
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.8 |
| Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Ashes of Urh'Rok 1.4.0Official 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 1.4.8Donators/Buyers bonus! Steamtech UI 1.1.4 |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Doombringer |
| Level / Exp | 50 / 2035% |
| Size | medium |
| Lifes / Deaths | Killed by giant spider at level 20 on the 19th Dearth 122nd year of Ascendancy at 22:06 0 / 8Killed by minotaur at level 20 on the 19th Dearth 122nd year of Ascendancy at 23:48 Killed by champion of Urh'Rok at level 30 on the 5th Iron 123rd year of Ascendancy at 09:08 Killed by multi-hued drake at level 40 on the 10th Voratun 123rd year of Ascendancy at 01:23 Killed by overpowered greater multi-hued wyrm at level 40 on the 10th Voratun 123rd year of Ascendancy at 02:59 Killed by overpowered greater multi-hued wyrm at level 40 on the 10th Voratun 123rd year of Ascendancy at 05:01 Killed by overpowered greater multi-hued wyrm at level 40 on the 10th Voratun 123rd year of Ascendancy at 07:39 Killed by overpowered greater multi-hued wyrm at level 41 on the 10th Voratun 123rd year of Ascendancy at 12:41 |
Primary Stats
| Strength | 149 (base 60) |
| Dexterity | 96 (base 60) |
| Constitution | 93 (base 60) |
| Magic | 71 (base 60) |
| Willpower | 80 (base 60) |
| Cunning | 92 (base 60) |
Resources
| Mana | 430/704 |
| Psi | 170/170 |
| Vim | 48/196 |
| Life | 1894/1894 |
| Paradox | 300 |
| Stamina | 457/457 |
| Equilibrium | 20 |
| Healing Factor | 1 |
| Regeneration | 16.106779287682 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +145.58575487173% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 18 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 303 |
| Accuracy | 80 |
| Crit Chance | 67% |
| APR | 37 |
| Speed | 0.91 |
Offense: Offhand
| Damage | 136 |
| Accuracy | 80 |
| Crit Chance | 79% |
| APR | 39 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 57 |
| Crit Chance | 45% |
| Speed | 1 |
Offense: Mind
| Mindpower | 75 |
| Crit Chance | 35% |
| Speed | 1 |
Offense: Damage Bonus
| All | +9% |
Offense: Damage Penetration
| All | 0% |
Defense: Base
| Armour (hardiness) | 144.28453708906 (100%) |
| Defense | 66 |
| Ranged Defense | 67 |
| Fatigue | 0 |
| Physical Save | 98 |
| Spell Save | 81 |
| Mental Save | 81 |
Defense: Resistances
| All | + 45%( 70%) |
Defense: Immunities
| Disarm Resistance | 0% |
| Teleport Resistance | 10% |
| Confusion Resistance | 100% |
| Fear Resistance | 100% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 10% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 20 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 713 damage for 6 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 823 life over 5 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: VisionUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (17 radius) and to allow you to see invisible and stealthed creatures (power 37) for 23 turns. Your mind will become more receptive for 23 turns, allowing you to sense any undead around. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: SunUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 10 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 28). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 56) for 4 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 308 and cleanse 1 wound and poison effect. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Combat techniques | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Shadowflame | 1.90 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Heart of Fire | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Torture | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat veteran | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Fearfire | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Wrath | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Brutality | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Race / Dwarf | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Chronomancy | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Staff combat | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Demonic strength | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Oppression | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Harmony | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Stone alchemy | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Conditioning | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Chants | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Survival | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Hexes | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
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Effects
| talent | Flame of Urh'Rok |
| talent | Eternal Suffering |
| talent | Roll With It |
| talent | Elemental Harmony |
| talent | Horrifying Blows |
| talent | Abyssal Shield |
| talent | Daunting Presence |
| talent | Chant of Resistance |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You failed to protect the lone alchemist from death by fire wyrm. Escort: lone alchemist (level 7 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you gained talent category Celestial / Chants (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved Strength by +2. | done |
You failed to protect the lost warrior from death by skeleton warrior. Escort: lost warrior (level 1 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Cunning by +1. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved Dexterity by +2. | done |
You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell. Escort: repented thief (level 4 of Dreadfell)As a reward you improved Dexterity by +2. | done |
You successfully escorted the temporal explorer to the recall portal on level 6 of Dreadfell. Escort: temporal explorer (level 6 of Dreadfell)As a reward you gained talent category Chronomancy / Chronomancy (at mastery 0.80). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge 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 |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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 upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * 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: 322. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of avoidance. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Marus of Elvala in creating an elixir of mastery. You have aided Agrimley the hermit in creating an elixir of explosive force. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within7 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Khelukhad the pair of drakeskin leather boots (4 def, 5 armour) Khelukhad the pair of drakeskin leather boots (4 def, 5 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: -5% Changes resistances: +9% nature / +6% cold Changes damage: +3% blight Critical mult.: +5.00% Disease immunity: +15% Confusion immunity: +10% Knockback immunity: +10% Stamina each turn: +0.90 Maximum life: +46.00 Movement speed: +10% A pair of boots made of leather. |
| Quiver | Void Quiver (0/0, 156% power, 30 apr) Void Quiver (0/0, 156% power, 30 apr)Requires: - Dexterity 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Power: 156% Range: 1.4x Uses stats: 30% Wil, 70% Dex, 60% Mag, 50% Str Damage type: Temporal darkness Accuracy bonus: +0.2% crit / acc Armour Penetration: +30 Physical crit. chance: +6.0% Capacity: 0 When this weapon hits: Spatial Tether (10% chance level 1). When this weapon hits: Dimensional Anchor (5% chance level 1). An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
| Light source | Gilidebers GilidebersPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +5 Physical crit. chance: +2.0% Defense: +15 (+4 eff.) Fatigue: -8% Damage when hit (Melee): 8 physical Changes stats: +5 Con Changes resistances: +15% blight / +10% temporal / +9% cold Critical mult.: +6.00% Physical save: +20 (+4 eff.) Spell save: +16 (+3 eff.) Mental save: +18 (+4 eff.) Life regen: +4.80 Maximum stamina: +15.00 Light radius: +9 Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +30% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Obsidianoblivion (8 def, 14 armour) Obsidianoblivion (8 def, 14 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Armour: +14 Defense: +8 (+2 eff.) Fatigue: +5% Effects on melee hit: * 45% chance to corrode armour Changes stats: +13 Str / +10 Dex / +6 Wil / +6 Con Changes resistances: +14% physical / +28% darkness / +6% all Changes resistances penetration: +15% darkness Changes damage: +15% mind Physical save: +39 (+7 eff.) Mental save: +35 (+7 eff.) Mindpower: +4 (+1 eff.) Mental crit. chance: +3% Infravision radius: +8 It can be used to activate talent Battle Cry, placing all other charms into a 16 cooldown : Effective talent level: 2.6 Power cost: 16 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 18 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
| On hands | Gathra (0 def, 5 armour) Gathra (0 def, 5 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical power: +20 (+3 eff.) Armour: +5 Damage (Melee): 20 light Changes stats: +6 Str Changes resistances: +14% light Changes damage: +10% light Confusion immunity: +15% Teleport immunity: +10% Mana each turn: +0.32 Spellpower: +14 (+4 eff.) Spell crit. chance: +9% When used to modify unarmed attacks: Power: 144% Range: 1.1x Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +5.0% Attack speed: 100% When this weapon hits: Elemental Bolt (10% chance level 5). On weapon hit: * 15% chance to blind Damage (Melee): +10 arcane Burst (radius 1) on hit: +12 acid Burst (radius 2) on crit: +4 acid Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Torq [power 411] (25 cooldown) Torq [power 411] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn * 10% chance to disease Damage when hit (Melee): 23 lightning Changes resistances: +3% lightning / +6% temporal Changes resistances penetration: +15% blight Changes damage: +3% lightning Talents cooldown: Telekinetic Blast (+5 turn) Silence (+5 turn) Talents granted: +5 Telekinetic Blast +5 Silence It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 411 for 7 turns, putting all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Glory of the Pride Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+2 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+1 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+8 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
