








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Krog |
| Class | Oozemancer |
| Level / Exp | 50 / 3904% |
| Size | big |
| Lifes / Deaths | Killed by Poretta the large white snake at level 11 on the 9th Mirth 122nd year of Ascendancy at 10:37 4 / 3Killed by Poladhevea the netherworm mass at level 24 on the 75th Haze 122nd year of Ascendancy at 15:14 Killed by Polata the emperor wight at level 33 on the 3rd Mirth 123rd year of Ascendancy at 22:24 |
| Antimagic | Follower |
Primary Stats
| Strength | 65 (base 39) |
| Dexterity | 42 (base 12) |
| Constitution | 90 (base 65) |
| Magic | 41 (base 10) |
| Willpower | 101 (base 60) |
| Cunning | 123 (base 63) |
Resources
| Life | 1722/1722 |
| Equilibrium | 61 |
| Psi | 181/181 |
| Healing Factor | 1.8441948724124 |
| Regeneration | 28.213865508845 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +32.64892493468% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 9 |
| See Stealth | 67.866108769897 |
| See Invisible | 67.866108769897 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Barehand
| Damage | 63 |
| Accuracy | 37 |
| Crit Chance | 65% |
| APR | 25 |
| Speed | 1.20 |
Offense: Spell
| Spellpower | 13.333333333333 |
| Crit Chance | 41% |
| Speed | 1 |
Offense: Mind
| Mindpower | 73 |
| Crit Chance | 90% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +7% |
| Blight | +31% |
| Nature | +32% |
| Cold | +22% |
| All | +7% |
Offense: Damage Penetration
| Mind | +45% |
| Acid | +20% |
| Nature | +45% |
| Cold | +40% |
| Blight | +60% |
| Physical | +35% |
| Fire | +45% |
| All | +20% |
Defense: Base
| Armour (hardiness) | 24 (30%) |
| Defense | 58 |
| Ranged Defense | 58 |
| Fatigue | 0 |
| Physical Save | 58 |
| Spell Save | 70 |
| Mental Save | 74 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Arcane | + 67%( 70%) |
| Cold | + 49%( 70%) |
| All | + 40%( 70%) |
| Lightning | + 45%( 70%) |
| Physical | + 45%( 70%) |
| Temporal | + 58%( 70%) |
| Darkness | + 49%( 70%) |
| Mind | + 52%( 70%) |
| Fire | + 62%( 70%) |
| Nature | + 64%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Pinning Resistance | 38% |
| Bleed Resistance | 91% |
| Confusion Resistance | 100% |
| Knockback Resistance | 41% |
| Stun Resistance | 100% |
| Poison Resistance | 71% |
| Blind Resistance | 94% |
Inscriptions (4/4)
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 633 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse 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 cure yourself of one random mental effect and reduce all damage taken by 42% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 2.5 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 267 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 2.5 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 20% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 4 each turn for 4 turns. Its effects scale with your Willpower stat. |
Class Talents
| Wild-gift / Oozing blades | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Corrosive blades | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Moss | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 4/5 |
| Wild-gift / Eyal's fury | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Ooze | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Slime | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Mucus | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 3/5 |
Generic Talents
| Wild-gift / Fungus | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Wild-gift / Antimagic | 1.60 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Skate |
| talent | Acidic Skin |
| talent | Psiblades |
| talent | Mitosis |
| talent | Antimagic Shield |
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 |
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 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 |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Dreadfell. Escort: lone alchemist (level 3 of Dreadfell)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Dreadfell. Escort: lost defiler (level 1 of Dreadfell)As a reward you improved talent Resonance Field (+1 level(s)). | 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 talent Skate (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You failed to protect the lost warrior from death by Aerylrarissra the giant red ant. Escort: lost warrior (level 1 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
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 talent Misdirection (+1 level(s)). | done |
You failed to protect the repented thief from death by large white snake. Escort: repented thief (level 2 of Old Forest) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * 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 |
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 Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 5021. | 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. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of the savior. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have sided with Slasul and killed Ukllmswwik. | 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 within2 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 Clear | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Islymira (0 def, 5 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -5% Changes stats: +6 Mag / +3 Cun / +6 Con Maximum encumbrance: +34 Physical save: +30 (+8 eff.) Spell save: +12 (+3 eff.) Mental save: +17 (+4 eff.) Life regen: +2.00 Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +2 Maximum vim: +10.00 Healing mod.: +15% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On hands | Spellhunt Remnants (6 def, 8 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+2 eff.) Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +25% nature Changes damage: +25% nature Spell save: +15 (+4 eff.) Maximum life: +100.00 Mindpower: +12 (+3 eff.) Mental crit. chance: +15% Light radius: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 185.11 arcane damage and stunned) Activation costs 73 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
