Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Steamtech UI 1.1.4 Blazblue icons! 1.2.4Well, I was messing around with the wonderful new custom tile feature, and discovered the Blazblue Chronophantasma chibis look pretty dang good when resized down to 64x64. Thus, I decided to resize all the chibis I could find(31 in total) and release them as an addon! Requires donator status to actually use the custom tiles, I think. Other then that, let me know what you think! Some of the icons resized weird(Nu, Imperator, etc), but some turned out really amazing(Ragna!). C: Items Vault 1.3.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Yeek |
| Class | Archmage |
| Level / Exp | 45 / 42% |
| Size | small |
| Lifes / Deaths | Killed by Bill the Stone Troll at level 10 on the 3rd Summertide 122nd year of Ascendancy at 22:49 0 / 9Killed by Horned Horror at level 19 on the 43rd Regrowth 123rd year of Ascendancy at 03:29 Killed by elven cultist at level 25 on the 3rd Pyre 123rd year of Ascendancy at 22:27 Killed by venom wyrm at level 34 on the 52nd Dusk 123rd year of Ascendancy at 03:57 Killed by Gonn the master vampire at level 34 on the 60th Dusk 123rd year of Ascendancy at 16:51 Killed by overpowered greater multi-hued wyrm at level 39 on the 9th Haze 123rd year of Ascendancy at 22:29 Killed by lava floor at level 40 on the 13rd Haze 123rd year of Ascendancy at 12:07 Killed by Vor, Grand Geomancer of the Pride at level 40 on the 13rd Haze 123rd year of Ascendancy at 17:20 Killed by Aryda the Neverdead at level 45 on the 68th Haze 123rd year of Ascendancy at 14:36 |
Primary Stats
| Strength | 13 (base 10) |
| Dexterity | 14 (base 10) |
| Constitution | 78 (base 60) |
| Magic | 94 (base 60) |
| Willpower | 116 (base 60) |
| Cunning | 54 (base 11) |
Resources
| Life | -202/784 |
| Mana | 3/1044 |
| Positive | 0/162 |
| Healing Factor | 1.25 |
| Regeneration | 2.9375 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -50% |
| Spell | 0% |
| Global | +115% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 3 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 46 |
| Accuracy | 12 |
| Crit Chance | 32% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 71.25 |
| Crit Chance | 49% |
| Speed | 1 |
Offense: Mind
| Mindpower | 61.45 |
| Crit Chance | 35% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 16 (30%) |
| Defense | 22.2 |
| Ranged Defense | 22.2 |
| Fatigue | 5 |
| Physical Save | 49.2 |
| Spell Save | 69.8125 |
| Mental Save | 68.0625 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Silence Resistance | 60% |
| Confusion Resistance | 100% |
| Fear Resistance | 0% |
| Instadeath Resistance | 100% |
| Blind Resistance | 65% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 35% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 304 and cleanse 1 wound and poison effect. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 570 damage for 5 turns. The effect will scale with your magic stat. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune of the RiftUse mode: Activated Range: 6 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 675.40 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. |
Class Talents
| Spell / Temporal | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Air | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Arcane | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Water | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Wildfire | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Divination | 1.40 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Chant of Fortress |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
| beneficial effect | The target is recovering 15 life each turn. Recovery |
| beneficial effect | The target's spellpower has been increased by 9. Spellsurge |
| detrimental effect | Your body is cauterizing, burning for 21.81 damage each turn. Cauterize |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
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 and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | 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. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost anorithil (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 5 of Dreadfell. Escort: lost anorithil (level 5 of Dreadfell)As a reward you improved talent Healing Light (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by GUARDIAN THE MOVIE. Escort: lost sun paladin (level 1 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Dreadfell. Escort: lost sun paladin (level 4 of Dreadfell)As a reward you gained talent category Celestial / Chants (at mastery 0.80). | done |
You failed to protect the lost sun paladin from death by Xeruyatira the orc master wyrmic. Escort: lost sun paladin (level 8 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Charm Mastery (+1 level(s)). | done |
You failed to protect the temporal explorer from death by snow giant thunderer. Escort: temporal explorer (level 2 of Daikara) | failed |