| On fingers | Ring of the War Master Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Dual techniques +0.30 Technique / Archery excellence +0.30 Technique / Archery prowess +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Grappling +0.30 Technique / Thuggery +0.30 Technique / Superiority +0.30 Technique / Two-handed weapons +0.30 Technique / Combat techniques +0.30 Technique / Shield offense +0.30 Technique / Combat training +0.30 Technique / Two-handed assault +0.30 Technique / Unarmed training +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Combat veteran +0.30 Technique / Pugilism +0.30 Technique / Shield defense +0.30 Technique / Finishing moves +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
| Around neck | Amedondil AmedondilInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +9 (+2 eff.) Changes stats: +2 Str / +2 Mag Changes resistances: +15% physical Changes resistances penetration: +10% mind Changes damage: +3% blight / +10% physical Talent masteries: +0.40 Corruption / Shadowflame +0.40 Corruption / Heart of Fire Stamina each turn: +1.20 Light radius: +3 Combat speed: +10% Heals friendly targets nearby when you use a nature summon: +10 Amulets can have magical properties. |
| In main hand | Wintertide (148% power, 10 apr) Wintertide (148% power, 10 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Power: 149% Range: 1.4x Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * Create a Winter Storm that gradually expands (from radius 1 to radius 4), dealing 136.02 cold damage (based on Strength) to your enemies each turn and slowing their ability to act by 20%. Subsequent melee strikes will relocate the storm on top of your target and increase its duration. Damage (Melee): +25 ice When wielded/worn: Damage when hit (Melee): 40 ice Changes resistances: +25% cold Changes damage: +20% cold Ice block penetration: +35% Storm Duration: 0 It can be used to precipitate ice from your winter storm to create walls (lasting 10 turns) in each space it occupies, costing 17 power out of 40/40. The air seems to freeze around the blade of this sword, draining all heat from the area. It is said the Conclave created this weapon for their warmaster during the dark times of the first allure war. |
| Around waist | Beltie BeltieInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +15 Defense: +15 (+4 eff.) Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 23 fire Changes stats: +6 Dex / +8 Cun / +10 Lck Changes resistances: +14% lightning / +14% temporal / +15% fire / +13% cold Changes resistances penetration: +5% mind Changes damage: +12% mind Trap disarming bonus: +30 Stealth bonus: +14 Physical save: +18 (+3 eff.) Infravision radius: +6 A belt that goes around your waist. |
| In off hand | Mandible of Ungolmor (150% power, 12 apr) Mandible of Ungolmor (150% power, 12 apr)Requires: - Cunning 38 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Power: 150% Range: 1.3x Uses stats: 50% Mag, 35% Str, 30% Wil, 30% Cun, 35% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +12 Physical crit. chance: +22.0% Attack speed: 100% On weapon crit: * inflicts pinning spydric poison upon the target Damage conversion: 30% darkness When wielded/worn: Armour: +5 Armour Hardiness: +5% Changes stats: +8 Cun / +4 Dex Changes damage: +30% nature / +20% darkness Light radius: -2 It can be used to activate talent Creeping Darkness (costing 14 power out of 40/40) : Effective talent level: 3.0 Power cost: 14 out of 40/40. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Creeping dark slowly spreads from 4 spots in a radius of 3 around the targeted location. The dark deals 53.41 darkness damage each turn to anything in its area, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +12% damage to anything that has entered your creeping dark. This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
| Cloak | Bleaksnake (18 def, 0 armour) Bleaksnake (18 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +18 (+4 eff.) Changes stats: +5 Str / +5 Con Changes resistances: +3% mind / +12% darkness Changes resistances penetration: +10% darkness / +5% arcane Changes damage: +6% arcane / +6% mind Physical save: +29 (+5 eff.) Spell save: +13 (+2 eff.) Mental save: +12 (+3 eff.) Maximum life: +110.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Plate of the Blackened Mind (15 def, 40 armour) Plate of the Blackened Mind (15 def, 40 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +40 Defense: +15 (+4 eff.) Fatigue: +17% Effects when hit in melee: * 20% chance to cause random gloom Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +15% light / +20% blight / +25% mind / +20% darkness Talent mastery: +0.20 Cursed / Gloom Physical save: +15 (+3 eff.) Mental save: +25 (+5 eff.) Confusion immunity: +100% Fear immunity: +100% Mindpower: +10 (+2 eff.) Light radius: -2 Infravision radius: +4 It can be used to activate talent Dominate (costing 9 power out of 25/25) : Effective talent level: 2.0 Power cost: 9 out of 25/25. Range: 2 Travel Speed: instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 13 Armour, 19 Defense and your attacks will gain 42% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
Inventory
movement infusion of the warrior (1029% speed; 5 turns) movement infusion of the warrior (1029% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1029% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Elixir of Invulnerability Elixir of InvulnerabilityInfused by nature 2.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to grant you complete invulnerability for five turns. A vial of thick fluid, metallic and reflective. It's incredibly heavy. |
controlled phase door rune of the duelist (range 15) controlled phase door rune of the duelist (range 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 15. Its effects scale with your Dexterity 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. |
Frost Lord's Chain Frost Lord's ChainPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+4 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
Limmir's Amulet of the Moon Limmir's Amulet of the Moon0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes stats: +5 Str / +13 Dex / +5 Mag / +5 Wil / +13 Cun / +5 Con Changes damage: +20% lightning / +10% all Damage affinity(heal): +20% lightning Spell crit. chance: +5% Mental crit. chance: +5% Movement speed: +15% Chance to avoid any damage: +8% Amulets can have magical properties. |
Pendant of the Sun and Moons Pendant of the Sun and MoonsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +10% light / +10% darkness Changes resistances cap: +5% light / +5% darkness Changes resistances penetration: +15% light / +15% darkness Changes damage: +8% light / +8% darkness Spellpower: +8 (+3 eff.) Spell crit. chance: +5% All your damage is converted and split into light and darkness. Activating this item is instant. It can be used to activate talent Circle of Sanctity (costing 17 power out of 60/60) : Effective talent level: 3.0 Power cost: 17 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 6 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
Zemekkys' Broken Hourglass Zemekkys' Broken HourglassPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes resistances: +20% temporal Changes resistances cap: +5% temporal Changes damage: +10% temporal Lowers spell cool-downs by: 10% Activating this item is instant. It can be used to activate talent Time Stop (costing 27 power out of 80/80) : Effective talent level: 1.0 Power cost: 27 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 6 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. |
Mnemonic MnemonicInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+4 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+3 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 17 power out of 30/30) : Effective talent level: 2.0 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Beritoblek the voratun battleaxe (169% power, 4 apr) Beritoblek the voratun battleaxe (169% power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 170% Range: 1.5x Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 49% chance to daze On weapon crit: * cripple the target When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +25 Physical crit. chance: +21.0% Changes stats: +6 Str / +3 Dex / +5 Mag / +5 Wil / +6 Cun / +6 Con Changes resistances: +9% lightning / +9% blight Changes resistances penetration: +21% lightning / +19% physical Changes damage: +21% physical Physical save: +9 (+2 eff.) Life regen: +0.80 Massive two-handed battleaxes. |
Eksatin's Ultimatum (175% power, 25 apr) Eksatin's Ultimatum (175% power, 25 apr)Requires: - Strength 50 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 175% Range: 1.5x Uses stats: 30% Wil, 50% Mag, 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Physical crit. chance: +25.0% Attack speed: 100% On weapon crit: * decapitate a weakened target When wielded/worn: Critical mult.: +25.00% This gore-stained battleaxe was once used by an infamously sadistic king, who took the time to personally perform each and every execution he ordered. He kept a vault of every head he ever removed, each and every one of them carefully preserved. When he was overthrown, his own head was added as the centrepiece of the vault, which was maintained as a testament to his cruelty. |
Khulmanar's Wrath (182% power, 8 apr) Khulmanar's Wrath (182% power, 8 apr)Requires: - Strength 52 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 182% Range: 1.5x Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Physical crit. chance: +8.0% Attack speed: 100% Damage (Melee): +50 fire Damage conversion: 20% fire When wielded/worn: Changes resistances: +20% fire Changes resistances penetration: +25% fire Changes damage: +20% fire The wearer is treated as a demon. It can be used to activate talent Infernal Breath (costing 19 power out of 35/35) : Effective talent level: 3.0 Power cost: 19 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 246.16 fire damage, and flames will be left dealing a further 57.60 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
The Gaping Maw (184% power, 4 apr) The Gaping Maw (184% power, 4 apr)Requires: - Strength 60 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 184% Range: 1.5x Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% On weapon crit: * deal manaburn damage equal to your mindpower in a radius 3 cone Damage (Melee): +50 acid / +50 nature slow When wielded/worn: Changes stats: +0 Str / +0 Wil Changes damage: +0% nature Talents cooldown: Mana Clash (-2 turns) Ice Claw (-1 turn) Swallow (-2 turns) This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. |
