Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Faerie Race 1.2.3This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.3.0Donators/Buyers bonus! Forgeknight 1.2.5The basic idea behind the class of the Forge Knight is that of armor and weapon crafting. While item manipulation is already part of the game in form of some talents like Stone Alchemy's Imbue item or Finer energy manipulations' Reshape Weapon/Armour, class talents of the Forge Knight go one step further and allow the recreation of a piece of armour (body, helm, shield) or weapon (metallic, non-archery). The underlying crafting process is pretty simple: an existing item is being used as raw material for the creation of a new item of the same basic type and subtype. The original item is being consumed during the crafting process. Crafted items are initially basic items (white display colour) enhanced by certain bonuses like combat damage or armour and defense values. The development of passive talents allows for a broader spectrum of enhancements on the crafted weapon. Eventually, a Forge Knight learns to craft items with innate extra properties, like a developed ego (green/blue/violett display-colours) and powerful talents, which the Forge Knight gains access to while wielding the crafted item . In addition to two talent types dedicated to crafting (weapons, armours), the Forge Knight gets two additional unique talent types (class, generic) covering combat and passives, as well as several talent types from those normally available to members of the warrior classtree. The class idea was partly inspired by the concept of the Enchanter class in Arcanum from House Pet, which I had alot of fun with, and the desire to build a variation of a smith-class, which doesn't exist so far in Maj'Eyal. Addendum: - Fixed compatibility with grayswandirs weapons pack: alternative damage modificators are now enhanced too. Reduced Abuse: - any antimagic item that is being used for forging will result in forged items with an antimagic powersource Revision: - removed access to regular shield/dualwielding/2handed-talent-trees from the Forge Knight Refine & Restore: - Refine Items: Learning or putting a point into the talents "Armour Forging" or "Weapon Forging" gives access to a skill, that lets you upgrade your forged items towards your current skill level in the different talents of the forge group. Only properties that were put onto a forged item via the forge-skill previously will be affected and only items that have been forged after this patch can be refined. Forbid Nature / Arcane: - If you are too distant to nature (e.g. undead), you won't forge items which grant you wild-gift-talents anymore (unless you forge items powered by antimagic forces). Refinement Fix: - Fixed an issue, where after refining an equiped weapon or armor some properties (like resists) wouldn't be registered properly Small Fix (15.01.2015): Fix weapons_of_projection (24.01.2015): Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! No More Rare Monsters 1.2.5Get rid of those constant one-shot encounters. Elites and Bosses untouched. Adjustable Talent/Stat/Generic Point Multiplier 1.0.3Hello, everyone. This is my first mod; I would like to state, first and foremost, that it is my very first, and I hardly know the language. I have been using it, and have not experienced any bugs personally; but to be safe, I would say back-up saves before using, and so on. This mod may be considered a little "Cheaty", but I made it for those who found the game too hard, or wanted faster progress/different customization, but didn't want to reach high level too fast via the 'Adjustable EXP' mod (Like myself). This mod allows you to, via Game Options, set a modifier (Whole numbers only) from 1-10, for how many Stat Points, Talent Points, and Generic Points you get per level, seperately. You could make yourself gain 2x the stats (So 6) per level, or instead, 3x the Talent Points, while only the normal amount of generic ones. I tried to make it pretty customizable, really. I hope you enjoy! Please report any bugs you find. Update 1: Adjusted the md5 hash, and short-name inside the addon, to allow it to register with the md5 check okay. Update 2: As a note, these are editable in Game Options -> Gameplay, AFTER having made a new character. After doing this, you can adjust EXP rate between 0 and 1000%. !! You MUST make a new character !! |
| Campaign | Maj'Eyal |
| Mode | Madness Adventure |
| Sex | Female |
| Race | Dark Faerie |
| Class | Forge Knight |
| Level / Exp | 50 / 1643% |
| Size | small |
| Lifes / Deaths | Killed by Silenne the rogue's temporal clone at level 18 on the 8th Mirth 122nd year of Ascendancy at 13:24 0 / 9Killed by Nurghits the Bringer of Doom at level 45 on the 34th Haze 122nd year of Ascendancy at 15:03 Killed by sand-drake at level 49 on the 44th Haze 122nd year of Ascendancy at 16:59 Killed by Halk the Invader at level 50 on the 45th Haze 122nd year of Ascendancy at 07:04 Killed by Cyrariavena the animated blood at level 50 on the 46th Haze 122nd year of Ascendancy at 12:17 Killed by lava floor at level 50 on the 69th Haze 122nd year of Ascendancy at 09:50 Killed by Xeranor the orc necromancer at level 50 on the 75th Haze 122nd year of Ascendancy at 17:32 Killed by Emyletira the brittle clear ooze at level 50 on the 3rd Allure 123rd year of Ascendancy at 17:50 Killed by Belygamina the orc fighter at level 50 on the 4th Allure 123rd year of Ascendancy at 13:55 |