You have been tasked to remove two threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished the naga invader, Lady Nashva. * You have explored the ritch tunnels and vanquished their queen. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. Melinda died to a Yaech raiding party at the beach. | failed |
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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * You've found the needed vial of elder vampire blood. * You've found the needed sandworm tooth. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed vial of wight ectoplasm. * You've found the needed bloated horror heart. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed chunk of ghoul flesh. * You've found the needed ritch stinger. Agrimley the hermit has completed an elixir of focus without your aid. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed black mamba head. | active |
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. | active |
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 were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within8 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
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 | pair of drakeskin leather boots 'Aeruneg' (0 def, 13 armour) pair of drakeskin leather boots 'Aeruneg' (0 def, 13 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +13 Fatigue: +5% Changes stats: +10 Con / +8 Wil Changes resistances penetration: +16% physical Changes damage: +9% arcane Spell save: +12 (+3 eff.) Maximum mana: +40.00 Spellpower: +4 (+1 eff.) Mindpower: +16 (+4 eff.) Infravision radius: +3 It can be used to activate talent Blindside, placing all other charms into a 23 cooldown : Effective talent level: 1.0 Power cost: 23 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 6 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
| Light source | bright brass lantern of health bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +43.00 Light radius: +4 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Daimadig (3 def, 0 armour) Daimadig (3 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+2 eff.) Changes stats: +15 Cun / +20 Wil Changes resistances: +3% blight / +3% darkness / +3% lightning Changes resistances penetration: +15% mind Physical save: +12 (+4 eff.) Mental save: +34 (+8 eff.) Confusion immunity: -20% Fear immunity: -20% Psi when hit: +0.12 Mental crit. chance: +8% It can be used to activate talent Hateful Whisper, placing all other charms into a 14 cooldown : Effective talent level: 4.0 Power cost: 14 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 205 mind damage and feed you 2 hate. For the first 3 turns, the whisper will travel from the original victim to a new one within a range of 2.8. Every victim of the whisper has a 30% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
| Tool | Arukalthokath the Dazzlemaster [power 125] (22/30 cooldown) Arukalthokath the Dazzlemaster [power 125] (22/30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes resistances: +3% light Changes resistances penetration: +10% fire Changes damage: +3% light / +6% fire Light radius: +2 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 125 for 7 turns, putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Wil / +5 Cun / +3 Con Changes resistances: +17% blight / +3% darkness Changes damage: +14% blight Spell save: +15 (+4 eff.) Blindness immunity: +15% Disease immunity: +20% Only die when reaching: -80.00 life Maximum stamina: +22.00 Mindpower: +7 (+2 eff.) Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| On fingers | savior's voratun ring of life savior's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical save: +11 (+4 eff.) Spell save: +12 (+3 eff.) Mental save: +12 (+3 eff.) Life regen: +1.20 Maximum life: +70.00 Healing mod.: +25% Rings can have magical properties. |
| Around waist | spiritwalker's drakeskin leather belt of valiance spiritwalker's drakeskin leather belt of valiancePowered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +3 Mag / +3 Wil Mental save: +5 (+1 eff.) Mana each turn: +0.37 Maximum life: +40.00 Maximum mana: +40.00 A belt that goes around your waist. |
| In main hand | dragonbone vilestaff 'Shinevile' (30-36 power, 6 apr, fire element) dragonbone vilestaff 'Shinevile' (30-36 power, 6 apr, fire element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag 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 2) on crit: +8 light When wielded/worn: Changes stats: +8 Mag / +10 Cun / +8 Con Changes resistances: +12% light Changes resistances penetration: +15% arcane Changes damage: +3% arcane / +30% fire Talent granted: +1 Command Staff Critical mult.: +30.00% Vim when firing critical spell: +8.00 Maximum vim: +35.00 Maximum neg.energy: +34.00 Spellpower: +20 (+5 eff.) Spell crit. chance: +22% Light radius: +3 It can be used to project a bolt from the staff (to range 10) dealing 45.91 - 55.09 fire damage, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. |