voratun battleaxe 'Coalpiety' (169% power, 25 apr) voratun battleaxe 'Coalpiety' (169% power, 25 apr)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 169% Range: 1.5x Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Blight Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 40% chance to inflict damage reduction * 93% chance to disease On weapon crit: * splashes the target with acid Damage Shield penetration (this weapon only): +83% Damage (Melee): +28 acid / +35 blight When wielded/worn: Changes resistances: +9% blight Mana when firing critical spell: +1.00 Vim when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +8 Damage Shield penetration: +40% Massive two-handed battleaxes. |
Belulin (160% power, 9 apr) Belulin (160% power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 161% Range: 1.3x Uses stats: 30% Wil, 45% Str, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% Burst (radius 2) on crit: +24 ice When wielded/worn: Armour penetration: +12 Armour: +20 Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Changes resistances: +12% acid / +1% physical / +6% darkness Changes resistances penetration: +12% physical / +12% cold Changes damage: +12% physical Physical save: +6 (+1 eff.) Sharp, short and deadly. This item has been sent to the Item's Vault. |
Erelegalach the Pitchzephyr (146% power, 9 apr) Erelegalach the Pitchzephyr (146% power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 147% Range: 1.3x Uses stats: 30% Wil, 45% Str, 50% Mag, 45% Dex Damage type: Fire Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 20% chance to inflict damage reduction * 9% chance to disease Damage (Melee): +12 blight / +16 mind Burst (radius 2) on crit: +12 darkness / +12 fire When wielded/worn: Accuracy: +12 (+3 eff.) Changes stats: +4 Str Changes resistances: +6% darkness Changes damage: +6% nature / +11% physical Disease immunity: +28% Stamina when hit: +2.00 It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 4 turns. Sharp, short and deadly. |
Kinetic Spike (147% power, 40 apr) Kinetic Spike (147% power, 40 apr)Requires: - Willpower 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Power: 147% Range: 1.3x Uses stats: 60% Wil, 40% Dex, 50% Mag, 30% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +40 Physical crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +8 (+2 eff.) Physical power: +15 (+3 eff.) Changes resistances penetration: +30% physical Talent mastery: +0.20 Psionic / Augmented striking It can be used to fires a bolt of kinetic force (range 8), dealing 150% (physical) weapon damage, costing 6 power out of 10/10. A simple, rudely crafted stone hilt, this object manifests a blade of wavering, nearly invisible force, like a heat haze, as you grasp it. Despite its simple appearance, it is capable of shearing through solid granite, in the hands of those with the necessary mental fortitude to use it properly. |
Life Drinker (152% power, 11 apr) Life Drinker (152% power, 11 apr)Requires: - Magic 44 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Power: 152% Range: 1.3x Uses stats: 30% Wil, 105% Mag, 35% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +11 Physical crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes damage: +15% blight / +15% darkness / +15% acid Spellpower: +12 (+4 eff.) Spell crit. chance: +10% Infravision radius: +2 Talent on hit(spell): Blood Grasp (15% chance level 2). It can be used to activate talent Worm Rot (costing 22 power out of 50/50) : Effective talent level: 2.0 Power cost: 22 out of 50/50. Range: 6 Travel Speed: 600% of base Is: a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 13.84 acid and 15.62 blight damage. If not cleared after five turns it will inflict 78.59 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
Orc Feller (156% power, 11 apr) Orc Feller (156% power, 11 apr)Requires: - Dexterity 44 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Power: 156% Range: 1.3x Uses stats: 30% Wil, 55% Dex, 50% Mag, 35% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +11 Physical crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Cun / +5 Dex Changes damage: +8% light / +10% physical Grants telepathy: Humanoid/Orc Pinning immunity: +50% Light radius: +1 During the invasion of Eldoral the Halfling Rogue Herah is said to have slain over one hundred orcs while defending a group of refugees. This item has been sent to the Item's Vault. |
Blighted Maul (204% power, 22 apr) Blighted Maul (204% 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. Power: 205% Range: 1.5x Uses stats: 30% Wil, 50% Mag, 140% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +22 Physical crit. chance: +10.0% Attack speed: 83% On weapon hit: * 50% chance to disease * Blasts creatures in a radius 1 shockwave around your target for 278.13 to 834.39 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 craatures within radius 4), dealing 726.44 to 1452.88 physical damage (based on Strength) to each, costing 27 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. |
Champion's Will (179% power, 22 apr) Champion's Will (179% power, 22 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 179% Range: 1.6x Uses stats: 30% Wil, 115% Str, 50% Mag, 20% Con Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +22 Physical crit. chance: +12.0% Attack speed: 100% On weapon hit: * releases a burst of light, dealing 68 light damage (based on Spellpower) in a radius 3 cone. When wielded/worn: Changes stats: +12 Str / +6 Mag / +7 Con Talent masteries: +0.20 Celestial / Sun +0.10 Celestial / Radiance +0.20 Celestial / Crusader Talents cooldown: Sun Ray (-1 turn) Absorption Strike (-1 turn) Flash of the Blade (-1 turn) Increases the damage of Sun Beam by 15%. It can be used to attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt, costing 17 power out of 30/30. This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. This item has been sent to the Item's Vault. |
Ragefast (174% power, 4 apr) Ragefast (174% power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 174% Range: 1.6x Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +73 insidious poison / +20 temporal / +21 nature When wielded/worn: Armour penetration: +19 Physical crit. chance: +21.0% Physical power: +21 (+4 eff.) Damage when hit (Melee): 8 acid Changes stats: +1 Wil / +10 Con Changes resistances: +6% mind Changes resistances penetration: +21% physical / +10% arcane / +10% mind Critical mult.: +33.00% Disarm immunity: +49% Massive two-handed swords. |
voratun greatsword 'Cleansezephyr,' (190% power, 4 apr) voratun greatsword 'Cleansezephyr,' (190% power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 191% Range: 1.6x Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Nature Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +6 Damage when hit (Melee): 4 nature Changes resistances: +6% lightning / +3% cold / +9% nature Mental save: +20 (+4 eff.) Disease immunity: +10% Stun/Freeze immunity: +5% Massive two-handed swords. |
voratun greatsword 'Serpentblast' (172% power, 4 apr) voratun greatsword 'Serpentblast' (172% 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. Power: 172% Range: 1.6x Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Fire Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +62 insidious poison / +12 fire / +28 darkness Burst (radius 2) on crit: +28 fire Damage against: +26% Living When wielded/worn: Physical power: +20 (+3 eff.) Damage when hit (Melee): 4 fire Changes stats: +3 Dex / +12 Con Changes resistances: +6% nature Changes resistances penetration: +17% physical / +20% fire Grants telepathy: Humanoid/Orc Disarm immunity: +49% Infravision radius: +2 Global speed: +7% Massive two-handed swords. |
Singewyrd the dragonbone longbow Singewyrd the dragonbone longbowRequires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 66% Range: 1.1x Uses stats: 30% Wil, 50% Mag Damage type: Arcane Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 Burst (radius 1) on hit: +4 physical Burst (radius 2) on crit: +6 fire When wielded/worn: Physical crit. chance: +3.0% Physical power: +14 (+3 eff.) Changes stats: +7 Str / +2 Con Changes resistances penetration: +10% physical Changes damage: +6% arcane Longbows are used to shoot arrows at your foes. |
Storm Fury Storm FuryRequires: - Magic 30 - Dexterity 30 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 66% Range: 1.1x Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +10 When wielded/worn: Ranged Defense: +15 (+4 eff.) Damage (Ranged): 75 lightning Changes stats: +5 Dex / +7 Mag Changes resistances: +20% lightning Changes damage: +20% lightning Talent masteries: +0.10 Spell / Storm +0.20 Spell / Air Spellpower: +20 (+6 eff.) Movement speed: +10% Automatically fires lightning bolts at nearby enemies, with a chance to inflict Daze. This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
Hellsspar (153% power, 6 apr) Hellsspar (153% power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 153% Range: 1.4x Uses stats: 30% Wil, 50% Mag, 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 cause random gloom Damage (Melee): +25 mind Burst (radius 2) on crit: +25 ice When wielded/worn: Accuracy: +14 (+3 eff.) Armour: +9 Defense: +13 (+3 eff.) Changes stats: +7 Cun / +6 Wil Changes resistances: +12% acid / +6% temporal / +9% all Changes resistances penetration: +15% nature / +8% cold Changes damage: +12% fire Physical save: +29 (+5 eff.) Disarm immunity: +46% Sharp, long, and deadly. |
The Black Spike (159% power, 20 apr) The Black Spike (159% power, 20 apr)Requires: - Strength 40 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Power: 160% Range: 1.4x Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +20 Physical crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +10 Str / +8 Mag Changes resistances: +18% darkness / +12% blight Changes resistances penetration: +15% darkness Changes damage: +25% darkness Shadow Power: +5 Increases all damage penetration by 1% for each point of your Shadow Power. "All the better to pierce the heart of the world." |
voratun longsword 'Chartrail' (150% power, 6 apr) voratun longsword 'Chartrail' (150% power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 151% Range: 1.4x Uses stats: 30% Wil, 50% Mag, 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% Damage (Melee): +16 fire / +17 temporal / +20 nature / +20 mind Burst (radius 1) on hit: +8 fire When wielded/worn: Armour penetration: +15 Physical crit. chance: +15.0% Changes resistances: +10% all Changes resistances penetration: +15% nature Critical mult.: +20.00% Spell save: +6 (+1 eff.) Mental save: +10 (+2 eff.) Disarm immunity: +20% It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. Sharp, long, and deadly. |