Primary Stats
| Strength | 125 (base 60) |
| Dexterity | 96 (base 60) |
| Constitution | 87 (base 60) |
| Magic | 67 (base 10) |
| Willpower | 52 (base 36) |
| Cunning | 116 (base 60) |
Resources
| Mana | 411/604 |
| Vim | 302/321 |
| Life | -559/1354 |
| Positive | 0/197 |
| Stamina | 185/420 |
| Paradox | 300 |
| Healing Factor | 1.4210023233355 |
| Regeneration | 68.965973743702 |
Speed
| Mental | +272.7953959314% |
| Attack | 0% |
| Movement | +59.30768307989% |
| Spell | +545.59079186283% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 9 |
Offense: Mainhand
| Damage | 339 |
| Accuracy | 83 |
| Crit Chance | 82% |
| APR | 41 |
| Speed | 0.23 |
Offense: Spell
| Spellpower | 62.000000000001 |
| Crit Chance | 46% |
| Speed | 0.15489688090416 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 54.933333333335 |
| Crit Chance | 48% |
| Speed | 1 |
Offense: Damage Bonus
| All | +297% |
Defense: Base
| Armour (hardiness) | 105.2 (100%) |
| Defense | 0 |
| Ranged Defense | 0 |
| Fatigue | 3.434243176179 |
| Physical Save | 70.918539776841 |
| Spell Save | 55.374719702454 |
| Mental Save | 63.568539776841 |
Defense: Resistances
| All | + 13%( 70%) |
Defense: Immunities
| Stun Resistance | 81% |
| Confusion Resistance | 27% |
| Fear Resistance | 0% |
| Blind Resistance | 17% |
| Disarm Resistance | 65% |
| Bleed Resistance | 22% |
| Pinning Resistance | 22% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 30% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 831 life over 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 751 damage for 6 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (15% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 146 with a minimum range of 15. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 24 for 12 turns. While Heroism is active, you will only die when reaching -1202 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
Class Talents
| Technique / Armor forging | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| Technique / Bloodthirst | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Forgeknight combat maneuvers | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Weapon forging | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Forge powers | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Cunning / Dirty fighting | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Forgeknight combat expertise | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Race / Dark-faerie | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Forger's endurance | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| beneficial effect | The thrill of combat improves the target's maximum life by 10%, life regeneration by 25.00, and stamina regeneration by 5.00. Bloodbath |
| detrimental effect | Zone-wide effect: +10% darkness damage, -10% darkness resistance, -10% mental save, -20% fear immunity. Echoes of the void |
| detrimental effect | The target's will to defend itself is shattered by the powerful battle cry, reducing defense by 164. Battle Cry |
| beneficial effect | Improves senses, allowing the detection of unseen things. Sensing |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| beneficial effect | The target is recovering 52 life each turn. Recovery |
| detrimental effect | The target is silenced, preventing it from casting spells and using some vocal talents. Silenced |
| beneficial effect | The Dark Faerie gains the following bonuses. Power of the DarkCasting Speed: +546% Combat Speed: +273% All Damage: +297% |
Quests
Your home forest was suddenly overtaken by powerful corruption, and you were forced to flee for your very life. A Corrupted Forest* You managed to escape your corrupted forest, and defeat your fallen guardian... but not another soul was in sight. | done |
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Heart of the Gloom. Escort: injured seer (level 2 of Heart of the Gloom)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 7 of Dreadfell. Escort: injured seer (level 7 of Dreadfell)As a reward you improved talent Vision (+1 level(s)). | done |
You failed to protect the lone alchemist from death by Estrainite. Escort: lone alchemist (level 1 of Daikara) | failed |
You failed to protect the lone alchemist from death by Estrainite's Clone. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Norgos Lair. Escort: lone alchemist (level 3 of Norgos Lair)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Daikara. Escort: lost anorithil (level 2 of Daikara)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Heart of the Gloom. Escort: lost warrior (level 1 of Heart of the Gloom)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the repented thief from death by Estrainite. Escort: repented thief (level 2 of Dreadfell) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have 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: 780. | 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. | active |