| On hands | alchemist's drakeskin leather gloves of war-making (0 def, 3 armour) alchemist's drakeskin leather gloves of war-making (0 def, 3 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +11.0% Armour: +3 Damage (Melee): 6 acid / 5 fire / 7 cold / 7 lightning Changes stats: +3 Mag / +3 Wil Critical mult.: +13.00% Spell crit. chance: +10% Mental crit. chance: +10% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Black Robe (6 def, 0 armour) Black Robe (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical power: +10 (+5 eff.) Defense: +6 (+3 eff.) Changes stats: +5 Mag / +4 Wil / +3 Cun Spell save: +25 (+6 eff.) Blindness immunity: +50% Spellpower: +30 (+8 eff.) See invisible: +10 Talent on hit(spell): Blood Grasp (5% chance level 3). Talent on hit(spell): Soul Rot (5% chance level 3). Talent on hit(spell): Bone Spear (5% chance level 3). A silk robe, darker than the darkest night sky, it radiates power. |
| Cloak | Threads of Fate (10 def, 0 armour) Threads of Fate (10 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +10 (+5 eff.) Changes stats: +6 Mag / +6 Wil / +10 Lck Changes resistances: +20% temporal Changes resistances cap: +10% temporal Changes damage: +10% temporal Talent masteries: +0.10 Chronomancy / Timeline Threading +0.10 Chronomancy / Chronomancy +0.10 Spell / Divination Physical save: +20 (+7 eff.) Spell save: +20 (+5 eff.) Mental save: +20 (+5 eff.) Confusion immunity: +40% Spellpower: +8 (+2 eff.) It can be used to activate talent See the Threads (costing 45 power out of 7/50) : Effective talent level: 1.1 Power cost: 45 out of 7/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: You peer into three possible futures, allowing you to explore each for 2 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. |
| Around neck | vitalizing gold amulet of manastreaming vitalizing gold amulet of manastreamingPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Con / +3 Mag Physical save: +11 (+4 eff.) Life regen: +0.90 Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +3 Maximum life: +46.00 Maximum mana: +26.00 Amulets can have magical properties. |
Inventory
This item will automatically be transmogrified when you leave the level. regeneration infusion (heal 165 over 5 turns)regeneration infusion (heal 165 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 165 life over 5 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the titan (heal 530 over 5 turns) regeneration infusion of the titan (heal 530 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 530 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. wild infusion (resist 19%; cure physical)wild infusion (resist 19%; cure physical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 19% for 6 turns. Also removes cross-tier effects of the affected types for free. 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. |
This item will automatically be transmogrified when you leave the level. phase door rune (range 12; power 18; dur 5)phase door rune (range 12; power 18; dur 5) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 12. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. 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. |
shielding rune of the psychic (absorb 448 for 5 turns) shielding rune of the psychic (absorb 448 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 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 448 damage for 5 turns. Its effects scale with your Willpower 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. |
This item will automatically be transmogrified when you leave the level. vision rune of the titan (radius 12; dur 18; see humanoid)vision rune of the titan (radius 12; dur 18; see humanoid) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 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 (12 radius) and to allow you to see invisible and stealthed creatures (power 29) for 18 turns. Your mind will become more receptive for 18 turns, allowing you to sense any humanoid around. Its effects scale with your Constitution 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. |
Chalidir ChalidirPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Mag Physical save: +6 (+2 eff.) Mindpower: +6 (+2 eff.) Amulets can have magical properties. |
steel amulet of dexterity (+3) steel amulet of dexterity (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Dex Amulets can have magical properties. |
vitalizing steel amulet of mastery (0.13 Spell / Storm) vitalizing steel amulet of mastery (0.13 Spell / Storm)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Con Talent mastery: +0.13 Spell / Storm Physical save: +9 (+3 eff.) Life regen: +0.70 Maximum life: +34.00 Amulets can have magical properties. |
Elemental Fury Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+3 eff.) Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
copper ring of tenacity copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Disarm immunity: +20% Pinning immunity: +20% Knockback immunity: +21% Maximum life: +20.00 Rings can have magical properties. |