voratun longsword 'Polawe' (150% power, 6 apr) voratun longsword 'Polawe' (150% power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 151% Range: 1.4x Uses stats: 30% Wil, 50% Mag, 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 crit: * splashes the target with acid Damage (Melee): +20 acid / +20 mind When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +16 Physical crit. chance: +14.0% Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Changes stats: +7 Str Changes resistances penetration: +10% mind Changes damage: +13% physical Critical mult.: +20.00% Poison immunity: +10% Stamina when hit: +2.40 Maximum life: +20.00 It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. Sharp, long, and deadly. |
voratun mace 'Burnsorrow' (157% power, 6 apr) voratun mace 'Burnsorrow' (157% power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 157% Range: 1.4x Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 111% On weapon hit: * 20% chance to torment the target Damage (Melee): +29 cold When wielded/worn: Accuracy: +11 (+2 eff.) Armour: +4 Damage when hit (Melee): 12 fire Changes stats: +7 Dex Changes resistances: +6% fire Changes resistances penetration: +5% blight / +14% mind / +12% darkness Changes damage: +9% arcane / +6% fire Critical mult.: +10.00% Vim when firing critical spell: +2.00 Maximum mana: +40.00 Spellpower: +8 (+3 eff.) Blunt and deadly. |
living mindstar 'Hathygar' (125% power, 40 apr, nature damage) living mindstar 'Hathygar' (125% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. The natural wyrm seeks an element. This natural lightning should be returned to the wyrm. Power: 126% Range: 1.1x Uses stats: 80% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 2) on crit: +12 physical When wielded/worn: Armour penetration: +3 Damage when hit (Melee): 22 lightning / 10 physical / 8 cold / 10 acid / 10 fire Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances: +30% lightning / +9% physical / +9% fire / +10% cold / +10% acid Changes resistances penetration: +19% lightning Changes damage: +17% lightning Physical save: +8 (+2 eff.) Spell save: +9 (+2 eff.) Mental save: +10 (+2 eff.) Equilibrium when hit: +2.50 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Healing mod.: +35% 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. |
Awakened Staff of Absorption (172% power, 60 apr, physical element) Awakened Staff of Absorption (172% power, 60 apr, physical element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Power: 172% Range: 1.2x Uses stats: 180% Mag, 30% Wil Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+13 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 108 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Beleg the Squalorgash (136% power, 6 apr, light element) Beleg the Squalorgash (136% power, 6 apr, light element)Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Power: 137% Range: 1.2x Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 42% chance to corrode armour * 20 arcane resource burn * Slows global speed by 20% When wielded/worn: Accuracy: +24 (+5 eff.) Physical crit. chance: +19.0% Physical power: +28 (+5 eff.) Defense: +14 (+3 eff.) Effects on melee hit: * 17% chance to blind Damage when hit (Melee): 12 acid Changes resistances: +9% light Changes damage: +30% light Talent granted: +1 Command Staff Critical mult.: +28.00% Spellpower: +34 (+9 eff.) Spell crit. chance: +12% Light radius: +5 It can be used to activate talent Illuminate, placing all other charms into a 4 cooldown : Effective talent level: 2.0 Power cost: 4 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 113.46 light damage. Staves designed for wielders of magic, by the greats of the art. |
Belorefang the Undeathoozer (136% power, 6 apr, cold element) Belorefang the Undeathoozer (136% power, 6 apr, cold element)Requires: - Magic 48 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to corrode armour When wielded/worn: Defense: +15 (+4 eff.) Effects on melee hit: * 18% chance to blind Changes resistances: +9% nature / +6% arcane Changes resistances penetration: +10% acid Changes damage: +30% cold Talent granted: +1 Command Staff Spell save: +31 (+6 eff.) Spellpower: +15 (+5 eff.) Spell crit. chance: +5% Light radius: +5 It can be used to activate talent Illuminate, placing all other charms into a 4 cooldown : Effective talent level: 2.0 Power cost: 4 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 113.46 light damage. Staves designed for wielders of magic, by the greats of the art. |
Falarig (136% power, 6 apr, cold element) Falarig (136% power, 6 apr, cold element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Power: 137% Range: 1.2x Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +15 (+3 eff.) Physical crit. chance: +10.0% Physical power: +15 (+3 eff.) Armour: +8 Defense: +8 (+2 eff.) Damage when hit (Melee): 4 arcane Changes stats: +3 Dex / +10 Mag / +2 Wil / +11 Cun / +10 Con Maximum wards: +2 cold Changes damage: +30% cold Talents granted: +5 Ward +1 Command Staff Critical mult.: +38.00% Vim when firing critical spell: +8.00 Maximum mana: +20.00 Maximum psi: +10.00 Maximum vim: +43.00 Maximum neg.energy: +32.00 Spellpower: +25 (+7 eff.) Spell crit. chance: +9% Mental crit. chance: +4% See invisible: +15 Staves designed for wielders of magic, by the greats of the art. |
Fulytogen (136% power, 6 apr, cold element) Fulytogen (136% power, 6 apr, cold element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Str / +9 Mag / +6 Cun / +7 Con Changes damage: +30% lightning / +30% fire / +30% arcane / +30% cold Talent granted: +1 Command Staff Critical mult.: +30.00% Reduces incoming crit damage: 15.00% Vim when firing critical spell: +5.00 Only die when reaching: -80.00 life Maximum life: +20.00 Maximum vim: +36.00 Maximum neg.energy: +41.00 Spellpower: +21 (+6 eff.) Spell crit. chance: +15% Staves designed for wielders of magic, by the greats of the art. |
Ragandil the Loambearer (136% power, 6 apr, arcane element) Ragandil the Loambearer (136% power, 6 apr, arcane element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +30% When wielded/worn: Physical crit. chance: +12.0% Defense: +33 (+8 eff.) Effects on melee hit: * Slows global speed by 30% Damage (Melee): 14 % chance of confusion Changes stats: +1 Wil Changes resistances penetration: +5% arcane Changes damage: +30% arcane Talent granted: +1 Command Staff Critical mult.: +20.00% Spellpower: +35 (+10 eff.) Spell crit. chance: +5% Damage Shield penetration: +55% Staves designed for wielders of magic, by the greats of the art. |
Rod of Sarrilon (136% power, 4 apr, physical element) Rod of Sarrilon (136% power, 4 apr, physical element)Requires: - Magic 48 Powered by unknown forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 200% Mag, 30% Wil Damage type: Temporal Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +7 Wil / +8 Mag Changes resistances penetration: +30% temporal Changes damage: +40% temporal Talent masteries: +0.10 Chronomancy / Stasis +0.10 Chronomancy / Flux +0.10 Spell / Temporal Talents cooldown: Attenuate (-1 turn) Stop (-2 turns) Time Shield (-3 turns) Time Shield (-3 turns) Teleport immunity: +100% Spellpower: +40 (+11 eff.) Spell crit. chance: +15% Reduces paradox anomalies(equivalent to willpower): +25 A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
Telos's Staff (Bottom Half) Telos's Staff (Bottom Half)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff Power: 66% Range: 1.2x Uses stats: 30% Wil, 50% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Attack speed: 100% When wielded/worn: Changes stats: +4 Mag Changes damage: +20% acid / +20% cold Critical mult.: +20.00% Mental save: +8 (+2 eff.) Confusion immunity: +20% Maximum mana: +50.00 Spell crit. chance: +8% The bottom part of Telos' broken staff. |
Telos's Staff (Top Half) (143% power, 0 apr, physical element) Telos's Staff (Top Half) (143% power, 0 apr, physical element)Requires: - Magic 35 Powered by arcane forces 2.50 Encumbrance. [Unique] Type: weapon / staff ; tier 5 Power: 144% Range: 1.2x Uses stats: 150% Mag, 30% Wil Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Wil Changes damage: +35% arcane Talent granted: +1 Command Staff Mental save: +8 (+2 eff.) Spellpower: +30 (+8 eff.) Spell crit. chance: +15% The top part of Telos' broken staff. |
dragonbone starstaff 'Pitchbraid' (152% power, 6 apr, light element) dragonbone starstaff 'Pitchbraid' (152% power, 6 apr, light element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 152% Range: 1.2x Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +12 darkness Burst (radius 2) on crit: +4 arcane When wielded/worn: Physical crit. chance: +13.0% Effects on melee hit: * 15% chance to inflict damage reduction Damage (Melee): 27 arcane Changes damage: +42% light / +6% fire Talent granted: +1 Command Staff Physical save: +14 (+3 eff.) Spell save: +13 (+2 eff.) Mental save: +15 (+3 eff.) Maximum mana: +64.00 Spellpower: +30 (+8 eff.) Spell crit. chance: +11% Staves designed for wielders of magic, by the greats of the art. |
dragonbone vilestaff 'Grinydan' (157% power, 6 apr, darkness element) dragonbone vilestaff 'Grinydan' (157% power, 6 apr, darkness element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Power: 157% Range: 1.2x Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +8.0% Physical power: +10 (+2 eff.) Changes stats: +2 Cun Changes damage: +46% darkness Talent granted: +1 Command Staff Critical mult.: +10.00% Mental save: +25 (+5 eff.) Equilibrium when hit: +0.12 Hate when firing a critical mind attack: +1.00 Spellpower: +31 (+9 eff.) Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. |
Blastbloom (168% power, 6 apr) Blastbloom (168% power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 169% Range: 1.4x Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * 20% chance to gain 10% of a turn * Random elemental explosion Damage (Melee): +18 darkness / +18 mind Burst (radius 1) on hit: +4 mind Burst (radius 2) on crit: +4 mind Damage against: +20% Living When wielded/worn: Damage when hit (Melee): 8 temporal Changes resistances: +9% mind / +24% lightning Changes resistances penetration: +17% acid / +17% cold / +16% fire / +10% mind / +15% lightning It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. One-handed war axes. |
Radiancewitch the voratun waraxe (150% power, 6 apr) Radiancewitch the voratun waraxe (150% power, 6 apr)Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 150% Range: 1.4x Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage Shield penetration (this weapon only): +10% Damage (Melee): +17 nature / +60 insidious poison When wielded/worn: Armour penetration: +15 Changes resistances penetration: +24% physical Changes damage: +9% light / +19% physical Life regen: +0.60 Only die when reaching: -109.00 life One-handed war axes. |