| On head | Scaldblight the drakeskin leather cap (9 def, 5 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +10 (+4 eff.) Physical power: +10 (+3 eff.) Armour: +5 Defense: +9 (+3 eff.) Fatigue: +5% Effects when hit in melee: * 16% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 6 blight Changes stats: +7 Str / +7 Wil / +10 Cun Changes resistances: +15% fire / +20% mind / +8% physical Changes resistances penetration: +10% blight / +20% cold / +5% fire Changes damage: +15% cold Physical save: +13 (+4 eff.) Mental save: +23 (+6 eff.) Confusion immunity: +50% A cap made of leather. |
| Tool | Glythra the elven-wood totem of thorny skin [power 62] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Con / +2 Mag Changes resistances penetration: +25% mind Mindpower: +15 (+4 eff.) Mental crit. chance: +5% Light radius: +3 Infravision radius: +3 It can be used to harden the skin for 7 turns increasing armour by 62 and armour hardiness by 60% Activation puts all charms on cooldown for 15 turns. When used: * Reduce 3 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Islagalle the stralite ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +2 Wil Changes resistances: +6% nature / +15% darkness Critical mult.: +20.00% Spell save: +15 (+4 eff.) Mental save: +13 (+3 eff.) Blindness immunity: +23% Confusion immunity: +44% Stun/Freeze immunity: +23% Knockback immunity: +23% Hate when firing a critical mind attack: +2.00 Healing mod.: +23% Rings make your fingers look great! |
| On fingers | Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
| Around neck | Burnreaper the voratun amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 26% chance to reduce damage dealt by 32% Changes stats: +4 Mag Changes resistances: +21% fire / +30% temporal Changes resistances penetration: +30% blight / +20% fire Changes damage: +24% blight Pinning immunity: +38% Knockback immunity: +50% Maximum mana: +130.00 Maximum vim: +40.00 Damage Shield penetration: +39% Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Amulets make your neck look great! |
| Main armor | Crimson Robe (12 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+4 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: +15% all 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. |
| Light source | dreamer's alchemist's lamp of the zealotInfused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +3% all Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Mindpower: +7 (+2 eff.) Mental crit. chance: +6% Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| Cloak | Ivith (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 8 Damage when hit (Melee): 10 arcane Changes stats: +5 Mag Changes resistances: +15% cold Critical mult.: +15.00% Physical save: +11 (+3 eff.) Mental save: +10 (+3 eff.) Only die when reaching: -50.00 life Maximum vim: +30.00 Spellpower: +20 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | KorarekInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +13.0% Armour: +6 Defense: +20 (+6 eff.) Changes stats: +12 Dex / +8 Cun / +9 Lck Changes resistances: +9% lightning Changes resistances penetration: +15% physical Trap disarming bonus: +23 Stealth bonus: +12 Mental save: +9 (+2 eff.) Cut immunity: +20% Maximum life: +69.00 Mental crit. chance: +14% Infravision radius: +6 A belt that goes around your waist. |
Inventory
healing infusion of the titan (heal 226; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 226 then cleanse 1 wound, poison, and disease effect. 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 nature talent. |
healing infusion of the titan (heal 286; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 286 then cleanse 1 wound, poison, and disease effect. 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 nature talent. |
healing infusion of the titan (heal 266; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 266 then cleanse 1 wound, poison, and disease effect. 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 nature talent. |
heroism infusion of the titan (die at -608; dur 7; cd 25)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -608 life. The duration and life will increase by 1% for every 1% life you have lost (currently 608 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. 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 nature talent. |
heroism infusion of the warrior (die at -532; dur 7; cd 33)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 33 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -532 life. The duration and life will increase by 1% for every 1% life you have lost (currently 532 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the duelist (heal 576; 15 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 2.5 Use 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 576 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the warrior (heal 592; 13 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 2.5 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 592 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 35%; magical; dur 4; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 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 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 36%; mental; dur 3; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 36% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Blood of UndeathPowered by arcane forces 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
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! |
BoroldilInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -4% Changes stats: +9 Str / +18 Dex / +9 Wil / +9 Cun / +10 Con Changes resistances: +3% blight / +13% physical / +12% acid / +3% lightning Blindness immunity: +20% Stun/Freeze immunity: +10% Life regen: +5.00 Stamina each turn: +1.90 Only die when reaching: -40.00 life Maximum life: +20.00 Movement speed: +10% Amulets make your neck look great! |
Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+4 eff.) Spell save: +15 (+4 eff.) Mental save: -7 (-2 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Lorydrafang the stralite amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +9 (+4 eff.) Armour penetration: +18 Physical power: +25 (+8 eff.) Changes stats: +6 Con Changes resistances: +4% physical Changes resistances penetration: +15% physical Changes damage: +18% mind Critical mult.: +18.00% Physical save: +18 (+5 eff.) Amulets make your neck look great! |
MoldboreInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +30 (+11 eff.) Defense: +10 (+3 eff.) Effects on melee hit: * 20% chance to slow global speed by 69% Changes stats: +9 Wil Changes resistances penetration: +15% physical Changes damage: +6% physical Critical mult.: +20.00% Stamina each turn: +3.00 Only die when reaching: -60.00 life Amulets make your neck look great! |
Shard of InsanityInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 (+8 eff.) Confusion immunity: -100% Mindpower: +8 (+2 eff.) Talent on hit(mindpower): Sunder Mind (8% chance level 1). A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
Strikebright the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +19 (+6 eff.) Changes stats: +4 Str Changes resistances: +14% physical / +26% cold / +21% fire Changes damage: +6% lightning / +8% physical Critical mult.: +15.00% Stamina each turn: +1.20 Only die when reaching: -80.00 life Combat speed: +10% Amulets make your neck look great! |
Tomnir the ScorchgritInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +25 (+9 eff.) Armour penetration: +19 Defense: +14 (+4 eff.) Damage when hit (Melee): 8 fire Changes stats: +17 Lck / +7 Cun Changes resistances penetration: +25% arcane Changes damage: +3% arcane / +6% fire Critical mult.: +15.00% Reduce all damage from unseen attackers: 16% Amulets make your neck look great! |
cleansing gold amulet of healingInfused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +13% nature / +10% blight Poison immunity: +23% Disease immunity: +22% Cut immunity: +40% Healing mod.: +18% It can be used to activate talent Heal, placing all other charms into a 26 cooldown : Effective talent level: 4.5 Power cost: 26 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 514 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
steel amulet 'Snowrock'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 20 arcane resource burn * 20% chance to reduce all saves and defense by 40 Changes stats: +4 Con Changes resistances: +15% temporal Changes resistances penetration: +20% mind Changes damage: +9% cold Physical save: +9 (+3 eff.) Life regen: +5.00 Maximum life: +43.00 Amulets make your neck look great! |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 8 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. |
AmygakathInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Armour: +6 Defense: +25 (+7 eff.) Changes stats: +2 Wil / +3 Con Changes resistances penetration: +25% physical Mental save: +26 (+6 eff.) Confusion immunity: +35% Rings make your fingers look great! |
GalehunterInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +14 Defense: +15 (+4 eff.) Changes stats: +8 Str / +4 Dex Changes resistances: +30% cold Changes damage: +9% lightning / +15% cold Critical mult.: +15.00% Stamina each turn: +3.00 Maximum stamina: +30.00 Rings make your fingers look great! |
GegaregokathInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +10.4% Physical power: +39 (+13 eff.) Defense: +39 (+10 eff.) Changes resistances: +30% acid / +40% cold / +9% blight Changes damage: +20% cold Spell save: +23 (+6 eff.) Blindness immunity: +26% Disease immunity: +26% Stun/Freeze immunity: +26% Rings make your fingers look great! |
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 (+5 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 22 power out of 30/30) : Effective talent level: 3.5 Power cost: 22 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 4 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Shockvalor the voratun ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+6 eff.) Armour: +8 Changes stats: +26 Con Changes resistances: +4% physical Changes resistances penetration: +15% lightning Changes damage: +12% lightning / +9% fire / +18% nature Physical save: +32 (+8 eff.) Rings make your fingers look great! |
TreewardenInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +25 (+9 eff.) Physical power: +20 (+6 eff.) Armour: +10 Effects on melee hit: * 10% chance to reduce armor by 18% Changes stats: +4 Con Changes resistances: +18% physical Changes damage: +15% nature / +18% physical Critical mult.: +15.00% Maximum stamina: +30.00 Rings make your fingers look great! |
Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Xirin the DuskreignCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +13 (+4 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 32% Changes stats: +9 Str / +6 Cun / +7 Con Changes resistances penetration: +25% mind / +10% light Changes damage: +15% mind Critical mult.: +20.00% Maximum hate: +10.00 Maximum psi: +20.00 Rings make your fingers look great! |
gladiator's stralite ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +11 (+3 eff.) Changes stats: +8 Str / +8 Con Life regen: +17.00 Maximum life: +64.00 Healing mod.: +17% Rings make your fingers look great! |
painweaver's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +18 (+6 eff.) Changes damage: +8% all Life regen: +15.00 Maximum life: +100.00 Spellpower: +20 (+2 eff.) Mindpower: +20 (+5 eff.) Healing mod.: +20% Rings make your fingers look great! |
sneakthief's stralite ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +10 (+4 eff.) Changes stats: +8 Cun / +8 Dex Life regen: +13.00 Maximum life: +58.00 Healing mod.: +15% Rings make your fingers look great! |