mule's copper ring of light (+22%) mule's copper ring of light (+22%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances: +22% light Changes damage: +11% light Maximum encumbrance: +20 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. voratun ringvoratun ring 0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. voratun battleaxe of erosion (54.5-81.75 power, 4 apr)voratun battleaxe of erosion (54.5-81.75 power, 4 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 54.5 - 81.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% Damage (Melee): +10 nature / +14 temporal Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. Glewen the Glintward (31-40.3 power, 9 apr)Glewen the Glintward (31-40.3 power, 9 apr) Requires: - Dexterity 35 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 31.0 - 40.3 Uses stats: 45% Dex, 45% Str Damage type: Lightning Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% Damage (Melee): +12 mind / +12 light When wielded/worn: Changes resistances: +9% mind / +3% lightning Changes resistances penetration: +5% mind Changes damage: +9% mind Light radius: +2 It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. elemental dwarven-steel dagger of corruption (19-24.7 power, 7 apr)elemental dwarven-steel dagger of corruption (19-24.7 power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 19.0 - 24.7 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% On weapon hit: * 7% chance to inflict damage reduction * Random elemental explosion * 20% chance to curse the target When wielded/worn: Changes resistances penetration: +8% acid / +8% fire / +8% lightning / +8% cold Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. elemental voratun dagger of rage (39.5-51.35 power, 9 apr)elemental voratun dagger of rage (39.5-51.35 power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 39.5 - 51.4 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Accuracy: +12 (+10 eff.) Changes stats: +3 Str Changes resistances penetration: +13% acid / +8% fire / +11% lightning / +10% cold Changes damage: +11% physical Stamina when hit: +2.00 Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. hateful dwarven-steel greatsword of amnesia (36.5-58.4 power, 2 apr)hateful dwarven-steel greatsword of amnesia (36.5-58.4 power, 2 apr) Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 36.5 - 58.4 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown Damage (Melee): +16 darkness Damage against: +12% Living When wielded/worn: Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. voratun greatsword of ruin (62-99.2 power, 4 apr)voratun greatsword of ruin (62-99.2 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. Base power: 62.0 - 99.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour penetration: +16 Physical crit. chance: +14.0% Critical mult.: +23.00% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. mage-hunter's dragonbone longbow of true flightmage-hunter's dragonbone longbow of true flight Requires: - Dexterity 48 - Talent Shoot Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When wielded/worn: Accuracy: +14 (+10 eff.) Physical crit. chance: +10.0% Effects on ranged hit: * 8 arcane resource burn Changes stats: +3 Cun / +1 Wil Talent mastery: +0.10 Wild-gift / Antimagic Mindpower: +13 (+3 eff.) Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. hateful voratun longsword of dampening (43-60.2 power, 6 apr)hateful voratun longsword of dampening (43-60.2 power, 6 apr) Requires: - Strength 48 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 43.0 - 60.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +11 darkness Damage against: +11% Living When wielded/worn: Changes resistances: +12% acid / +12% fire / +10% lightning / +12% cold Spell save: +10 (+2 eff.) Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. voratun mace 'Burnwing' (47-65.8 power, 21 apr)voratun mace 'Burnwing' (47-65.8 power, 21 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Base power: 47.0 - 65.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +21 Physical crit. chance: +3.0% Attack speed: 100% On weapon crit: * wounds the target reducing their healing Damage Shield penetration (this weapon only): +47% Damage (Melee): +15 mind When wielded/worn: Physical crit. chance: +13.0% Physical power: +15 (+8 eff.) Damage when hit (Melee): 16 blight Changes resistances: +6% blight Changes resistances penetration: +20% blight Changes damage: +6% fire It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. penetrating drakeskin leather sling of true flightpenetrating drakeskin leather sling of true flight Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When wielded/worn: Accuracy: +10 (+8 eff.) Physical crit. chance: +10.0% Changes resistances penetration: +21% physical Damage Shield penetration: +21% Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. bloodlich's dragonbone magestaff of wizardry (30-36 power, 6 apr, fire element)bloodlich's dragonbone magestaff of wizardry (30-36 power, 6 apr, fire element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag 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: +6 Mag / +4 Wil / +5 Cun / +4 Con Changes damage: +30% fire Talent