Razorblade, the Cursed Waraxe (170% power, 16 apr) Razorblade, the Cursed Waraxe (170% power, 16 apr)Requires: - Strength 42 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Power: 170% Range: 1.4x Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical bleed Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +16 Physical crit. chance: +7.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Str / +4 Dex Changes damage: +10% physical See invisible: +5 This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
Shimmerfame (149% power, 6 apr) Shimmerfame (149% power, 6 apr)Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 149% Range: 1.4x Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% Damage (Melee): +18 mind When wielded/worn: Effects on melee hit: * 40% chance to daze Changes resistances: +12% lightning Changes damage: +12% lightning It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 4 turns. One-handed war axes. |
voratun waraxe 'Cuthuchak' (151% power, 6 apr) voratun waraxe 'Cuthuchak' (151% power, 6 apr)Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 151% Range: 1.4x Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% Burst (radius 2) on crit: +4 blight When wielded/worn: Changes resistances: +8% all Changes resistances penetration: +15% nature Grants telepathy: Dragon Mana each turn: +0.12 Hate when firing a critical mind attack: +4.00 Maximum mana: +60.00 Damage Shield penetration: +10% One-handed war axes. |
voratun waraxe 'Lorista' (149% power, 6 apr) voratun waraxe 'Lorista' (149% power, 6 apr)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 149% Range: 1.4x Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Arcane Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% Damage (Melee): +8 mind Burst (radius 1) on hit: +19 fire When wielded/worn: Changes stats: +2 Wil Changes damage: +12% arcane Critical mult.: +10.00% Mental save: +32 (+7 eff.) Maximum psi: +20.00 One-handed war axes. |
Whip of Urh'Rok (167% power, 0 apr) Whip of Urh'Rok (167% power, 0 apr)Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 5 Power: 167% Range: 1.1x Uses stats: 30% Wil, 50% Mag, 100% Dex Damage type: Fire repulsion Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +0 Physical crit. chance: +9.0% Attack speed: 125% When this weapon hits: Bone Nova (20% chance level 4). When this weapon hits: Blood Boil (15% chance level 3). When wielded/worn: Changes damage: +20% blight / +20% fire Grants telepathy: Demon/Minor Demon/Major Spellpower: +15 (+5 eff.) See invisible: +2 When carried: Changes damage: +8% blight With this unbearably bright whip of flame, the demon master Urh'Rok has become known for never having lost in combat. |
Crimson Robe (12 def, 0 armour) Crimson Robe (12 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+3 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.20 Cursed / Slaughter +0.10 Psionic / Solipsism +0.20 Cursed / Punishments Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+5 eff.) Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Dairudunahir the Blazestalker (0 def, 15 armour) Dairudunahir the Blazestalker (0 def, 15 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Fatigue: -5% Changes stats: +2 Str / +4 Mag / +10 Wil / +6 Con Changes resistances penetration: +20% mind / +10% physical Changes damage: +6% physical / +3% fire Critical mult.: +10.00% Stamina each turn: +0.90 Maximum life: +60.00 Mindpower: +9 (+2 eff.) Infravision radius: +3 Movement speed: +10% It can be used to blink to a nearby random location (rad 14), putting all charms on cooldown for 14 turns. A pair of boots made of leather. |
The Warped Boots (2 def, 4 armour) The Warped Boots (2 def, 4 armour)Requires: - Talent Armour Training Powered by unknown forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +4 Defense: +2 (+0 eff.) Fatigue: +8% Changes resistances: +10% blight Spell save: +10 (+2 eff.) Life regen: -0.20 Maximum life: +80.00 Spellpower: +10 (+3 eff.) It can be used to activate talent Spit Blight (costing 6 power out of 50/50) : Effective talent level: 3.0 Power cost: 6 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit blight at your target doing 281.07 blight damage. The damage will increase with your Magic. These blackened boots have lost all vestiges of any former glory they might have had. Now, they are a testament to the corruption of the Deep Bellow, and its power. |
pair of drakeskin leather boots 'Chaleregodor' (10 def, 17 armour) pair of drakeskin leather boots 'Chaleregodor' (10 def, 17 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Armour: +17 Defense: +10 (+2 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +5% Changes stats: +12 Lck / +8 Dex Changes resistances: +6% blight / +12% acid Stealth bonus: +15 Spell save: +20 (+4 eff.) Blindness immunity: +10% Pinning immunity: +20% Teleport immunity: +10% Infravision radius: +3 A pair of boots made of leather. |
Bregohek the voratun gauntlets (0 def, 3 armour) Bregohek the voratun gauntlets (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +3 Damage (Melee): 12 acid / 15 nature Changes stats: +5 Str / +6 Mag / +5 Wil / +5 Con Changes resistances: +9% acid / +10% nature Changes damage: +11% acid / +11% nature / +11% arcane Talent mastery: +0.20 Technique / Grappling Reduces incoming crit damage: 15.00% Disarm immunity: +50% Life regen: +0.40 Stamina each turn: +0.20 When used to modify unarmed attacks: Power: 146% Range: 1.4x Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +12.0% Attack speed: 83% When this weapon hits: Acid Breath (10% chance level 5). When this weapon hits: Poison Breath (10% chance level 5). When this weapon hits: Disarm (10% chance level 5). Damage Shield penetration (this weapon only): +30% Damage (Melee): +19 arcane Burst (radius 2) on crit: +14 acid / +14 nature / +14 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
Cystbrace (0 def, 7 armour) Cystbrace (0 def, 7 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +18 (+4 eff.) Armour: +7 Damage (Melee): 10 acid / 20 light / 10 fire / 10 lightning / 8 cold Damage when hit (Melee): 12 nature Changes stats: +6 Dex / +5 Mag / +5 Wil Changes resistances: +15% light / +6% acid Changes resistances penetration: +10% lightning Changes damage: +9% acid / +11% light / +6% nature Mental save: +15 (+3 eff.) Maximum life: +74.00 When used to modify unarmed attacks: Power: 150% Range: 1.4x Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +25 Armour Penetration: +15 Physical crit. chance: +22.0% Attack speed: 83% When this weapon hits: Battle Shout (10% chance level 5). On weapon hit: * 7% chance to blind * 20% chance to corrode armour Damage (Melee): +16 ice / +29 lightning / +27 acid / +29 fire / +4 nature Burst (radius 1) on hit: +8 nature Metal gloves protecting the hands up to the middle of the lower arm. |
Fist of the Destroyer (8 def, 0 armour) Fist of the Destroyer (8 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. Only the masochistic can unlock its full power. When wielded/worn: Defense: +8 (+2 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: Power: 145% Range: 1.4x Uses stats: 70% Mag, 40% Cun, 30% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 100% When this weapon hits: Blood Grasp (10% chance level 3). When this weapon hits: Soul Rot (12% chance level 3). When this weapon hits: Drain (8% chance level 2). Increases all damage by 4% of current vim Current Bonus: 2% It can be used to activate talent Darkfire (costing 7 power out of 12/12) : Effective talent level: 9.5 Power cost: 7 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 131.80 fire damage and 155.99 darkness damage in a radius of 8. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
Lorodin the drakeskin leather gloves (0 def, 3 armour) Lorodin the drakeskin leather gloves (0 def, 3 armour)Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Armour: +3 Effects on melee hit: * 40% chance to gain 10% of a turn Damage (Melee): 12 acid / 14 fire Damage when hit (Melee): 8 temporal Changes stats: +5 Str / +5 Wil / +6 Cun / +5 Con Changes resistances: +9% acid / +10% fire / +15% darkness / +6% temporal Changes resistances penetration: +5% mind Changes damage: +7% acid / +11% fire / +6% temporal Talent mastery: +0.20 Technique / Grappling Disarm immunity: +50% Infravision radius: +4 When used to modify unarmed attacks: Power: 131% Range: 1.1x Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +14 Armour Penetration: +5 Physical crit. chance: +18.0% Attack speed: 100% When this weapon hits: Disarm (10% chance level 5). When this weapon hits: Acid Breath (10% chance level 5). When this weapon hits: Fire Breath (10% chance level 5). When this weapon crits: Dominate (10% chance level 5). On weapon hit: * 40% chance to cause random gloom Damage (Melee): +29 darkness Burst (radius 2) on crit: +15 acid / +11 fire It can be used to activate talent Track, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 35 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
drakeskin leather gloves 'Aridin' (0 def, 3 armour) drakeskin leather gloves 'Aridin' (0 def, 3 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical power: +20 (+3 eff.) Armour: +3 Damage (Melee): 13 blight Changes stats: +6 Str / +10 Con Changes resistances: +10% blight / +9% fire / +6% temporal Changes damage: +11% blight Grants telepathy: Humanoid/Orc Physical save: +52 (+9 eff.) Spell save: +19 (+4 eff.) Mental save: +18 (+4 eff.) Disarm immunity: +100% Knockback immunity: +15% Hate when firing a critical mind attack: +1.00 Mental crit. chance: +2% When used to modify unarmed attacks: Power: 146% Range: 1.1x Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +5.0% Attack speed: 100% When this weapon hits: Juggernaut (20% chance level 2). When this weapon hits: Soul Rot (20% chance level 5). Damage (Melee): +54 physical Burst (radius 2) on crit: +15 blight Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 17 cooldown : Effective talent level: 3.9 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
voratun gauntlets 'Dayenvy' (0 def, 9 armour) voratun gauntlets 'Dayenvy' (0 def, 9 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +15 Armour: +9 Effects on melee hit: * 20% chance to disease Damage (Melee): 15 nature Changes stats: +6 Cun / +9 Dex Changes resistances: +10% nature / +6% light Changes resistances penetration: +10% light Changes damage: +8% nature / +9% light Mental save: +14 (+3 eff.) Maximum life: +62.00 Light radius: +1 When used to modify unarmed attacks: Power: 143% Range: 1.4x Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +21 Armour Penetration: +25 Physical crit. chance: +10.0% Attack speed: 83% When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Poison Breath (10% chance level 5). When this weapon hits: Battle Shout (10% chance level 5). Burst (radius 2) on crit: +15 nature / +8 light It can be used to activate talent Steady Shot, placing all other charms into a 11 cooldown : Effective talent level: 3.9 Power cost: 11 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 207% damage. Metal gloves protecting the hands up to the middle of the lower arm. |