sneakthief's voratun ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+4 eff.) Effects on melee hit: * 15% chance to reduce all saves and defense by 40 Damage (Melee): 33 physical Effects on ranged hit: * 15% chance to reduce all saves and defense by 40 Damage (Ranged): 25 physical Changes stats: +15 Cun / +5 Dex Hate when firing a critical mind attack: +2.00 Maximum hate: +9.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 15 cooldown : Effective talent level: 5.5 Power cost: 15 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 326% weapon damage over 7 turns, and all healing will be reduced by 71%. Rings make your fingers look great! |
solipsist's voratun ring of lifeInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Cun / +8 Wil Life regen: +20.00 Maximum life: +99.00 Mindpower: +15 (+4 eff.) Healing mod.: +20% Rings make your fingers look great! |
solipsist's voratun ring of speedCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+5 eff.) Defense: +14 (+4 eff.) Changes stats: +7 Cun / +8 Wil Mindpower: +11 (+3 eff.) Movement speed: +20% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 29 cooldown : Effective talent level: 5.5 Power cost: 29 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 42% for 5 turns. Rings make your fingers look great! |
stralite ring 'Phlegmfame'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 69% Damage when hit (Melee): 2 nature / 4 temporal Changes resistances: +20% nature / +20% darkness Changes resistances penetration: +5% nature Mental save: +13 (+3 eff.) Confusion immunity: +40% Rings make your fingers look great! |
stralite ring 'Xanulaith'Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +13 (+5 eff.) Armour penetration: +12 Defense: +12 (+4 eff.) Damage when hit (Melee): 4 blight Changes stats: +3 Dex / +6 Wil / +5 Cun / +3 Con Changes damage: +9% blight Stun/Freeze immunity: +34% Life regen: +6.00 Mindpower: +10 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 8 cooldown : Effective talent level: 3.5 Power cost: 8 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
voratun ring 'Seartrial'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +20 Effects on melee hit: * 26% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 10 temporal / 10 fire Changes stats: +10 Str Changes resistances: +12% temporal Changes resistances penetration: +15% cold / +25% temporal Changes damage: +27% temporal / +15% arcane / +9% fire Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Rings make your fingers look great! |
dragonbone longbow 'Lightningtreason'Requires: - Dexterity 48 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 Damage (radius 2) on crit: +63 lightning / +68 cold When wielded/worn: Changes resistances: +18% acid / +21% fire Changes resistances penetration: +51% lightning / +38% cold Mental save: +24 (+6 eff.) Poison immunity: +27% Silence immunity: +27% Knockback immunity: +27% Maximum life: +133.79 Movement speed: +51% Healing mod.: +27% Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Longbows are used to shoot arrows at your foes. |
Eyal's Will (22-24 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 22.0 - 24.2 Uses stats: 60% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +10 Wil Changes resistances: +25% blight / +15% nature Changes resistances penetration: +20% nature / +10% acid Changes damage: +20% nature / +10% acid Talent mastery: +0.10 Wild-gift / Mindstar mastery Talent granted: +3 Ooze Spit Mindpower: +18 (+4 eff.) Mental crit. chance: +9% It can be used to activate talent Slime Wave (costing 22 power out of 30/30) : Effective talent level: 4.5 Power cost: 22 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 8, doing 99.40 slime damage for 14 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. |
Awakened Staff of Absorption (60-72 power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) 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 (+5 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns Activation costs 145 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." |
Brightfear the drakeskin leather beltInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 27% chance to reduce strength, dexterity, and constitution by 8 Changes stats: +8 Wil / +8 Cun / +6 Con Changes resistances: +9% blight / +9% fire / +9% mind Changes resistances penetration: +10% mind Changes damage: +3% mind / +6% blight Damage against: +45% Summoned Reduced damage from: +40% Summoned Physical save: +15 (+4 eff.) Mental save: +15 (+4 eff.) Mindpower: +22 (+5 eff.) A belt that goes around your waist. |
Kilnpain the elven-silk cloak (3 def, 11 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +11 Defense: +3 (+1 eff.) Damage when hit (Melee): 8 fire Changes stats: +7 Wil Changes resistances: +30% cold Changes resistances penetration: +26% acid Changes damage: +12% cold Critical mult.: +20.00% Mental save: +15 (+4 eff.) Mindpower: +30 (+7 eff.) Mental crit. chance: +7% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Natureglean (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +24 (+9 eff.) Defense: +3 (+1 eff.) Fatigue: -9% Effects on melee hit: * 21% chance to slow global speed by 69% Damage when hit (Melee): 8 nature / 2 fire Changes stats: +3 Cun / +3 Dex Changes resistances: +6% nature Changes resistances penetration: +10% fire Changes damage: +12% fire Physical save: +15 (+4 eff.) Mental save: +15 (+4 eff.) Only die when reaching: -50.00 life Maximum life: +84.00 Maximum stamina: +19.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Radiance (15 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +15 (+4 eff.) Damage when hit (Melee): 30 blinding light Changes stats: +10 Cun / +10 Mag Changes resistances: +30% light / +30% darkness Changes resistances cap: +10% light Changes damage: +25% light Talent category bonus: +0.20 Celestial Spellpower: +20 (+2 eff.) This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. |