granted: +1 Command Staff Critical mult.: +22.00% Vim when firing critical spell: +6.00 Maximum mana: +63.00 Maximum vim: +22.00 Maximum neg.energy: +24.00 Spellpower: +22 (+6 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. dragonbone vilestaff of greater warding (30-36 power, 6 apr, blight element)dragonbone vilestaff of greater warding (30-36 power, 6 apr, blight element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag 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: Armour: +9 Defense: +9 (+4 eff.) Maximum wards: +3 blight Changes damage: +30% blight Talents granted: +3 Ward +1 Command Staff Spellpower: +15 (+4 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. inquisitor's voratun waraxe (38.5-53.9 power, 6 apr)inquisitor's voratun waraxe (38.5-53.9 power, 6 apr) Requires: - Strength 48 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 38.5 - 53.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * 17 arcane resource burn On weapon crit: * burns latent spell energy One-handed war axes. |
spiritwalker's rough leather belt of valiance spiritwalker's rough leather belt of valiancePowered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Wil / +2 Mag Mental save: +7 (+2 eff.) Mana each turn: +0.17 Maximum life: +40.00 Maximum mana: +25.00 A belt that goes around your waist. |
spellcowled cashmere cloak of the Shaloren (2 def, 0 armour) spellcowled cashmere cloak of the Shaloren (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +6 Mag / +5 Wil Spell save: +8 (+2 eff.) Maximum mana: +52.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. spellcowled elven-silk cloak of conjuring (3 def, 0 armour)spellcowled elven-silk cloak of conjuring (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+2 eff.) Changes stats: +4 Mag / +1 Wil Changes resistances penetration: +12% arcane Changes damage: +10% arcane Critical mult.: +20.00% Spell save: +10 (+2 eff.) Maximum mana: +118.00 Spellpower: +8 (+2 eff.) Spell crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Robe of the Archmage (10 def, 10 armour) Robe of the Archmage (10 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +10 Defense: +10 (+5 eff.) Damage when hit (Melee): 15 arcane Changes stats: +4 Mag / +4 Wil / +4 Cun Changes resistances: +10% fire / +10% cold Changes damage: +12% all Spell save: +18 (+4 eff.) Mental save: +15 (+4 eff.) Blindness immunity: +40% Mana each turn: +1.00 Spellpower: +15 (+4 eff.) Light radius: +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
This item will automatically be transmogrified when you leave the level. elven-silk robe (5 def, 0 armour)elven-silk robe (5 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. focusing elven-silk robe of Linaniil (5 def, 0 armour)focusing elven-silk robe of Linaniil (5 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +6 Mag / +7 Wil Mana each turn: +0.45 Psi each turn: +0.25 Maximum mana: +83.00 Spellpower: +24 (+6 eff.) Spell crit. chance: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. stormwoven elven-silk robe (5 def, 0 armour)stormwoven elven-silk robe (5 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +4 Str / +6 Mag / +4 Wil Changes resistances: +7% lightning / +10% cold Changes damage: +12% lightning / +6% physical / +9% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. verdant elven-silk robe of frost (+22%) (5 def, 0 armour)verdant elven-silk robe of frost (+22%) (5 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +6 Con Changes resistances: +22% cold Changes damage: +12% nature / +15% cold Poison immunity: +23% Disease immunity: +39% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. wanderer's pair of drakeskin leather boots (0 def, 5 armour)wanderer's pair of drakeskin leather boots (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +3 Cun / +4 Con Physical save: +17 (+6 eff.) Mental save: +18 (+4 eff.) A pair of boots made of leather. |
Wyrmbreath (0 def, 4 armour) Wyrmbreath (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire It can be used to activate talent Fire Breath (costing 22 power out of 24/24) : Effective talent level: 2.0 Power cost: 22 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 126.97 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
Decayed Visage (0 def, 0 armour) Decayed Visage (0 def, 0 armour)Requires: - Magic 25 - Willpower 20 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Damage when hit (Melee): 10 vim draining blight Changes stats: +7 Mag / +8 Wil / +4 Cun Changes resistances: +3% darkness Changes resistances penetration: +5% blight Changes damage: +6% blight / +12% arcane Grants telepathy: Humanoid/Orc Maximum vim: +25.00 Spell crit. chance: +1% Mindpower: +4 (+1 eff.) It can be used to activate talent Vimsense (costing 23 power out of 45/45) : Effective talent level: 2.0 Power cost: 23 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 25%, but also make them aware of you. The resistance reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