Aerulravena (8 def, 20 armour) Aerulravena (8 def, 20 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +20 Defense: +8 (+2 eff.) Fatigue: +5% Damage when hit (Melee): 4 blight Changes stats: +4 Mag / +10 Con Changes resistances: +6% all Changes resistances penetration: +5% blight Critical mult.: +15.00% Physical save: +40 (+7 eff.) Mana each turn: +0.08 Vim when firing critical spell: +2.00 Infravision radius: +4 A cap made of leather. |
Crown of Command (3 def, 6 armour) Crown of Command (3 def, 6 armour)Requires: - Cunning 25 - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +4% Changes stats: +3 Con / +10 Wil Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Technique / Field control Mindpower: +5 (+1 eff.) Activating this item is instant. It can be used to activate talent Indomitable (costing 33 power out of 60/60) : Effective talent level: 1.0 Power cost: 33 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years. Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Crown of the Elements (0 def, 5 armour) Crown of the Elements (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage (Melee): 10 acid / 10 fire / 10 lightning / 10 cold Changes stats: +5 Con / +3 Wil Changes resistances: +15% acid / +15% fire / +15% cold / +15% lightning Changes damage: +8% acid / +8% fire / +8% cold / +8% lightning See invisible: +15 This jeweled crown shimmers with colors. |
Dragon-helm of Kroltar (5 def, 9 armour) Dragon-helm of Kroltar (5 def, 9 armour)Requires: - Strength 35 - Talent Armour Training (level 3) 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 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / -4 Lck / +5 Con It can be used to activate talent Warshout (costing 25 power out of 45/45) : Effective talent level: 2.6 Power cost: 25 out of 45/45. Range: melee/personal Travel Speed: instantaneous Description: Shout your warcry in a frontal cone of radius 5. Any targets caught inside will be confused for 5 turns. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
Harelach (3 def, 0 armour) Harelach (3 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +10 Cun Changes resistances: +12% acid Changes resistances penetration: +5% acid Changes damage: +12% acid Grants telepathy: Dragon Mental save: +36 (+7 eff.) Maximum hate: +4.00 Mental crit. chance: +2% A pointy cloth hat, very wizardly... |
Poryma the Prismpassion (0 def, 5 armour) Poryma the Prismpassion (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Armour: +5 Fatigue: +5% Changes stats: +10 Str / +5 Dex / +5 Cun Changes resistances: +15% lightning / +13% temporal Physical save: +18 (+3 eff.) Blindness immunity: +15% Confusion immunity: +10% Stun/Freeze immunity: +15% Stamina when hit: +2.50 Equilibrium when hit: +2.20 Light radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Startide the voratun helm (0 def, 5 armour) Startide the voratun helm (0 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +2 (+1 eff.) Armour: +5 Fatigue: +5% Changes stats: +5 Str / +8 Mag / +8 Wil / +3 Cun Changes resistances: +14% lightning / +9% temporal / +3% light / +15% fire / +25% cold Changes resistances penetration: +5% light Changes damage: +20% blight / +19% arcane Allows you to breathe in: water Spell crit. chance: +5% Healing mod.: +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Scale Mail of Kroltar (10 def, 18 armour) Scale Mail of Kroltar (10 def, 18 armour)Requires: - Strength 38 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +18 Defense: +10 (+2 eff.) Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 It can be used to activate talent Inferno (costing 27 power out of 80/80) : Effective talent level: 3.0 Power cost: 27 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a spell Description: Raging flames burn foes and allies alike, doing 50.44 fire damage in a radius of 5 each turn for 8 turns. The damage will increase with your Spellpower. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Airtooth the drakeskin leather armour (30 def, 8 armour) Airtooth the drakeskin leather armour (30 def, 8 armour)Requires: - Strength 20 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +30 (+7 eff.) Ranged Defense: +22 (+5 eff.) Fatigue: +8% Damage (Melee): 10 lightning Damage (Ranged): 10 lightning Damage when hit (Melee): 12 lightning Changes stats: +8 Cun / +9 Wil Changes resistances: +29% acid / +57% cold / +25% lightning Spell save: +20 (+4 eff.) Mental save: +22 (+5 eff.) Blindness immunity: +10% Disease immunity: +10% Cut immunity: +20% Light radius: +2 A suit of armour made of leather. |
Death's Embrace (18 def, 18 armour) Death's Embrace (18 def, 18 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Armour Hardiness: +15% Defense: +18 (+4 eff.) Damage when hit (Melee): 15 darkness / 15 cold Changes stats: +5 Dex / +5 Mag / +5 Cun Changes resistances: +30% temporal / +30% darkness / +30% cold Changes damage: +20% darkness / +20% cold Talent masteries: +0.10 Spell / Phantasm +0.10 Spell / Shades +0.10 Cunning / Stealth Critical mult.: +20.00% Stealth bonus: +10 Spellpower: +10 (+3 eff.) Healing mod.: -15% It can be used to turn yourself invisible (power 37, based on Cunning and Magic) for 10 turns, costing 27 power out of 50/50. This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
Emavena the drakeskin leather armour (5 def, 12 armour) Emavena the drakeskin leather armour (5 def, 12 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +12 Defense: +5 (+1 eff.) Fatigue: +8% Effects on melee hit: * 20% chance to gain 10% of a turn Changes resistances: +3% blight / +30% fire / +5% arcane Mental save: +3 (+1 eff.) Disarm immunity: +5% Life regen: +18.90 Maximum life: +147.00 Healing mod.: +59% A suit of armour made of leather. |
Unrivor the drakeskin leather armour (28 def, 8 armour) Unrivor the drakeskin leather armour (28 def, 8 armour)Requires: - Strength 20 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +9 (+2 eff.) Armour: +8 Defense: +28 (+7 eff.) Ranged Defense: +30 (+7 eff.) Fatigue: +8% Damage (Melee): 10 lightning Damage (Ranged): 10 lightning Damage when hit (Melee): 4 mind Changes resistances: +26% lightning / +3% light / +26% cold / +10% mind / +3% nature Changes damage: +3% mind Critical mult.: +19.00% Physical save: +29 (+5 eff.) Mental save: +23 (+5 eff.) Disease immunity: +10% Maximum life: +56.00 A suit of armour made of leather. |
Yvumira the voratun plate armour (9 def, 16 armour) Yvumira the voratun plate armour (9 def, 16 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Physical power: +25 (+4 eff.) Armour: +16 Defense: +9 (+2 eff.) Fatigue: +26% Damage when hit (Melee): 20 physical Changes stats: +20 Str / +10 Mag / +8 Wil Changes resistances: +29% lightning / +15% physical / +20% darkness / +9% temporal / +3% light Changes damage: +12% arcane Reduces incoming crit damage: 5.00% Physical save: +10 (+2 eff.) Spell save: +6 (+1 eff.) Blindness immunity: +15% Mana each turn: +0.08 Spellpower: +25 (+7 eff.) Spell crit. chance: +10% Mindpower: +23 (+5 eff.) Mental crit. chance: +10% Light radius: +2 Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% It can be used to activate talent Track, placing all other charms into a 17 cooldown : Effective talent level: 2.0 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 35 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
voratun plate armour 'Xanassra' (9 def, 16 armour) voratun plate armour 'Xanassra' (9 def, 16 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+2 eff.) Fatigue: +26% Damage when hit (Melee): 8 mind Changes stats: +16 Str / +2 Wil / +6 Con Changes resistances: +19% darkness / +15% physical Changes resistances penetration: +5% mind Grants telepathy: Demon/Minor Demon/Major Critical mult.: +15.00% Life regen: +13.40 Stamina each turn: +4.40 Psi when hit: +0.12 Maximum life: +100.00 Light radius: +2 It can be used to activate talent Track, placing all other charms into a 17 cooldown : Effective talent level: 2.0 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 35 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Vorysenor the voratun shield (12 def, 18 armour, 212 block) Vorysenor the voratun shield (12 def, 18 armour, 212 block)Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+2 eff.) Armour: +18 Armour Hardiness: +9% Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Damage (Melee): 10 fire Damage when hit (Melee): 20 fire / 8 physical Changes stats: +2 Str Changes resistances: +20% physical Changes resistances penetration: +10% temporal Talent granted: +5 Block Life regen: +0.40 Maximum life: +10.00 Handheld deflection devices. |
Malyblek the Prismpride (21/21, 165% power, 18 apr) Malyblek the Prismpride (21/21, 165% power, 18 apr)Requires: - Dexterity 48 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Power: 165% Range: 1.4x Uses stats: 30% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 21 On weapon hit: * 43% chance to blind Damage (Ranged): +33 lightning / +20 light / +8 mind Burst (radius 1) on hit: +4 mind / +4 light Burst (radius 2) on crit: +15 lightning Arrows are used with bows to pierce your foes to death. |
The Titan's Quiver (18/18, 174% power, 20 apr) The Titan's Quiver (18/18, 174% power, 20 apr)Requires: - Strength 30 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Power: 174% Range: 1.4x Uses stats: 30% Wil, 50% Dex, 50% Mag, 70% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +20 Physical crit. chance: +8.0% Capacity: 18 On weapon crit: * pin the target to the nearest wall These massive arrows are honed to a vicious sharpness, and appear to be nearly unbreakable. They seem more like spikes than any arrow you've ever seen. |
elemental quiver of dragonbone arrows of annihilation (21/21, 171% power, 30 apr) elemental quiver of dragonbone arrows of annihilation (21/21, 171% power, 30 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Power: 171% Range: 1.4x Uses stats: 30% Wil, 70% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +30 Physical crit. chance: +11.0% Capacity: 21 On weapon hit: * Random elemental explosion Travel speed: +200% Arrows are used with bows to pierce your foes to death. |
621 alchemist agate 621 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. |
Lightningwend the voratun pickaxe (dig speed 4 turns) Lightningwend the voratun pickaxe (dig speed 4 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +15 Effects on melee hit: * 15% chance to daze * 10% chance to gain 10% of a turn Changes stats: +9 Str Changes resistances: +9% fire / +25% darkness / +6% temporal Changes resistances penetration: +15% lightning Changes damage: +6% lightning / +3% temporal Damage affinity(heal): +15% darkness Maximum life: +39.00 Maximum stamina: +30.00 Infravision radius: +8 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 15 cooldown : Effective talent level: 3.2 Power cost: 15 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +76 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