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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed multi-hued wyrm scale. * You've found the needed bloated horror heart. * You've found the needed minotaur nose. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of drakeskin leather boots 'Brodybers' (0 def, 15 armour) pair of drakeskin leather boots 'Brodybers' (0 def, 15 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Fatigue: +5% Changes stats: +5 Wil / +4 Mag Changes resistances penetration: +10% temporal Critical mult.: +25.00% Physical save: +15 (+4 eff.) Spell save: +15 (+5 eff.) Mental save: +12 (+3 eff.) Hate when firing a critical mind attack: +3.00 Mindpower: +8 (+3 eff.) Mental crit. chance: +2% Infravision radius: +2 Heals friendly targets nearby when you use a nature summon: +30 It can be used to blink to a nearby random location (rad 13), putting all charms on cooldown for 15 turns. A pair of boots made of leather. |
| Light source | Guardian's Bell Guardian's BellInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes stats: +10 Dex / +10 Mag Changes resistances: +12% blight / +12% darkness Changes resistances cap: +6% blight / +6% darkness Spellpower: +30 (+7 eff.) Light radius: +5 This bell is rumored to have secret powers granted to each race by the great Faerie Queen of old. A small bell, once defended by your, now fallen, guardian. |
| On head | reforged Crown of Burning Pain (3 def, 13 armour) reforged Crown of Burning Pain (3 def, 13 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +13 Defense: +3 (+0 eff.) Fatigue: +4% Changes stats: +6 Cun / +6 Wil Changes resistances: +35% fire / +8% light / +8% cold Changes damage: +35% fire Talent granted: +1 Phase Door Mental save: +17 (+4 eff.) Blindness immunity: +17% Confusion immunity: +17% Fear immunity: +17% Stamina each turn: +0.70 Maximum stamina: +38.00 It can be used to activate talent Meteor Rain (costing 15 power out of 39/50) : Effective talent level: 2.0 Power cost: 15 out of 39/50. Range: 5 Travel Speed: instantaneous Is: a spell Description: Uses arcane forces to summon 3 meteors that fall on the ground, smashing all around in a radius 2 for 636.37 fire and 593.88 physical damage. The hit zone will also turn into lava for 8 turns. The effects will increase with your Spellpower. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Hellworm the voratun pickaxe (dig speed 10 turns) Hellworm the voratun pickaxe (dig speed 10 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Fatigue: -6% Changes stats: +7 Str Changes resistances: +5% arcane Changes resistances penetration: +5% mind Changes damage: +9% fire / +12% arcane / +6% mind Maximum life: +30.00 Maximum stamina: +30.00 Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | conjurer's voratun ring of misery conjurer's voratun ring of miseryPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to cause random gloom Damage (Melee): 25 bleed Effects on ranged hit: * 17% chance to cause random gloom Damage (Ranged): 23 bleed Changes stats: +7 Mag / +5 Wil / +10 Cun Hate when firing a critical mind attack: +3.00 Maximum hate: +15.00 Spellpower: +12 (+3 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 2.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 29%. Rings can have magical properties. |
| On fingers | gladiator's voratun ring of power gladiator's voratun ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +28 (+6 eff.) Changes stats: +9 Str / +9 Con Spellpower: +13 (+3 eff.) Mindpower: +14 (+5 eff.) Rings can have magical properties. |
| Around waist | Flashstreak the drakeskin leather belt Flashstreak the drakeskin leather beltInfused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +8 (+2 eff.) Damage when hit (Melee): 20 light Changes stats: +5 Dex / +4 Cun / +9 Lck Changes resistances: +9% acid / +8% lightning / +8% fire / +3% mind / +8% cold Changes resistances penetration: +5% mind Changes damage: +6% mind Trap disarming bonus: +13 Stealth bonus: +13 Spell save: +11 (+4 eff.) Light radius: +3 Infravision radius: +5 Size category: +1 A belt that goes around your waist. |
| In main hand | reforged Warmaster Gnarg's Murderblade (103.3-165.28 power, 33 apr) reforged Warmaster Gnarg's Murderblade (103.3-165.28 power, 33 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 103.3 - 165.3 Uses stat: 144% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +35 Armour Penetration: +33 Physical crit. chance: +17.0% Attack speed: 116% When this weapon hits: Disperse Magic (10% chance level 3). Damage (Melee): +62 arcane / +62 cold Damage against: +20% Living When wielded/worn: Changes stats: +15 Str / +5 Dex / +15 Con Changes damage: +29% temporal / +29% fire Reduced damage from: +20% Living Talent masteries: +0.20 Technique / Two-handed maiming +0.20 Technique / Two-handed assault +0.20 Technique / Two-handed weapons Talent granted: +5 Bone Grab Massive two-handed swords. |
| On hands | Fist of the Destroyer (8 def, 0 armour) Fist of the Destroyer (8 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. Only the masochistic can unlock its full power. When wielded/worn: Defense: +8 (+0 eff.) Changes stats: +9 Str / +9 Mag / +3 Cun Talent masteries: +0.20 Corruption / Shadowflame +0.20 Corruption / Vim Stun/Freeze immunity: +20% Maximum vim: +25.00 When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 40% Dex, 40% Cun, 20% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 100% When this weapon hits: Blood Grasp (10% chance level 3). When this weapon hits: Soul Rot (12% chance level 3). When this weapon hits: Drain (8% chance level 2). Increases all damage by 4% of current vim Current Bonus: 12% It can be used to activate talent Darkfire (costing 8 power out of 12/12) : Effective talent level: 6.0 Power cost: 8 out of 12/12. Range: 6 Travel Speed: 400% of base Is: a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 484.74 fire damage and 419.38 darkness damage in a radius of 6. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