This item will automatically be transmogrified when you leave the level. drakeskin leather cap 'Flashkiller' (0 def, 5 armour)drakeskin leather cap 'Flashkiller' (0 def, 5 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 40% chance to corrode armour Damage when hit (Melee): 8 acid Changes resistances: +21% acid / +15% fire / +14% lightning / +10% cold Changes resistances penetration: +10% fire Changes damage: +3% acid A cap made of leather. |
rough leather cap of the depths (0 def, 1 armour) rough leather cap of the depths (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +5% cold Allows you to breathe in: water A cap made of leather. |
This item will automatically be transmogrified when you leave the level. fearforged stralite mail armour of command (13 def, 14 armour)fearforged stralite mail armour of command (13 def, 14 armour) Requires: - Strength 38 - Talent Armour Training Powered by arcane forces Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +14 Defense: +13 (+6 eff.) Fatigue: +29% Changes stats: +1 Cun / +8 Con Changes resistances: +10% fire / -14% light / +6% darkness Physical save: +8 (+3 eff.) Spell save: +7 (+2 eff.) Mental save: +23 (+6 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. hardened voratun mail armour of fire resistance (5 def, 20 armour)hardened voratun mail armour of fire resistance (5 def, 20 armour) Requires: - Strength 48 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +20 Defense: +5 (+2 eff.) Fatigue: +16% Changes resistances: +9% acid / +9% physical / +11% cold / +8% lightning / +35% fire A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. caller's drakeskin leather armour of natural resilience (5 def, 8 armour)caller's drakeskin leather armour of natural resilience (5 def, 8 armour) Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Changes resistances: +7% physical / +16% blight / +12% cold / +23% nature / +10% fire Reduced damage from: +12% Unnatural A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. multi-hued rough leather armour of the wind (7 def, 2 armour)multi-hued rough leather armour of the wind (7 def, 2 armour) Requires: - Strength 10 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour penetration: +8 Physical crit. chance: +4.0% Armour: +2 Defense: +7 (+4 eff.) Fatigue: +6% Damage when hit (Melee): 6 acid / 6 fire / 6 cold / 6 lightning Changes resistances: +7% acid / +6% fire / +6% lightning / +6% cold Stamina each turn: +0.70 Chance to avoid any damage: +5% It can be used to activate talent Second Wind, placing all other charms into a 32 cooldown : Effective talent level: 4.0 Power cost: 32 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 50% of your stamina. A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. prismatic drakeskin leather armour of acid resistance (5 def, 8 armour)prismatic drakeskin leather armour of acid resistance (5 def, 8 armour) Requires: - Strength 20 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Changes resistances: +20% acid / +11% light / +13% darkness A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. Temporal Rift (8 def, 4 armour, 325 block)Temporal Rift (8 def, 4 armour, 325 block) Requires: - Strength 40 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +4 Defense: +8 (+4 eff.) Ranged Defense: +10 (+5 eff.) Fatigue: +0% Changes resistances: +30% temporal Reduce damage by fixed amount: +20 all Talent granted: +5 Block Spell save: +20 (+5 eff.) Spellpower: +12 (+3 eff.) Slows Projectiles: +50% Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
This item will automatically be transmogrified when you leave the level. voratun shield of earthen fury (12 def, 10 armour, 193.5 block)voratun shield of earthen fury (12 def, 10 armour, 193.5 block) Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +10 Armour Hardiness: +8% Defense: +12 (+6 eff.) Ranged Defense: +12 (+6 eff.) Fatigue: +14% Changes resistances: +10% physical Talent granted: +5 Block Handheld deflection devices. |
The Titan's Quiver (18/18, 62-86.8 power, 20 apr) The Titan's Quiver (18/18, 62-86.8 power, 20 apr)Requires: - Strength 30 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 62.0 - 86.8 Uses stats: 70% Str, 50% Dex 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. |
This item will automatically be transmogrified when you leave the level. quiver of ash arrows 'Arcblight' (21/21, 20-28 power, 7 apr)quiver of ash arrows 'Arcblight' (21/21, 20-28 power, 7 apr) Requires: - Dexterity 16 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 20.0 - 28.0 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 21 On weapon hit: * Slows global speed by 20% * 40% chance to daze Damage (Ranged): +28 insidious poison / +4 lightning / +12 acid Burst (radius 1) on hit: +8 lightning Arrows are used with bows to pierce your foes to death. |
8 agate 8 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
197 alchemist agate 197 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