Murkpain the voratun pickaxe (dig speed 4 turns) Murkpain the voratun pickaxe (dig speed 4 turns)Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Damage when hit (Melee): 20 darkness Changes stats: +3 Str / +3 Wil Changes resistances: +9% nature Changes resistances penetration: +25% physical Changes damage: +14% mind / +15% fire Mental save: +15 (+3 eff.) Mana each turn: +0.04 Mana when firing critical spell: +2.00 Maximum mana: +20.00 Lowers spell cool-downs by: 10% Infravision radius: +3 Damage Shield penetration: +20% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Poratha the voratun pickaxe (dig speed 5 turns) Poratha the voratun pickaxe (dig speed 5 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Armour: +5 Defense: +8 (+2 eff.) Fatigue: -10% Damage when hit (Melee): 8 arcane Changes stats: +18 Str / +10 Wil Changes resistances: +10% physical / +10% darkness / +10% fire Changes resistances penetration: +15% blight Changes damage: +21% blight Mana each turn: +0.08 Vim when firing critical spell: +4.00 Maximum vim: +20.00 Mental crit. chance: +12% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
voratun pickaxe 'Blindqueen' (dig speed 3 turns) voratun pickaxe 'Blindqueen' (dig speed 3 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Fatigue: -10% Damage when hit (Melee): 4 blight Changes stats: +7 Str / +1 Mag / +2 Wil Changes resistances: +12% blight / +10% fire / +10% darkness / +6% light Changes resistances penetration: +47% physical Changes damage: +9% light Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe 'Gluyarin' (dig speed 7 turns) voratun pickaxe 'Gluyarin' (dig speed 7 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +8 Physical power: +9 (+2 eff.) Fatigue: -7% Damage when hit (Melee): 16 arcane Changes stats: +8 Str Changes resistances: +15% darkness / +2% physical Changes damage: +9% physical Damage affinity(heal): +15% darkness Critical mult.: +20.00% Reduces incoming crit damage: 5.00% Maximum encumbrance: +30 Stamina each turn: +0.60 Only die when reaching: -60.00 life Infravision radius: +12 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe 'Searprophet' (dig speed 12 turns) voratun pickaxe 'Searprophet' (dig speed 12 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Damage when hit (Melee): 8 fire Changes stats: +7 Str / +6 Cun / +4 Con Changes resistances: +30% darkness / +12% acid Changes resistances penetration: +15% arcane / +5% fire Changes damage: +12% fire Damage affinity(heal): +30% darkness Light radius: +1 Infravision radius: +24 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe 'Shockgrinder' (dig speed 5 turns) voratun pickaxe 'Shockgrinder' (dig speed 5 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +3 Armour: +5 Defense: +8 (+2 eff.) Fatigue: -2% Effects on melee hit: * 30% chance to daze Changes stats: +7 Str / +1 Dex / +4 Con Changes resistances: +10% physical Changes damage: +9% lightning Physical save: +12 (+2 eff.) Maximum life: +70.00 Maximum stamina: +29.00 Light radius: +1 Infravision radius: +3 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. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 jade 2 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 When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of Poosh Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 54 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Shimmerriver the dwarven lantern Shimmerriver the dwarven lanternPowered by arcane forces Crafted by a master 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 8 blight Changes stats: +3 Dex / +7 Mag / +10 Cun / +4 Con Changes resistances: +6% lightning / +9% cold / +10% temporal Spellpower: +17 (+5 eff.) Light radius: +4 Infravision radius: +9 See invisible: +6 Defense after a teleport: +16 Resist all after a teleport: +20% New effects duration reduction after a teleport: +30% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Sparkquell the dwarven lantern Sparkquell the dwarven lanternRequires: - Level 35 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +7.0% Physical power: +9 (+2 eff.) Fatigue: -8% Effects on melee hit: * 20% chance to disease Changes stats: +6 Con / +7 Wil Changes resistances: +14% blight / +3% lightning Critical mult.: +22.00% Reduces incoming crit damage: 17.00% Physical save: +15 (+3 eff.) Life regen: +6.50 Maximum life: +30.00 Light radius: +9 Healing mod.: +30% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. This item has been sent to the Item's Vault. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (135 power, based on Willpower), costing 6 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Zudunagas the dwarven lantern Zudunagas the dwarven lanternRequires: - Level 35 Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +11 Armour: +4 Changes resistances: +9% light Changes resistances penetration: +12% all Changes damage: +3% arcane Reduces incoming crit damage: 10.00% Disease immunity: +25% Disarm immunity: +10% Light radius: +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. This item has been sent to the Item's Vault. |
dwarven lantern 'Harodin' dwarven lantern 'Harodin'Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +4 Wil / +6 Con Changes resistances: +15% blight / +14% light / +5% arcane Changes damage: +14% darkness / +15% mind Damage affinity(heal): +5% darkness Physical save: +20 (+4 eff.) Spell save: +13 (+2 eff.) Mental save: +30 (+6 eff.) Life regen: +4.80 Mindpower: +6 (+1 eff.) Light radius: +9 Infravision radius: +5 Heals friendly targets nearby when you use a nature summon: +20 It can be used to activate talent Moonlight Ray, placing all other charms into a 5 cooldown : Effective talent level: 4.0 Power cost: 5 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 203.17 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
The Bladed Rift The Bladed RiftPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +10% temporal / +5% physical Spellpower: +10 (+3 eff.) Mindpower: +10 (+2 eff.) This item does not take a turn to use. Activating this item is instant. It can be used to activate talent Animate Blade (costing 9 power out of 25/25) : Effective talent level: 1.0 Power cost: 9 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
47 alchemist bloodstone 47 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. |
15 bloodstone 15 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% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
14 fire opal 14 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% When used as an alchemist bomb: Additional 40 fire damage 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 481.78 fire damage (based on Magic), costing 27 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (2/3) Rod of Recall (2/3)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 110 power out of 239/400. 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 672.76 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 14 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. |
Eliriaba the Glowfoe (24/55, 190% power, 18 apr) Eliriaba the Glowfoe (24/55, 190% power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 191% Range: 1.2x Uses stats: 30% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +18 Physical crit. chance: +7.0% Capacity: 55 Turns elapse between self-loadings: 2 On weapon hit: * 47% chance to blind Damage (Ranged): +12 fire / +24 light Burst (radius 1) on hit: +8 light / +37 fire Shots are used with slings to pummel your foes to death. |
Emeluwyn the pouch of voratun shots (21/21, 166% power, 6 apr) Emeluwyn the pouch of voratun shots (21/21, 166% power, 6 apr)Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Power: 167% Range: 1.2x Uses stats: 30% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +25 Armour Penetration: +6 Physical crit. chance: +7.0% Capacity: 21 On weapon hit: * 53% chance to gain 10% of a turn Damage (Ranged): +8 acid / +4 temporal / +4 arcane Burst (radius 2) on crit: +8 acid Shots are used with slings to pummel your foes to death. |
Sewerdredge (19/19, 168% power, 5 apr) Sewerdredge (19/19, 168% power, 5 apr)Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Power: 168% Range: 1.2x Uses stats: 30% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +5.5% Capacity: 19 On weapon hit: * Slows global speed by 40% Burst (radius 1) on hit: +12 nature / +8 fire Burst (radius 2) on crit: +4 nature / +8 fire Shots are used with slings to pummel your foes to death. |
Skull of the Rat Lich Skull of the Rat LichPowered by arcane forces 1.00 Encumbrance. [Unique] Type: tool / skull ; tier 3 When wielded/worn: Damage when hit (Melee): 12 darkness Spellpower: +10 (+3 eff.) Spell crit. chance: +4% It can be used to raise undead rats, costing 38 power out of 70/70. This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eyes. |
voratun torque of charged psionic shield 'Flashstoker' [power 167] (11 cooldown) voratun torque of charged psionic shield 'Flashstoker' [power 167] (11 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Changes resistances: +9% blight / +9% light Maximum wards: +3 physical / +5 mind / +5 darkness Changes damage: +6% mind / +3% blight Grants telepathy: Dragon Demon/Major Humanoid/Orc Demon/Minor Talent cooldown: Silence (+5 turn) Talents granted: +1 Ward +5 Silence Light radius: +1 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 167 for 7 turns, putting all charms on cooldown for 11 turns. When used: 100% chance to regenerate 12 hate. Torques are made by powerful psionics to store psionic powers. |
Emolrawyn [power 40] (8 cooldown) Emolrawyn [power 40] (8 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +3 Dex Changes resistances penetration: +5% arcane / +5% physical Talent cooldown: Invoke Tentacle (+5 turn) Talents granted: +1 Invoke Tentacle +3 Lay Web Maximum encumbrance: +10 Life regen: +0.40 It can be used to harden the skin for 7 turns increasing armour by 40 and armour hardiness by 70%, putting all charms on cooldown for 8 turns. Natural totems are made by powerful wilders to store nature power. |
dragonbone totem of thorny skin 'Ivorin' [power 122] (16 cooldown) dragonbone totem of thorny skin 'Ivorin' [power 122] (16 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +2 Mag Changes resistances: +5% arcane Changes resistances penetration: +5% acid Talent cooldown: Invoke Tentacle (+10 turn) Talents granted: +2 Invoke Tentacle +5 Lay Web Maximum mana: +80.00 Spellpower: +2 (+1 eff.) It can be used to harden the skin for 7 turns increasing armour by 122 and armour hardiness by 70%, putting all charms on cooldown for 16 turns. Natural totems are made by powerful wilders to store nature power. |