| Main armor | reforged voratun plate armour 'Camyntir' (11.5 def, 49 armour) reforged voratun plate armour 'Camyntir' (11.5 def, 49 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +49 Defense: +12 (+0 eff.) Fatigue: +20% Damage when hit (Melee): 4 mind Changes stats: +6 Str / +3 Con Changes resistances: +22% acid / +14% physical / +11% darkness / +10% fire / +30% cold / +14% mind / +12% lightning Changes resistances penetration: +10% mind Changes damage: +15% mind / +6% temporal Talent cooldown: Rush (-5 turns) Talents granted: +2 Repulsion Field +1 Power Catalyst: Magic Allows you to breathe in: water Physical save: +36 (+9 eff.) Cut immunity: +22% Disarm immunity: +30% Pinning immunity: +22% Stun/Freeze immunity: +61% Knockback immunity: +30% Life regen: +3.15 Maximum life: +173.00 A suit of armour made of metal plates. |
| Cloak | Wrap of Stone (0 def, 10 armour) Wrap of Stone (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +15% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.10 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+2 eff.) It can be used to activate talent Stone Wall (costing 36 power out of 53/60) : Effective talent level: 1.2 Power cost: 36 out of 53/60. Range: 7 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 6 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 486.24 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
| Around neck | wanderer's voratun amulet of murder wanderer's voratun amulet of murderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +8 Physical crit. chance: +6.0% Fatigue: -10% Changes stats: +7 Dex / +10 Cun / +7 Con Critical mult.: +20.00% Life regen: +1.10 Stamina each turn: +1.50 Movement speed: +10% Amulets can have magical properties. |
Inventory
heroism infusion of the sneak (+23 for 11 turns, die at -1124) heroism infusion of the sneak (+23 for 11 turns, die at -1124)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 23 for 11 turns. While Heroism is active, you will only die when reaching -1124 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the warrior (+24 for 10 turns, die at -791) heroism infusion of the warrior (+24 for 10 turns, die at -791)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 24 for 10 turns. While Heroism is active, you will only die when reaching -791 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the warrior (+24 for 13 turns, die at -1151) heroism infusion of the warrior (+24 for 13 turns, die at -1151)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 24 for 13 turns. While Heroism is active, you will only die when reaching -1151 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the sneak (heal 620 over 5 turns) regeneration infusion of the sneak (heal 620 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 620 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 834 over 5 turns) regeneration infusion of the warrior (heal 834 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 834 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the wizard (heal 428 over 5 turns) regeneration infusion of the wizard (heal 428 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 428 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
shielding rune of the sneak (absorb 403 for 4 turns) shielding rune of the sneak (absorb 403 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 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 403 damage for 4 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Yvewen the Pusrend Yvewen the PusrendPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +7 (+1 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +4 Mag Changes resistances: +12% nature Changes resistances penetration: +5% nature Changes damage: +7% acid / +8% physical / +7% cold / +8% lightning / +7% fire Talent masteries: +0.38 Cunning / Dirty fighting +0.38 Technique / Field control Spellpower: +6 (+2 eff.) Spell crit. chance: +5% Combat speed: +10% Amulets can have magical properties. |
grounding gold amulet grounding gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +13% lightning Stun/Freeze immunity: +26% Amulets can have magical properties. |
Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+2 eff.) Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
marksman's steel ring of clarity marksman's steel ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Mental save: +5 (+1 eff.) Confusion immunity: +23% Rings can have magical properties. |
solipsist's stralite ring of life solipsist's stralite ring of lifeInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Cun / +6 Wil Life regen: +1.10 Maximum life: +71.00 Mindpower: +6 (+2 eff.) Healing mod.: +21% Rings can have magical properties. |
iron dagger (9-11.7 power, 5 apr) iron dagger (9-11.7 power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.0 - 11.7 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
forged iron greatmaul (32.1-48.15 power, 9 apr) forged iron greatmaul (32.1-48.15 power, 9 apr)Requires: - Strength 11 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 32.1 - 48.2 Uses stat: 133% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +20 Armour Penetration: +9 Physical crit. chance: +4.5% Attack speed: 109% Damage (Melee): +14 fire When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +9 (+0 eff.) Changes damage: +10% nature Disarm immunity: +34% Massive two-handed mauls. |