7 onyx 7 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 aquamarine 7 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 lapis lazuli 10 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal 6 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 sapphire 6 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 topaz 12 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 38 turns) iron pickaxe of endurance (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 emerald 5 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 jade 7 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 spinel 7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 turquoise 6 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
This item will automatically be transmogrified when you leave the level. nightwalker's dwarven lantern of healthnightwalker's dwarven lantern of health Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +10 (+5 eff.) Changes stats: +5 Wil Critical mult.: +19.00% Maximum life: +68.00 Light radius: +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Blood-Runed Athame Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
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 (+2 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 14 power out of 25/25) : Effective talent level: 1.0 Power cost: 14 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animate 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. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 9 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
5 fire opal 5 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 garnet 3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
11 ruby 11 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Gwai's Burninator Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 663.68 fire damage (based on Magic), costing 45 power out of 2/75. 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 (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 182 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (0/3) Rod of Spydric Poison (0/3)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 576.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 23 power out of 13/75. 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. |
This item will automatically be transmogrified when you leave the level. Kelarig (20/20, 71.5-85.8 power, 6 apr)Kelarig (20/20, 71.5-85.8 power, 6 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 5 Base power: 71.5 - 85.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +7.0% Capacity: 20 On weapon hit: * 10% chance to crush the target * 10% chance to stun, blind, pin, or confuse the target Damage (Ranged): +9 physical / +16 gravity / +24 mind / +4 arcane / +15 temporal Burst (radius 2) on crit: +4 arcane Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. pouch of voratun shots of daylight (23/23, 53.5-64.2 power, 6 apr)pouch of voratun shots of daylight (23/23, 53.5-64.2 power, 6 apr) Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 53.5 - 64.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +7.0% Capacity: 23 Damage (Ranged): +13 light Damage against: +7% Undead Shots are used with slings to pummel your foes to death. |
10 amethyst 10 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 diamond 3 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 moonstone 6 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+5 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+5 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 pearl 7 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
15 quartz 15 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 amber 7 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 ametrine 5 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 citrine 11 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon 5 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By GUARDIAN THE MOVIE the Yeek Archmage level 33
4th Flare 123rd year of Ascendancy at 15:50 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By GUARDIAN THE MOVIE the Yeek Archmage level 40
14th Haze 123rd year of Ascendancy at 03:10 see stats
Arachnophobia
Destroyed the spydric menace.By GUARDIAN THE MOVIE the Yeek Archmage level 38
75th Dusk 123rd year of Ascendancy at 11:42 see stats
Are you out of your mind?!
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By GUARDIAN THE MOVIE the Yeek Archmage level 39
9th Haze 123rd year of Ascendancy at 21:46 see stats
Brave new world
Went to the Far East and took part in the war.By GUARDIAN THE MOVIE the Yeek Archmage level 37
72nd Dusk 123rd year of Ascendancy at 02:11 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By GUARDIAN THE MOVIE the Yeek Archmage level 14
33rd Dusk 122nd year of Ascendancy at 20:43 see stats
Destroyer's bane
Killed Golbug the Destroyer.By GUARDIAN THE MOVIE the Yeek Archmage level 35
68th Dusk 123rd year of Ascendancy at 22:51 see stats
Exterminator
Killed 1000 creatures.By GUARDIAN THE MOVIE the Yeek Archmage level 19
42nd Regrowth 123rd year of Ascendancy at 14:03 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By GUARDIAN THE MOVIE the Yeek Archmage level 21
55th Regrowth 123rd year of Ascendancy at 09:53 see stats
Fear me not!