Galespawn [power 463] (8 cooldown) Galespawn [power 463] (8 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Effects on melee hit: * Slows global speed by 40% Damage when hit (Melee): 12 lightning Changes resistances: +3% nature Changes resistances penetration: +5% lightning It can be used to fire a bolt of a random element (dam 232-463), putting all charms on cooldown for 8 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
dragonbone wand of firewall 'Islisedhenor' [power 365] (4 cooldown) dragonbone wand of firewall 'Islisedhenor' [power 365] (4 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Changes stats: +1 Mag Changes resistances: +6% temporal / +4% physical Changes damage: +6% arcane Talent granted: +4 Strike Reduces incoming crit damage: 10.00% Knockback immunity: +15% It can be used to creates a wall of flames lasting for 4 turns (dam 365 overall), putting all charms on cooldown for 4 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
14 diamond 14 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 When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 moonstone 8 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
22 pearl 22 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 When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Jopa the Dwarf Doombringer level 32
21st Steel 123rd year of Ascendancy at 13:27 see stats
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Jopa the Dwarf Doombringer level 43
13rd Voratun 123rd year of Ascendancy at 00:08 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By Jopa the Dwarf Doombringer level 31
6th Iron 123rd year of Ascendancy at 12:03 see stats
Arachnophobia (Nightmare (Adventure) difficulty)
Destroyed the spydric menace.By Jopa the Dwarf Doombringer level 40
41st Stralite 123rd year of Ascendancy at 16:45 see stats
Are you out of your mind?! (Nightmare (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Jopa the Dwarf Doombringer level 40
10th Voratun 123rd year of Ascendancy at 01:14 see stats
Back and there again (Nightmare (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Jopa the Dwarf Doombringer level 50
2nd Gold 124th year of Ascendancy at 16:55 see stats
Brave new world (Nightmare (Adventure) difficulty)
Went to the Far East and took part in the war.By Jopa the Dwarf Doombringer level 35
15th Gold 123rd year of Ascendancy at 14:08 see stats
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By Jopa the Dwarf Doombringer level 34
10th Gold 123rd year of Ascendancy at 21:01 see stats
Clone War (Nightmare (Adventure) difficulty)
Destroyed your own Shade.By Jopa the Dwarf Doombringer level 36
30th Gold 123rd year of Ascendancy at 06:56 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Jopa the Dwarf Doombringer level 50
1st Shortage 123rd year of Ascendancy at 19:55 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By Jopa the Dwarf Doombringer level 34
11st Gold 123rd year of Ascendancy at 08:02 see stats
Don't Poosh it! (Nightmare (Adventure) difficulty)
Killed Kelad in the lost land of Poosh.By Jopa the Dwarf Doombringer level 50
30th Voratun 124th year of Ascendancy at 09:19 see stats
Dragon's Greed (Nightmare (Adventure) difficulty)
Amassed 8000 gold pieces.By Jopa the Dwarf Doombringer level 8
20th Voratun 122nd year of Ascendancy at 21:43 see stats
Evil denied (Nightmare (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Jopa the Dwarf Doombringer level 50
23rd Wealth 123rd year of Ascendancy at 14:11 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Jopa the Dwarf Doombringer level 20
17th Loss 122nd year of Ascendancy at 16:00 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Jopa the Dwarf Doombringer level 32
5th Steel 123rd year of Ascendancy at 21:21 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By Jopa the Dwarf Doombringer level 39
16th Stralite 123rd year of Ascendancy at 08:26 see stats
Fear of Fours (Nightmare (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Jopa the Dwarf Doombringer level 48
14th Wealth 123rd year of Ascendancy at 09:05 see stats
Gem of the Moon (Nightmare (Adventure) difficulty)
Completed the Master Jeweler quest with Limmir.By Jopa the Dwarf Doombringer level 50
15th Loss 123rd year of Ascendancy at 18:40 see stats
Hell has no fury like a demon scorned! (Nightmare (Adventure) difficulty)
Escaped the Searing Halls.By Jopa the Dwarf Doombringer level 6
18th Voratun 122nd year of Ascendancy at 04:30 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Jopa the Dwarf Doombringer level 50
23rd Stralite 124th year of Ascendancy at 16:11 see stats
I cleared the room of death and all I got was this lousy achievement! (Nightmare (Adventure) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Jopa the Dwarf Doombringer level 42
10th Voratun 123rd year of Ascendancy at 13:19 see stats
Invasion from the Depths (Nightmare (Adventure) difficulty)
Stopped a naga invasion by closing their portal.By Jopa the Dwarf Doombringer level 45
41st Profit 123rd year of Ascendancy at 04:00 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Jopa the Dwarf Doombringer level 10
21st Profit 122nd year of Ascendancy at 04:01 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Jopa the Dwarf Doombringer level 20
19th Dearth 122nd year of Ascendancy at 00:26 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Jopa the Dwarf Doombringer level 30
4th Iron 123rd year of Ascendancy at 05:12 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By Jopa the Dwarf Doombringer level 40
41st Stralite 123rd year of Ascendancy at 10:07 see stats
Level 50 (Nightmare (Adventure) difficulty)
Got a character to level 50.By Jopa the Dwarf Doombringer level 50
19th Wealth 123rd year of Ascendancy at 12:16 see stats
Once bitten, twice shy (Nightmare (Adventure) difficulty)
Escaped the Anteroom of Agony.By Jopa the Dwarf Doombringer level 22
20th Loss 122nd year of Ascendancy at 02:19 see stats
Oozemancer (Nightmare (Adventure) difficulty)
Destroyed the corrupted oozemancer.By Jopa the Dwarf Doombringer level 50
23rd Shortage 123rd year of Ascendancy at 07:56 see stats
Orcrist (Nightmare (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Jopa the Dwarf Doombringer level 47
2nd Wealth 123rd year of Ascendancy at 03:14 see stats
Pest Control (Nightmare (Adventure) difficulty)
Killed 1000 reproducing vermin.By Jopa the Dwarf Doombringer level 50
23rd Shortage 123rd year of Ascendancy at 07:57 see stats
Race through fire (Nightmare (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Jopa the Dwarf Doombringer level 44
13rd Profit 123rd year of Ascendancy at 16:28 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Jopa the Dwarf Doombringer level 10
37th Profit 122nd year of Ascendancy at 02:45 see stats
Savior of the damsels in distress (Nightmare (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Jopa the Dwarf Doombringer level 25
7th Shortage 122nd year of Ascendancy at 14:40 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By Jopa the Dwarf Doombringer level 42
10th Voratun 123rd year of Ascendancy at 19:42 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Jopa the Dwarf Doombringer level 18
17th Dearth 122nd year of Ascendancy at 13:01 see stats
Sliders (Nightmare (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Jopa the Dwarf Doombringer level 35
11st Gold 123rd year of Ascendancy at 09:14 see stats
Slimefest (Nightmare (Adventure) difficulty)
Have 100 walls on the sludgenest turn into hostile creatures.By Jopa the Dwarf Doombringer level 50
1st Dearth 124th year of Ascendancy at 20:56 see stats
Tactical master (Nightmare (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Jopa the Dwarf Doombringer level 50
23rd Wealth 123rd year of Ascendancy at 14:09 see stats
Tales of the Spellblaze (Nightmare (Adventure) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Jopa the Dwarf Doombringer level 8
20th Voratun 122nd year of Ascendancy at 22:15 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Jopa the Dwarf Doombringer level 48
15th Wealth 123rd year of Ascendancy at 16:48 see stats
The Legend of Garkul (Nightmare (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Jopa the Dwarf Doombringer level 38
15th Stralite 123rd year of Ascendancy at 13:35 see stats
The Rat Lich (Nightmare (Adventure) difficulty)
Killed the terrible Rat Lich.By Jopa the Dwarf Doombringer level 50
22nd Stralite 124th year of Ascendancy at 06:00 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Jopa the Dwarf Doombringer level 32
29th Steel 123rd year of Ascendancy at 22:51 see stats
The bigger the better! (Nightmare (Adventure) difficulty)
Did over 3000 damage in one attack.By Jopa the Dwarf Doombringer level 43
11st Voratun 123rd year of Ascendancy at 22:50 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Jopa the Dwarf Doombringer level 10
30th Profit 122nd year of Ascendancy at 12:43 see stats
The sky is falling! (Nightmare (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Jopa the Dwarf Doombringer level 44
12nd Profit 123rd year of Ascendancy at 08:18 see stats
There and back again (Nightmare (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Jopa the Dwarf Doombringer level 50
29th Loss 123rd year of Ascendancy at 11:52 see stats
Thralless (Nightmare (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Jopa the Dwarf Doombringer level 32
29th Steel 123rd year of Ascendancy at 14:28 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Jopa the Dwarf Doombringer level 8
20th Voratun 122nd year of Ascendancy at 21:43 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Jopa the Dwarf Doombringer level 8
20th Voratun 122nd year of Ascendancy at 21:43 see stats
Unstoppable (Nightmare (Adventure) difficulty)
Returned from the dead.By Jopa the Dwarf Doombringer level 41
10th Voratun 123rd year of Ascendancy at 12:41 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Jopa the Dwarf Doombringer level 30
6th Iron 123rd year of Ascendancy at 05:32 see stats
Log
You transfer Porowyn the drakeskin leather belt to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer Veluta (0 def, 11 armour) to the online item's vault.
Saving done.
Saving game...
Saving done.
Jopa deactivates Daunting Presence.
Jopa deactivates Flame of Urh'Rok.
Jopa deactivates Horrifying Blows.
Jopa deactivates Roll With It.
Jopa deactivates Elemental Harmony.
Jopa deactivates Abyssal Shield.
Jopa deactivates Chant of Resistance.
Jopa deactivates Eternal Suffering.