Ureslak's Molted Scales (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 It is part of a set of items. It would go well with another part of Ureslak. When wielded/worn: Changes resistances: +20% lightning / +20% darkness / +20% fire / +20% cold / +20% nature / -30% arcane Changes resistances cap: +10% lightning / +10% darkness / +10% fire / +10% cold / +10% nature / -30% arcane It can be used to energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.) Activation costs 37 power out of 50/50. This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
elven-silk cloak 'Rhythel' (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +20 (+7 eff.) Defense: +3 (+1 eff.) Effects on melee hit: * 25% chance to reduce armor by 18% Damage when hit (Melee): 6 acid Changes stats: +12 Con Changes resistances: +30% temporal / +30% darkness / +6% physical Changes resistances penetration: +20% mind Physical save: +22 (+6 eff.) Mindpower: +15 (+4 eff.) Defense after a teleport: +30 Resist all after a teleport: +15% New effects duration reduction after a teleport: +30% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 8 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Rootbender' (13 def, 9 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +9 Defense: +13 (+4 eff.) Effects on melee hit: * 20% chance to slow global speed by 69% Changes stats: +3 Wil / +3 Cun / +1 Con Changes resistances: +3% nature / +9% blight Physical save: +30 (+8 eff.) Spell save: +25 (+6 eff.) Mental save: +34 (+8 eff.) Only die when reaching: -50.00 life Maximum life: +60.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
restorative elven-silk cloak of the hunter (3 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +15 (+6 eff.) Defense: +3 (+1 eff.) Fatigue: -5% Changes resistances: +10% nature / +12% blight Life regen: +6.00 Maximum life: +75.00 Maximum stamina: +26.00 Healing mod.: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Evermoss Robe (12 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +12 (+4 eff.) Damage when hit (Melee): 35 nature slow Changes stats: +5 Wil Changes resistances: +25% nature / +13% all Changes resistances penetration: +10% nature Changes damage: +30% nature Talent mastery: +0.30 Wild-gift / Moss Physical save: +15 (+4 eff.) Life regen: +0.20 Mindpower: +12 (+3 eff.) Mental crit. chance: +5% Healing mod.: +15% This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
Yvalaith the silk robe (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour penetration: +2 Physical crit. chance: +2.0% Physical power: +5 (+1 eff.) Changes stats: +3 Dex Changes resistances: +30% acid / +17% blight / +20% mind / +13% all Changes damage: +20% acid / +20% mind Critical mult.: +15.00% Life regen: +3.40 Stamina each turn: +2.00 Maximum life: +87.00 Healing mod.: +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant elven-silk robe of life (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +8 Con Changes resistances: +18% blight / +15% all Changes damage: +28% nature Poison immunity: +36% Disease immunity: +40% Life regen: +6.00 Maximum life: +88.00 Healing mod.: +30% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Boots of the Hunter (2 def, 12 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+4 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 24 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Hettygahir the Heatshear (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +15 Dex / +8 Mag / +4 Wil Changes resistances penetration: +30% mind / +30% fire Critical mult.: +20.00% Reduces incoming crit damage: 15.00% Mindpower: +25 (+6 eff.) Mental crit. chance: +7% It can be used to blink to a nearby random location (rad 15) Activation puts all charms on cooldown for 19 turns. A pair of boots made of leather. |
Mayuriarin the Brandimmortal (20 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +5.0% Physical power: +6 (+2 eff.) Armour: +5 Defense: +20 (+6 eff.) Changes stats: +5 Str / +8 Wil / +7 Cun / +7 Con Changes resistances: +4% physical / +7% arcane / +18% fire Spell save: +21 (+5 eff.) Mental save: +12 (+3 eff.) Silence immunity: +26% Healing mod.: +26% A pair of boots made of leather. |
Silewen the Tidenaught (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -10% Damage when hit (Melee): 6 blight Changes stats: +3 Wil Changes resistances: +21% cold Changes resistances penetration: +20% light / +15% acid Changes damage: +21% acid Critical mult.: +20.00% Maximum encumbrance: +43 Physical save: +15 (+4 eff.) Spellpower on spell critical (stacks up to 3 times): +13 Maximum vim: +60.00 Damage Shield penetration: +30% Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% A pair of boots made of leather. |
Xanimina (33 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +33 (+9 eff.) Effects on melee hit: * 22% chance to reduce all saves and defense by 40 Changes stats: +6 Cun / +6 Con Changes resistances: +9% temporal / +18% darkness / +21% cold Physical save: +25 (+7 eff.) Mental save: +25 (+6 eff.) Blindness immunity: +22% Disease immunity: +22% Only die when reaching: -89.08 life A pair of boots made of leather. |
Glasena the drakeskin leather gloves (0 def, 3 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +20.0% Armour: +3 Effects on melee hit: * 20% chance to reduce all saves and defense by 40 Changes resistances: +12% light / +12% cold / +18% blight / +15% fire / +9% nature / +9% darkness Changes resistances penetration: +10% mind Critical mult.: +15.00% Spell crit. chance: +20% Mental crit. chance: +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Adatira the Scorchstalker (3 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +10.8% Defense: +3 (+1 eff.) Changes stats: +5 Dex / +12 Wil / +13 Cun Changes resistances: +18% fire Changes resistances penetration: +20% fire Changes damage: +18% physical Critical mult.: +26.91% Mental save: +15 (+4 eff.) Infravision radius: +4 A pointy cloth hat, very wizardly... |