forged steel greatmaul (43.6-65.4 power, 10 apr) forged steel greatmaul (43.6-65.4 power, 10 apr)Requires: - Strength 16 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 43.6 - 65.4 Uses stat: 133% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +20 Armour Penetration: +10 Physical crit. chance: +5.0% Attack speed: 109% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +14 nature When wielded/worn: Changes damage: +10% physical Massive two-handed mauls. |
iron greatmaul (18-27 power, 1 apr) iron greatmaul (18-27 power, 1 apr)Requires: - Strength 11 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 18.0 - 27.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +0.5% Attack speed: 100% Massive two-handed mauls. |
reforged Daysage the voratun greatsword (116.3-186.08 power, 15 apr) reforged Daysage the voratun greatsword (116.3-186.08 power, 15 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 116.3 - 186.1 Uses stat: 144% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +28 Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 112% When this weapon hits: Mind Blast (15% chance level 4). On weapon hit: * 20% chance to inflict damage reduction * 40% chance to blind On weapon crit: * wounds the target reducing their healing Damage (Melee): +41 lightning / +41 temporal / +4 light / +41 darkness When wielded/worn: Accuracy: +17 (+4 eff.) Physical crit. chance: +33.0% Physical power: +31 (+6 eff.) Defense: +21 (+0 eff.) Changes damage: +21% blight / +21% cold / +12% darkness / +6% light Disarm immunity: +46% Massive two-handed swords. |
reforged Urydig (104.5-167.2 power, 12 apr) reforged Urydig (104.5-167.2 power, 12 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 104.5 - 167.2 Uses stat: 137% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +20 Armour Penetration: +12 Physical crit. chance: +9.0% Attack speed: 109% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 20% chance to disease Damage (Melee): +17 darkness / +33 blight / +17 nature / +4 temporal When wielded/worn: Accuracy: +16 (+4 eff.) Armour penetration: +16 Defense: +10 (+0 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn Changes resistances penetration: +16% physical / +10% temporal Changes damage: +6% acid / +14% physical / +11% light / +11% darkness Talent granted: +3 Slime Spit Disease immunity: +14% Disarm immunity: +46% Massive two-handed swords. |
forged iron longsword (18.5-25.9 power, 10 apr) forged iron longsword (18.5-25.9 power, 10 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 18.5 - 25.9 Uses stat: 113% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +20 Armour Penetration: +10 Physical crit. chance: +6.5% Attack speed: 109% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +10 nature When wielded/worn: Changes damage: +7% lightning Sharp, long, and deadly. |
iron longsword (11.5-16.1 power, 2 apr) iron longsword (11.5-16.1 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
masterforged stralite longsword (51.5-72.1 power, 13 apr) masterforged stralite longsword (51.5-72.1 power, 13 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 51.5 - 72.1 Uses stat: 116% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +20 Armour Penetration: +13 Physical crit. chance: +8.5% Attack speed: 109% When this weapon hits: Chain Lightning (10% chance level 2). On weapon hit: * 15% chance to daze Damage (Melee): +11 darkness / +11 cold When wielded/worn: Changes stats: +2 Str / +3 Dex / +3 Mag / +2 Wil / +3 Cun / +3 Con Changes resistances penetration: +9% lightning Changes damage: +7% light / +7% blight Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. thunderous voratun longsword (42-58.8 power, 6 apr)thunderous voratun longsword (42-58.8 power, 6 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 42.0 - 58.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 35% chance to daze When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances penetration: +14% lightning Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. creative living mindstar of venom (18-19.8 power, 40 apr, mind damage)creative living mindstar of venom (18-19.8 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural venom should be returned to the wyrm. Base power: 18.0 - 19.8 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 20 acid Changes stats: +7 Cun Changes resistances: +20% acid Changes resistances penetration: +20% acid Changes damage: +13% acid Critical mult.: +25.00% Life regen: +2.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Cinderfeet (3 def, 5 armour) Cinderfeet (3 def, 5 armour)Requires: - Dexterity 10 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +5 Defense: +3 (+0 eff.) Fatigue: +6% Changes stats: +4 Cun / +4 Mag Changes resistances: +20% cold Changes damage: +18% fire Light radius: +2 Trails fire behind you, dealing damage based on spellpower. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
Glimmerraven (25 def, 15 armour) Glimmerraven (25 def, 15 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Defense: +25 (+0 eff.) Fatigue: +5% Changes stats: +3 Cun / +1 Dex Changes resistances: +10% acid / +16% fire / +15% cold / +15% lightning Changes damage: +6% light Grants telepathy: Dragon Humanoid/Orc Reduces incoming crit damage: 5.00% Spellpower: +6 (+2 eff.) Light radius: +2 It can be used to activate talent Evasion, placing all other charms into a 18 cooldown : Effective talent level: 4.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 37% chance to completely evade them and granting you 49 defense for 11 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
