic Soul Demonic SoulPowered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Goedalath Rock Goedalath RockPowered by arcane forces 0.10 Encumbrance. [Unique] Type: gem / demonic ; tier 5 When carried: Damage when hit (Melee): 34 healing Mental save: -18 (-3 eff.) Life regen: -2.00 Light radius: -2 Healing mod.: -50% When used to imbue an object: Physical power: +12 (+1 eff.) Damage when hit (Melee): 34 darkness Changes damage: +9% all Grants telepathy: Demon/Major Demon/Minor Spellpower: +16 (+3 eff.) Infravision radius: +3 See invisible: +14 Healing mod.: +50% Latent Damage Type: Shadowflame A small rock that seems from beyond this world, vibrating with a fierce energy. It feels warped and terrible and evil... and yet oh so powerful. |
Delavon the voratun pickaxe (dig speed 11 turns) Delavon the voratun pickaxe (dig speed 11 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +5 (+1 eff.) Fatigue: -8% Changes stats: +8 Str / +4 Dex / +1 Cun Changes resistances: +15% nature / +3% physical Changes resistances penetration: +21% physical Changes damage: +8% nature / +9% physical When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "A View From The Gallery" Forbidden Tome: "A View From The Gallery"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Forbidden Tome: "Home, Horrific Home" Forbidden Tome: "Home, Horrific Home"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 5 It can be used to read the book. A tome of lost knowledge. Touching it you feel both sick and yet strangely at peace. |
Forbidden Tome: "The Day It Came" Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle" Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
23 emerald 23 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. |
13 jade 13 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. |
6 spinel 6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 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. |
7 turquoise 7 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+1 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+1 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Eldritch Pearl Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+1 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+2 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 11 power out of 150/150) : Effective talent level: 5.5 Power cost: 11 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 5, doing 73.09 cold damage and 76.98 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 9 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Light of Revelation Light of RevelationPowered by unknown forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Damage against: +25% Horror Reduced damage from: +25% Horror Light radius: +7 See stealth: +35 See invisible: +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
Crystal Focus 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. |
Crystal Heart Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Prothotipe's Prismatic Eye 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. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Plumpkin PlumpkinPowered by unknown forces 15.00 Encumbrance. [Plot Item] Type: misc / plant ; tier 3 When carried: Changes damage: +2% all Damage against: +20% Immovable It can be used to become the plumpkin Activation costs 14 power out of 100/100. The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Petrified Wood Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
Runed Skull 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. |
64 alchemist bloodstone 64 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. |
6 bloodstone 6 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. |
6 fire opal 6 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. |
20 garnet 20 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. |
13 ruby 13 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 Entropy (7/7) Rod of Entropy (7/7)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 319% of the healing done. This effect scales with your Magic stat. Activation costs 10 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (14/14) Rod of Recall (14/14)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 27 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. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) 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. |
12 amethyst 12 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 Star 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 4 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. |
6 diamond 6 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 moonstone 5 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+1 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) When used to imbue an object: Defense: +10 (+1 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 pearl 7 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. |
21 quartz 21 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. |
20 amber 20 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 ametrine 8 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine 7 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. |
4 zircon 4 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. |
Achievements
By BeegWanderer the Ogre Wanderer level 75
39th Haze 122nd year of Ascendancy at 22:49 see stats
By BeegWanderer the Ogre Wanderer level 87
8th Allure 123rd year of Ascendancy at 15:54 see stats
By BeegWanderer the Ogre Wanderer level 86
7th Allure 123rd year of Ascendancy at 03:03 see stats
By BeegWanderer the Ogre Wanderer level 69
30th Haze 122nd year of Ascendancy at 03:34 see stats
By BeegWanderer the Ogre Wanderer level 97
7th Regrowth 123rd year of Ascendancy at 21:38 see stats
By BeegWanderer the Ogre Wanderer level 104
25th Regrowth 123rd year of Ascendancy at 14:12 see stats
By BeegWanderer the Ogre Wanderer level 121
29th Pyre 123rd year of Ascendancy at 06:21 see stats
By BeegWanderer the Ogre Wanderer level 111
26th Regrowth 123rd year of Ascendancy at 13:36 see stats