Survived the Fearscape!By GUARDIAN THE MOVIE the Yeek Archmage level 34
66th Dusk 123rd year of Ascendancy at 03:07 see stats
Level 10
Got a character to level 10.By GUARDIAN THE MOVIE the Yeek Archmage level 10
3rd Summertide 122nd year of Ascendancy at 06:25 see stats
Level 20
Got a character to level 20.By GUARDIAN THE MOVIE the Yeek Archmage level 20
43rd Regrowth 123rd year of Ascendancy at 07:20 see stats
Level 30
Got a character to level 30.By GUARDIAN THE MOVIE the Yeek Archmage level 30
1st Summertide 123rd year of Ascendancy at 00:05 see stats
Level 40
Got a character to level 40.By GUARDIAN THE MOVIE the Yeek Archmage level 40
12nd Haze 123rd year of Ascendancy at 19:12 see stats
Oozemancer
Destroyed the corrupted oozemancer.By GUARDIAN THE MOVIE the Yeek Archmage level 33
29th Dusk 123rd year of Ascendancy at 10:55 see stats
Orcrist
Killed the leaders of the Orc Pride.By GUARDIAN THE MOVIE the Yeek Archmage level 44
66th Haze 123rd year of Ascendancy at 21:58 see stats
Poisonous
Sided with the assassin lord.By GUARDIAN THE MOVIE the Yeek Archmage level 15
63rd Dusk 122nd year of Ascendancy at 03:30 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By GUARDIAN THE MOVIE the Yeek Archmage level 26
5th Pyre 123rd year of Ascendancy at 10:11 see stats
Size matters
Did over 600 damage in one attack.By GUARDIAN THE MOVIE the Yeek Archmage level 27
6th Mirth 123rd year of Ascendancy at 02:34 see stats
Sliders
Activated a portal using the Orb of Many Ways.By GUARDIAN THE MOVIE the Yeek Archmage level 36
69th Dusk 123rd year of Ascendancy at 01:36 see stats
Tales of the Spellblaze
Learned the eight chapters of the Spellblaze Chronicles.By GUARDIAN THE MOVIE the Yeek Archmage level 33
9th Dusk 123rd year of Ascendancy at 17:11 see stats
That was close
Killed your target while having only 1 life left.By GUARDIAN THE MOVIE the Yeek Archmage level 14
26th Dusk 122nd year of Ascendancy at 07:32 see stats
The Arena
Unlocked Arena mode.By GUARDIAN THE MOVIE the Yeek Archmage level 12
9th Flare 122nd year of Ascendancy at 19:16 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By GUARDIAN THE MOVIE the Yeek Archmage level 45
67th Haze 123rd year of Ascendancy at 00:41 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By GUARDIAN THE MOVIE the Yeek Archmage level 19
24th Regrowth 123rd year of Ascendancy at 09:34 see stats
The secret city
Discovered the truth about mages.By GUARDIAN THE MOVIE the Yeek Archmage level 12
1st Dusk 122nd year of Ascendancy at 06:56 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By GUARDIAN THE MOVIE the Yeek Archmage level 32
2nd Flare 123rd year of Ascendancy at 16:28 see stats
Treasure Hunter
Amassed 1000 gold pieces.By GUARDIAN THE MOVIE the Yeek Archmage level 22
56th Regrowth 123rd year of Ascendancy at 23:09 see stats
Unstoppable
Returned from the dead.By GUARDIAN THE MOVIE the Yeek Archmage level 40
13rd Haze 123rd year of Ascendancy at 17:20 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By GUARDIAN THE MOVIE the Yeek Archmage level 32
1st Flare 123rd year of Ascendancy at 20:26 see stats
Log
Saving game...
Aryda the Neverdead hits GUARDIAN THE MOVIE for 198 darkness damage.
GUARDIAN THE MOVIE the level 45 yeek archmage was shadowed to death by Aryda the Neverdead on level 1 of Slime Tunnels.
The see the threads spell fizzles and cancels, leaving you in this timeline.
GUARDIAN THE MOVIE receives 19 healing.
Saving done.
GUARDIAN THE MOVIE hits Armoured skeleton warrior for 26 nature damage.
Aryda the Neverdead casts Invoke Darkness.
GUARDIAN THE MOVIE is wreathed in flames on the brink of death!
Aryda the Neverdead hits GUARDIAN THE MOVIE for 0 darkness damage.
GUARDIAN THE MOVIE receives 19 healing.
Rod of Spydric Poison (0/3) is still recharging.
GUARDIAN THE MOVIE hits Armoured skeleton warrior for 218 fire damage.
GUARDIAN THE MOVIE hits Aryda the Neverdead for 143 fire damage.
Aryda the Neverdead stops burning.
Aryda the Neverdead uses Dark Torrent.
Saving game...