grounding pair of iron boots of uncanny dodging (3 def, 3 armour) grounding pair of iron boots of uncanny dodging (3 def, 3 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +3 (+0 eff.) Ranged Defense: +2 (+2 eff.) Fatigue: +2% Changes resistances: +6% lightning / +6% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Snow Giant Wraps (0 def, 2 armour) Snow Giant Wraps (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Knockback immunity: +50% Maximum life: +60.00 When used to modify unarmed attacks: Base power: 17.0 - 18.7 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +4.0% Attack speed: 100% When this weapon hits: Call Lightning (25% chance level 5). Damage (Melee): +10 lightning / +10 cold It can be used to activate talent Throw Boulder (costing 4 power out of 6/6) : Effective talent level: 2.0 Power cost: 4 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throws a huge boulder at a target, damaging it for 828.40 and knocking it back 5 tiles. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
brawler's voratun gauntlets (0 def, 3 armour) brawler's voratun gauntlets (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Changes stats: +4 Str / +4 Dex / +3 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +11 (+3 eff.) When used to modify unarmed attacks: Base power: 31.0 - 43.4 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +12 Armour Penetration: +15 Physical crit. chance: +20.0% Attack speed: 83% When this weapon hits: Set Up (10% chance level 5). Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather gloves of strength (+3) (0 def, 1 armour) rough leather gloves of strength (+3) (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +7 (+1 eff.) Armour: +1 Changes stats: +3 Str When used to modify unarmed attacks: Base power: 10.5 - 11.6 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
storm hardened leather gloves of strength (+4) (0 def, 2 armour) storm hardened leather gloves of strength (+4) (0 def, 2 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +2 Damage (Melee): 10 lightning Changes stats: +4 Str Changes resistances: +7% lightning Changes damage: +6% lightning When used to modify unarmed attacks: Base power: 20.0 - 22.0 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When this weapon hits: Lightning Breath (10% chance level 3). Burst (radius 2) on crit: +7 lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. voratun gauntlets (0 def, 3 armour)voratun gauntlets (0 def, 3 armour) Requires: - Talent Armour Training 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 When used to modify unarmed attacks: Base power: 30.0 - 42.0 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 83% Metal gloves protecting the hands up to the middle of the lower arm. |
Cloud Caller (0 def, 0 armour) Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% light / +10% lightning Changes damage: +10% light / +10% lightning It can be used to activate talent Call Lightning (costing 12 power out of 30/30) : Effective talent level: 1.0 Power cost: 12 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 175.42 to 526.26 damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. |
Crown of Burning Pain (13 def, 0 armour) Crown of Burning Pain (13 def, 0 armour)Requires: - Cunning 25 Powered by arcane forces 4.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +0 Defense: +13 (+0 eff.) Fatigue: +4% Changes stats: +6 Cun / +6 Wil Changes resistances: +35% fire Changes damage: +35% fire It can be used to activate talent Meteor Rain (costing 15 power out of 50/50) : Effective talent level: 2.0 Power cost: 15 out of 50/50. Range: 5 Travel Speed: instantaneous Is: a spell Description: Uses arcane forces to summon 3 meteors that fall on the ground, smashing all around in a radius 2 for 636.37 fire and 593.88 physical damage. The hit zone will also turn into lava for 8 turns. The effects will increase with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
The Black Crown (0 def, 15 armour) The Black Crown (0 def, 15 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +15 Fatigue: +5% Changes stats: +10 Con / +10 Wil Changes resistances: +20% darkness / +20% blight Talent masteries: +0.20 Corruption / Demon seeds +0.20 Corruption / Demonic pact Shadow Power: +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
reforged Layirin (3 def, 15 armour) reforged Layirin (3 def, 15 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +15 Defense: +3 (+0 eff.) Fatigue: +4% Changes stats: +4 Str / +3 Con Changes resistances: +8% lightning / +8% darkness Reduces incoming crit damage: 5.00% Physical save: +25 (+6 eff.) Mental save: +16 (+4 eff.) Blindness immunity: +17% Cut immunity: +15% Confusion immunity: +17% Fear immunity: +17% Stamina each turn: +0.70 Maximum stamina: +36.00 Infravision radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. prismatic drakeskin leather armour of lightning resistance (5 def, 8 armour)prismatic drakeskin leather armour of lightning resistance (5 def, 8 armour) Requires: - Strength 20 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+0 eff.) Fatigue: +8% Changes resistances: +30% lightning / +20% light / +20% darkness A suit of armour made of leather. |
agate 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. |
649 alchemist agate 649 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. |