By BeegWanderer the Ogre Wanderer level 97
6th Regrowth 123rd year of Ascendancy at 14:06 see stats
By BeegWanderer the Ogre Wanderer level 119
16th Pyre 123rd year of Ascendancy at 01:41 see stats
By BeegWanderer the Ogre Wanderer level 55
49th Dusk 122nd year of Ascendancy at 17:03 see stats
By BeegWanderer the Ogre Wanderer level 46
20th Dusk 122nd year of Ascendancy at 18:50 see stats
By BeegWanderer the Ogre Wanderer level 100
12nd Regrowth 123rd year of Ascendancy at 05:23 see stats
By BeegWanderer the Ogre Wanderer level 94
4th Regrowth 123rd year of Ascendancy at 04:44 see stats
By BeegWanderer the Ogre Wanderer level 75
38th Haze 122nd year of Ascendancy at 12:34 see stats
By BeegWanderer the Ogre Wanderer level 52
36th Dusk 122nd year of Ascendancy at 02:30 see stats
By BeegWanderer the Ogre Wanderer level 117
15th Pyre 123rd year of Ascendancy at 21:08 see stats
By BeegWanderer the Ogre Wanderer level 46
16th Dusk 122nd year of Ascendancy at 01:52 see stats
By BeegWanderer the Ogre Wanderer level 64
17th Haze 122nd year of Ascendancy at 23:29 see stats
By BeegWanderer the Ogre Wanderer level 60
75th Dusk 122nd year of Ascendancy at 16:45 see stats
By BeegWanderer the Ogre Wanderer level 99
12nd Regrowth 123rd year of Ascendancy at 03:47 see stats
By BeegWanderer the Ogre Wanderer level 124
41st Pyre 123rd year of Ascendancy at 23:49 see stats
By BeegWanderer the Ogre Wanderer level 72
37th Haze 122nd year of Ascendancy at 15:17 see stats
By BeegWanderer the Ogre Wanderer level 107
25th Regrowth 123rd year of Ascendancy at 14:27 see stats
By BeegWanderer the Ogre Wanderer level 46
3rd Dusk 122nd year of Ascendancy at 05:34 see stats
By BeegWanderer the Ogre Wanderer level 10
3rd Mirth 122nd year of Ascendancy at 06:52 see stats
By BeegWanderer the Ogre Wanderer level 20
4th Flare 122nd year of Ascendancy at 10:01 see stats
By BeegWanderer the Ogre Wanderer level 30
8th Flare 122nd year of Ascendancy at 17:20 see stats
By BeegWanderer the Ogre Wanderer level 40
1st Dusk 122nd year of Ascendancy at 20:29 see stats
By BeegWanderer the Ogre Wanderer level 50
28th Dusk 122nd year of Ascendancy at 01:55 see stats
By BeegWanderer the Ogre Wanderer level 43
2nd Dusk 122nd year of Ascendancy at 15:58 see stats
By BeegWanderer the Ogre Wanderer level 62
12nd Haze 122nd year of Ascendancy at 07:59 see stats
By BeegWanderer the Ogre Wanderer level 26
5th Flare 122nd year of Ascendancy at 15:34 see stats
By BeegWanderer the Ogre Wanderer level 19
4th Flare 122nd year of Ascendancy at 09:45 see stats
By BeegWanderer the Ogre Wanderer level 95
4th Regrowth 123rd year of Ascendancy at 05:50 see stats
By BeegWanderer the Ogre Wanderer level 14
5th Mirth 122nd year of Ascendancy at 02:16 see stats
By BeegWanderer the Ogre Wanderer level 101
12nd Regrowth 123rd year of Ascendancy at 05:25 see stats
By BeegWanderer the Ogre Wanderer level 58
70th Dusk 122nd year of Ascendancy at 07:59 see stats
By BeegWanderer the Ogre Wanderer level 30
9th Flare 122nd year of Ascendancy at 03:59 see stats
By BeegWanderer the Ogre Wanderer level 14
6th Mirth 122nd year of Ascendancy at 16:33 see stats
By BeegWanderer the Ogre Wanderer level 112
47th Regrowth 123rd year of Ascendancy at 18:22 see stats
By BeegWanderer the Ogre Wanderer level 58
70th Dusk 122nd year of Ascendancy at 00:25 see stats
By BeegWanderer the Ogre Wanderer level 100
12nd Regrowth 123rd year of Ascendancy at 05:23 see stats
By BeegWanderer the Ogre Wanderer level 38
1st Dusk 122nd year of Ascendancy at 19:09 see stats
By BeegWanderer the Ogre Wanderer level 25
5th Flare 122nd year of Ascendancy at 14:36 see stats
By BeegWanderer the Ogre Wanderer level 85
6th Allure 123rd year of Ascendancy at 22:11 see stats
By BeegWanderer the Ogre Wanderer level 72
37th Haze 122nd year of Ascendancy at 15:31 see stats
Log
You gain 5.72 gold from the transmogrification of truestriking steel longsword of daylight (15-21 power, 3 apr).
You gain 11.96 gold from the transmogrification of warden's yew longbow.
You gain 6.85 gold from the transmogrification of penetrating elven-wood longbow of fire.
You gain 8.08 gold from the transmogrification of truestriking voratun greatsword of erosion (62-98 power, 4 apr).
You gain 10.82 gold from the transmogrification of thought-forged voratun greatsword of crippling (60-95 power, 4 apr).
You gain 12.32 gold from the transmogrification of balanced stralite greatsword of evisceration (50-81 power, 3 apr).
You gain 14.39 gold from the transmogrification of balanced stralite greatsword of enduring (50-81 power, 3 apr).
You gain 13.90 gold from the transmogrification of warbringer's stralite dagger of enduring (27-35 power, 9 apr).
You gain 6.75 gold from the transmogrification of elemental stralite dagger of torment (28-37 power, 9 apr).
You gain 25.00 gold from the transmogrification of Festerhack (38-49 power, 9 apr).
You gain 8.76 gold from the transmogrification of chilling stralite battleaxe of rage (44-66 power, 3 apr).
You gain 8.87 gold from the transmogrification of blazebringer's stralite battleaxe (46-69 power, 3 apr).
You gain 25.00 gold from the transmogrification of Belokira the Windpulverizer (57-86 power, 4 apr).
You gain 14.48 gold from the transmogrification of solipsist's voratun ring of life.
You gain 25.00 gold from the transmogrification of voratun amulet 'Dazzlejam'.
You gain 0.81 gold from the transmogrification of shatter afflictions rune (absorb 329; cd 17).
You gain 1.94 gold from the transmogrification of acid wave rune (damage 209; dur 4; cd 20).
You gain 1.97 gold from the transmogrification of acid wave rune (damage 216; dur 4; cd 16).
You gain 1.54 gold from the transmogrification of movement infusion (speed 812%; cd 18).
There is a collapsing hidden vault here (press '' or right click to use).
Saving game...
Saving done.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
BeegWanderer stops spinning fate.
BeegWanderer stops weaving fate.
There is a next level here (press '' or right click to use).
Ran for 38 turns (stop reason: at exit).
There is a previous level here (press '' or right click to use).