Armitorab the drakeskin leather cap (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Armour: +5 Fatigue: +5% Changes stats: +8 Con / +4 Wil Changes resistances: +10% fire / +15% cold Mental save: +24 (+6 eff.) Blindness immunity: +27% Teleport immunity: +27% Only die when reaching: -100.00 life Maximum life: +100.00 See invisible: +21 Healing mod.: +27% Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% A cap made of leather. |
Glotha the Undeathwilter (11 def, 5 armour)Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +18 (+7 eff.) Armour: +5 Defense: +11 (+3 eff.) Fatigue: +5% Effects when hit in melee: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 physical Changes stats: +6 Cun / +1 Con Changes resistances: +3% physical / +23% mind / +6% nature Changes damage: +6% nature Physical save: +27 (+7 eff.) Mental save: +18 (+5 eff.) Confusion immunity: +50% Stamina each turn: +1.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Ivylle the drakeskin leather cap (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 8 * 21% chance to reduce all saves and defense by 40 Damage when hit (Melee): 4 blight Changes stats: +8 Str / +11 Dex / +14 Cun / +19 Con Changes resistances: +25% cold Changes damage: +3% blight Allows you to breathe in: water A cap made of leather. |
Yaldan Baoth (0 def, 10 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +10 Fatigue: +4% Changes stats: +10 Str / +10 Con Changes resistances: +15% light / +25% darkness Changes resistances cap: +10% darkness Changes damage: +15% light Light radius: -2 Sight radius: -2 Reduce all damage from unseen attackers: 33% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. It can be used to lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early. Activation costs 29 power out of 40/40. The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
drakeskin leather armour 'Branudas' (35 def, 28 armour)Requires: - Strength 20 Powered by arcane forces Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Accuracy: +30 (+11 eff.) Armour: +28 Defense: +35 (+9 eff.) Fatigue: +8% Damage (Melee): 20 acid / 21 fire Damage when hit (Melee): 15 acid / 15 fire Changes stats: +6 Cun Changes resistances: +59% acid / +30% fire Mental save: +25 (+6 eff.) Mana when firing critical spell: +2.68 Maximum mana: +20.00 Maximum vim: +30.00 Spellpower: +10 (+1 eff.) Damage Shield penetration: +30% A suit of armour made of leather. |
drakeskin leather armour 'Cloudwalker' (30 def, 39 armour)Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +39 Defense: +30 (+8 eff.) Fatigue: +8% Effects on melee hit: * 27% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 10 fire Damage (Ranged): 10 fire Changes stats: +8 Wil Changes resistances: +28% fire / +30% physical Changes damage: +18% lightning / +9% mind Reduces incoming crit damage: 10.00% Spell save: +12 (+3 eff.) Mental save: +12 (+3 eff.) Confusion immunity: +27% Life regen: +5.35 Equilibrium when hit: +0.24 A suit of armour made of leather. |
quiver of dragonbone arrows 'Furnacehue' (22/22, 66-92 power, 36 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 65.5 - 91.7 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +36 Crit. chance: +21.0% Capacity: 22 When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 24% chance to reduce strength, dexterity, and constitution by 8 * 25% chance for lightning to strike from the target to a second target dealing 15 damage Travel speed: +200% Damage (Ranged): +45 blight / +16 fire Damage (radius 1) on hit: +21 fire Damage (radius 2) on crit: +20 fire Arrows are used with bows to pierce your foes to death. |
quiver of dragonbone arrows 'Urtherabar' (19/19, 92-129 power, 40 apr)Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 92.0 - 128.8 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +32 Armour Penetration: +40 Crit. chance: +41.0% Capacity: 19 On weapon hit: * 27% chance to reduce strength, dexterity, and constitution by 8 * 27% chance to reduce all saves and defense by 40 On weapon crit: * Wound the target dealing 181 physical damage across 5 turns and reducing healing by 50% Travel speed: +472% Damage (Ranged): +8 blight / +4 physical When wielded/worn: Ammo reloads per turn: +1 Arrows are used with bows to pierce your foes to death. |
4 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. |
2133 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. |
5 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
9 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 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. |
7 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. |
8 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 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. |
10 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. |
Demonic SoulPowered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
voratun pickaxe 'Strikequake' (dig speed 12 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +8 Physical power: +10 (+3 eff.) Damage when hit (Melee): 10 lightning Changes stats: +3 Str Changes resistances: +12% acid / +31% cold Changes resistances penetration: +25% acid Changes damage: +9% lightning / +30% acid Critical mult.: +20.00% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
Lifebinding EmeraldInfused by nature 0.00 Encumbrance. [Plot Item] Type: gem / green ; tier 5 When wielded/worn: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Life regen: +2.00 Healing mod.: +30% When used to imbue an object: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Stun/Freeze immunity: +30% Life regen: +2.00 Healing mod.: +30% Latent Damage Type: Nature A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
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 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. |