3 onyx 3 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. |
aquamarine 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. |
4 lapis lazuli 4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+0 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+0 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal 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. |
7 sapphire 7 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+0 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+0 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz 5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
miner's dwarven-steel pickaxe (dig speed 25 turns) miner's dwarven-steel pickaxe (dig speed 25 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 emerald 4 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. |
4 jade 4 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. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 turquoise 5 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Pocket-sized Forge Pocket-sized Forge25.00 Encumbrance. [Plot Item] Type: misc / misc When carried: Talent masteries: +0.10 Technique / Armor forging +0.10 Technique / Weapon forging Astonishingly, this miniature version of a forge is very heavy and hot. It radiates enough heat to melt any known metal and provides access to the power of The Forge, which Binds. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 6 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
3 bloodstone 3 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 fire opal 2 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 garnet 6 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 ruby 6 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Gwai's Burninator Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 2040.78 fire damage (based on Magic), costing 30 power out of 18/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (3/3) Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 122 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (5/5) Rod of Spydric Poison (5/5)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 1857.15 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 15 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
2 amethyst 2 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. |
defiled ash wand of conjuration [power 169] (6 cooldown) defiled ash wand of conjuration [power 169] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Maximum vim: +6.00 It can be used to fire a bolt of a random element (dam 84-169), putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
supercharged elm wand of conjuration [power 127] (9 cooldown) supercharged elm wand of conjuration [power 127] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to fire a bolt of a random element (dam 64-127), putting all charms on cooldown for 9 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings within range 20, costing 18 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 (+0 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+0 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 pearl 4 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. |
7 quartz 7 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. |
6 amber 6 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. |
4 ametrine 4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine 2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Madness (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Estrainite the Dark Faerie Forge Knight level 39
57th Dusk 122nd year of Ascendancy at 17:32 see stats
Against all odds (Madness (Adventure) difficulty)
Killed Ukruk in the ambush.By Estrainite the Dark Faerie Forge Knight level 38
50th Dusk 122nd year of Ascendancy at 04:22 see stats
Arachnophobia (Madness (Adventure) difficulty)
Destroyed the spydric menace.By Estrainite the Dark Faerie Forge Knight level 49
40th Haze 122nd year of Ascendancy at 16:27 see stats
Brave new world (Madness (Adventure) difficulty)
Went to the Far East and took part in the war.By Estrainite the Dark Faerie Forge Knight level 47
38th Haze 122nd year of Ascendancy at 05:37 see stats
Bringer of Doom (Madness (Adventure) difficulty)
Killed a Bringer of Doom.By Estrainite the Dark Faerie Forge Knight level 45
34th Haze 122nd year of Ascendancy at 15:42 see stats
Destroyer's bane (Madness (Adventure) difficulty)
Killed Golbug the Destroyer.By Estrainite the Dark Faerie Forge Knight level 45
35th Haze 122nd year of Ascendancy at 08:02 see stats
Dragon's Greed (Madness (Adventure) difficulty)
Amassed 8000 gold pieces.By Estrainite the Dark Faerie Forge Knight level 50
58th Haze 122nd year of Ascendancy at 10:33 see stats
Exterminator (Madness (Adventure) difficulty)
Killed 1000 creatures.By Estrainite the Dark Faerie Forge Knight level 31
32nd Dusk 122nd year of Ascendancy at 02:00 see stats
Fear of Fours (Madness (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Estrainite the Dark Faerie Forge Knight level 50
4th Allure 123rd year of Ascendancy at 05:38 see stats
Got eggs? (Madness (Adventure) difficulty)
Finish the Pikataclysm event.By Estrainite the Dark Faerie Forge Knight level 40
1st Haze 122nd year of Ascendancy at 15:41 see stats
Home sweet home (Madness (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Estrainite the Dark Faerie Forge Knight level 23
10th Mirth 122nd year of Ascendancy at 15:49 see stats