5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+4 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+4 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Cut Drem ArmPowered by unknown forces 2.00 Encumbrance. [Unique] Type: misc / gross ; tier 3 When wielded/worn: Damage when hit (Melee): 25 darkness Disarm immunity: +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
Strikeedge the dwarven lanternInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +10 (+3 eff.) Effects on melee hit: * 27% chance to reduce armor by 18% Changes stats: +8 Dex / +6 Wil / +2 Cun Changes resistances: +9% lightning / +18% blight / +12% acid Changes resistances penetration: +30% lightning Changes damage: +12% blight / +21% lightning Critical mult.: +17.00% Light radius: +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
UmbrawormInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Physical power: +15 (+5 eff.) Defense: +32 (+9 eff.) Effects on melee hit: * 21% chance to reduce damage dealt by 32% Changes stats: +6 Dex Changes resistances penetration: +26% arcane Changes damage: +27% darkness Critical mult.: +21.07% Mental save: +12 (+3 eff.) Mindpower: +11 (+3 eff.) Mental crit. chance: +12% Light radius: +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
alchemist's lamp 'Rhadar'Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Defense: +11 (+3 eff.) Changes stats: +5 Cun / +4 Wil Changes resistances: +27% acid Critical mult.: +20.20% Physical save: +16 (+4 eff.) Spell save: +16 (+4 eff.) Mental save: +16 (+4 eff.) Equilibrium when hit: +0.12 Maximum psi: +50.50 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
dwarven lantern 'Runyderak'Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +5 Armour: +12 Changes stats: +3 Cun / +6 Str Reduces incoming crit damage: 15.52% Mental save: +15 (+4 eff.) Only die when reaching: -82.75 life Mindpower: +25 (+6 eff.) Light radius: +5 See stealth: +25 See invisible: +23 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+5 eff.) Armour penetration: +12 Defense: +12 (+4 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 13 power out of 35/35) : Effective talent level: 3.5 Power cost: 13 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 31 for 6 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
62 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. |
40 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
30 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of 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 Activation costs 146 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
The Guardian's TotemInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects when hit in melee: * 18% chance to slow global speed by 69% Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+5 eff.) Mindpower: +8 (+2 eff.) It can be used to call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.) Activation costs 37 power out of 50/50. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+2 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns Activation costs 8 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
5 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. |
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. |
43 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. |
33 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
37 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. |
2 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. |
13 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 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. |
4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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. |
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 (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Grik the Krog Oozemancer level 35
8th Mirth 123rd year of Ascendancy at 17:01 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Grik the Krog Oozemancer level 48
65th Regrowth 124th year of Ascendancy at 01:55 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Grik the Krog Oozemancer level 34
7th Mirth 123rd year of Ascendancy at 02:50 see stats
Antimagic! (Insane (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Grik the Krog Oozemancer level 19
43rd Dusk 122nd year of Ascendancy at 18:02 see stats
Arachnophobia (Insane (Adventure) difficulty)
Destroyed the spydric menace.By Grik the Krog Oozemancer level 50
33rd Haze 124th year of Ascendancy at 01:01 see stats
Are you out of your mind?! (Insane (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Grik the Krog Oozemancer level 50
39th Pyre 124th year of Ascendancy at 01:13 see stats
Back and there again (Insane (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Grik the Krog Oozemancer level 44
1st Decay 123rd year of Ascendancy at 03:23 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Grik the Krog Oozemancer level 40
32nd Dusk 123rd year of Ascendancy at 19:28 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Grik the Krog Oozemancer level 35
2nd Flare 123rd year of Ascendancy at 22:15 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Grik the Krog Oozemancer level 24
59th Haze 122nd year of Ascendancy at 01:09 see stats
Demonic Invasion (Insane (Adventure) difficulty)
Stopped a demonic invasion by closing their portal.By Grik the Krog Oozemancer level 46
62nd Regrowth 124th year of Ascendancy at 14:53 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Grik the Krog Oozemancer level 38
29th Dusk 123rd year of Ascendancy at 21:47 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Grik the Krog Oozemancer level 31
41st Regrowth 123rd year of Ascendancy at 03:39 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun.By Grik the Krog Oozemancer level 22
41st Haze 122nd year of Ascendancy at 03:24 see stats
Evil denied (Insane (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Grik the Krog Oozemancer level 50
73rd Haze 124th year of Ascendancy at 21:51 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Grik the Krog Oozemancer level 22
41st Haze 122nd year of Ascendancy at 08:50 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Grik the Krog Oozemancer level 24
46th Haze 122nd year of Ascendancy at 14:33 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Grik the Krog Oozemancer level 35
3rd Summertide 123rd year of Ascendancy at 20:26 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Grik the Krog Oozemancer level 50
26th Haze 124th year of Ascendancy at 17:15 see stats
Flooder (Insane (Adventure) difficulty)
Defeated Ukllmswwik while doing his own quest.By Grik the Krog Oozemancer level 50
43rd Pyre 124th year of Ascendancy at 00:03 see stats
Gem of the Moon (Insane (Adventure) difficulty)
Completed the Master Jeweler quest with Limmir.By Grik the Krog Oozemancer level 50
11st Pyre 124th year of Ascendancy at 15:35 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Grik the Krog Oozemancer level 24
76th Haze 122nd year of Ascendancy at 18:43 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Adventure) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Grik the Krog Oozemancer level 50
39th Pyre 124th year of Ascendancy at 02:48 see stats
Invasion from the Depths (Insane (Adventure) difficulty)
Stopped a naga invasion by closing their portal.By Grik the Krog Oozemancer level 49
1st Pyre 124th year of Ascendancy at 12:47 see stats
Is that how it feels to be an escort quest?! (Insane (Adventure) difficulty)
Got saved from death in the Godfeaster by Malyu and managed to escape.By Grik the Krog Oozemancer level 31
41st Regrowth 123rd year of Ascendancy at 03:39 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Grik the Krog Oozemancer level 10
6th Mirth 122nd year of Ascendancy at 22:20 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Grik the Krog Oozemancer level 20
15th Haze 122nd year of Ascendancy at 22:17 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Grik the Krog Oozemancer level 30
30th Regrowth 123rd year of Ascendancy at 10:40 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Grik the Krog Oozemancer level 40
30th Dusk 123rd year of Ascendancy at 17:01 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Grik the Krog Oozemancer level 50
2nd Pyre 124th year of Ascendancy at 21:53 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Grik the Krog Oozemancer level 50
25th Haze 124th year of Ascendancy at 01:22 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Grik the Krog Oozemancer level 19
52nd Dusk 122nd year of Ascendancy at 10:26 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Grik the Krog Oozemancer level 50
34th Pyre 124th year of Ascendancy at 15:38 see stats
Savior of the damsels in distress (Insane (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Grik the Krog Oozemancer level 29
2nd Allure 123rd year of Ascendancy at 01:12 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Grik the Krog Oozemancer level 47
63rd Regrowth 124th year of Ascendancy at 14:18 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Grik the Krog Oozemancer level 28
2nd Wintertide 123rd year of Ascendancy at 18:48 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Grik the Krog Oozemancer level 39
30th Dusk 123rd year of Ascendancy at 01:24 see stats
Tactical master (Insane (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Grik the Krog Oozemancer level 50
73rd Haze 124th year of Ascendancy at 21:50 see stats
Tales of the Spellblaze (Insane (Adventure) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Grik the Krog Oozemancer level 50
66th Regrowth 125th year of Ascendancy at 18:31 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Grik the Krog Oozemancer level 9
3rd Mirth 122nd year of Ascendancy at 23:26 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Grik the Krog Oozemancer level 50
25th Haze 124th year of Ascendancy at 11:27 see stats
The Sun Still Shines (Insane (Adventure) difficulty)
Aeryn survived the last battle.By Grik the Krog Oozemancer level 50
73rd Haze 124th year of Ascendancy at 21:51 see stats
The sky is falling! (Insane (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Grik the Krog Oozemancer level 16
19th Dusk 122nd year of Ascendancy at 06:01 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Grik the Krog Oozemancer level 41
28th Haze 123rd year of Ascendancy at 06:24 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Grik the Krog Oozemancer level 24
43rd Haze 122nd year of Ascendancy at 06:41 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Grik the Krog Oozemancer level 16
19th Dusk 122nd year of Ascendancy at 17:21 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Grik the Krog Oozemancer level 34
6th Mirth 123rd year of Ascendancy at 07:43 see stats
Log
Lore found: Lessons of Inevitability - Introduction
Lore found: Kyless' Journal: Second Entry
Lore found: Lessons of Inevitability - Netherblast
Lore found: demon statue: Shasshhiy'Kaish
Lore found: clue (ruined dungeon)
Lore found: demon statue: Draebor, the Imp
Lore found: magical barrier
Lore found: King Tolak's Condemnation
Lore found: seventh mural painting
Lore found: demon statue: fire imp
Lore found: fifth mural painting
Lore found: Angolwen Fountain
Lore found: hypostasis of entropy
Lore found: slain master
Lore found: Kyless' Journal: Fourth Entry
Lore found: clue (ruined dungeon)
Lore found: a living Sher'Tul?!
Lore found: clue (ruined dungeon)
Lore found: demon statue: Corrupted Daelach
Lore found: Lost Memories (2)
Lore found: arrrrrrghhhhhh
Lore found: telepathic message (6)
Lore found: fifth mural painting
Lore found: Lessons of Inevitability - Unravel Existence
Lore found: Lost Memories (1)
Lore found: gravestone
Ran for 6 turns (stop reason: hostile spotted to the north (Training Dummy - offscreen)).
Today is the 51st Dusk of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
























































































































