Level 10 (Madness (Adventure) difficulty)
Got a character to level 10.By Estrainite the Dark Faerie Forge Knight level 10
76th Pyre 122nd year of Ascendancy at 17:13 see stats
Level 20 (Madness (Adventure) difficulty)
Got a character to level 20.By Estrainite the Dark Faerie Forge Knight level 20
9th Mirth 122nd year of Ascendancy at 12:43 see stats
Level 30 (Madness (Adventure) difficulty)
Got a character to level 30.By Estrainite the Dark Faerie Forge Knight level 30
31st Dusk 122nd year of Ascendancy at 04:30 see stats
Level 40 (Madness (Adventure) difficulty)
Got a character to level 40.By Estrainite the Dark Faerie Forge Knight level 40
1st Time of Equilibrium 122nd year of Ascendancy at 17:53 see stats
Level 50 (Madness (Adventure) difficulty)
Got a character to level 50.By Estrainite the Dark Faerie Forge Knight level 50
44th Haze 122nd year of Ascendancy at 20:50 see stats
Orcrist (Madness (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Estrainite the Dark Faerie Forge Knight level 50
1st Decay 122nd year of Ascendancy at 18:10 see stats
Overpowered! (Madness (Adventure) difficulty)
Did over 6000 damage in one attack.By Estrainite the Dark Faerie Forge Knight level 28
24th Dusk 122nd year of Ascendancy at 13:59 see stats
Race through fire (Madness (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Estrainite the Dark Faerie Forge Knight level 50
52nd Haze 122nd year of Ascendancy at 03:24 see stats
Rescuer of the lost (Madness (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Estrainite the Dark Faerie Forge Knight level 39
68th Dusk 122nd year of Ascendancy at 02:50 see stats
Shasshhiy'Kaish (Madness (Adventure) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Estrainite the Dark Faerie Forge Knight level 28
29th Dusk 122nd year of Ascendancy at 16:33 see stats
Size is everything (Madness (Adventure) difficulty)
Did over 1500 damage in one attack.By Estrainite the Dark Faerie Forge Knight level 19
9th Mirth 122nd year of Ascendancy at 12:28 see stats
Size matters (Madness (Adventure) difficulty)
Did over 600 damage in one attack.By Estrainite the Dark Faerie Forge Knight level 14
79th Pyre 122nd year of Ascendancy at 20:45 see stats
Sliders (Madness (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Estrainite the Dark Faerie Forge Knight level 46
35th Haze 122nd year of Ascendancy at 12:13 see stats
That was close (Madness (Adventure) difficulty)
Killed your target while having only 1 life left.By Estrainite the Dark Faerie Forge Knight level 39
69th Dusk 122nd year of Ascendancy at 22:04 see stats
The Legend of Garkul (Madness (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Estrainite the Dark Faerie Forge Knight level 50
2nd Decay 122nd year of Ascendancy at 02:37 see stats
The bigger the better! (Madness (Adventure) difficulty)
Did over 3000 damage in one attack.By Estrainite the Dark Faerie Forge Knight level 25
12nd Dusk 122nd year of Ascendancy at 17:17 see stats
The secret city (Madness (Adventure) difficulty)
Discovered the truth about mages.By Estrainite the Dark Faerie Forge Knight level 42
19th Haze 122nd year of Ascendancy at 03:10 see stats
Treasure Hoarder (Madness (Adventure) difficulty)
Amassed 3000 gold pieces.By Estrainite the Dark Faerie Forge Knight level 38
50th Dusk 122nd year of Ascendancy at 03:50 see stats
Treasure Hunter (Madness (Adventure) difficulty)
Amassed 1000 gold pieces.By Estrainite the Dark Faerie Forge Knight level 27
17th Dusk 122nd year of Ascendancy at 22:32 see stats
Unstoppable (Madness (Adventure) difficulty)
Returned from the dead.By Estrainite the Dark Faerie Forge Knight level 50
3rd Allure 123rd year of Ascendancy at 17:50 see stats
Vampire crusher (Madness (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Estrainite the Dark Faerie Forge Knight level 36
49th Dusk 122nd year of Ascendancy at 01:05 see stats
Log
Akabo the thalore hits Multi-hued drake hatchling for 17 physical damage.
Lava floor hits Snow giant for 29 fire damage.
Multi-hued drake hatchling hits Estrainite for (99 refused), 0 cold (0 total damage).
Decrepitude Disease from Belygamina the orc fighter hits Snow giant for 252 blight damage.
Decrepitude Disease from Belygamina the orc fighter hits Estrainite for (245 refused), 0 blight (0 total damage).
Belygamina the orc fighter rushes out!
Lava floor hits Belygamina the orc fighter for 14 fire damage.
Akabo the thalore uses Switch Place.
Akabo the thalore resists the mind attack!
Akabo the thalore tries to evade attacks.
Estrainite hits Akabo the thalore for 4 mind, 26 light (29 total damage).
Estrainite is unstoppable!
Bleeding from Estrainite hits Belygamina the orc fighter for 1234 physical damage.
Thunderstorm hits Estrainite for (78 refused), 0 lightning (0 total damage).
Belygamina the orc fighter rushes out!
Lava floor hits Belygamina the orc fighter for 10 fire damage.
Estrainite uses Bunny Hop.
Estrainite hops around.
Snow giant casts Mind Disruption.
Estrainite is free from the decrepitude disease.
Talent Relentless Pursuit is ready to use.
Talent Weapon Forging is ready to use.
Burning from Estrainite hits Akabo the thalore for 405 fire damage.
Bleeding from Estrainite hits Akabo the thalore for 5 physical damage.
Decrepitude Disease from Belygamina the orc fighter hits Snow giant for 252 blight damage.
Belygamina the orc fighter casts Mudslide.
Belygamina the orc fighter's spell attains critical power!
Estrainite shrugs off the critical damage!
Saving game...
