








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Mex's Start in Last Hope 1.5.0Changes your starting zone to Last Hope. |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Ogre |
| Class | Brawler |
| Level / Exp | 50 / 608% |
| Size | big |
| Lifes / Deaths | Killed by Emyriba the minotaur at level 18 on the 32nd Haze 122nd year of Ascendancy at 08:45 / 2Killed by Argoniel at level 50 on the 54th Haze 123rd year of Ascendancy at 00:47 |
Primary Stats
| Strength | 132 (base 64) |
| Dexterity | 93 (base 66) |
| Constitution | 61 (base 7) |
| Magic | 36 (base 16) |
| Willpower | 48 (base 31) |
| Cunning | 83 (base 60) |
Resources
| Life | -15/1884 |
| Mana | 414/584 |
| Stamina | 113/362 |
| Healing Factor | 2.0511688311688 |
| Regeneration | 8.9225844155845 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +54.237288135593% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 7 |
| See Stealth | 41.649325461976 |
| See Invisible | 41.649325461976 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Barehand
| Damage | 174 |
| Accuracy | 49 |
| Crit Chance | 49% |
| APR | 33 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 18 |
| Crit Chance | 33% |
| Speed | 1 |
Offense: Mind
| Mindpower | 44 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +6% |
| Darkness | +20% |
| Light | +9% |
| Temporal | +18% |
| Physical | +25% |
| Arcane | +6% |
| Cold | +20% |
| All | 0% |
Offense: Damage Penetration
| Blight | +15% |
| Nature | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 21.907235877383 (89.121405750799%) |
| Defense | 62 |
| Ranged Defense | 65 |
| Fatigue | 0 |
| Physical Save | 56 |
| Spell Save | 55 |
| Mental Save | 48 |
Defense: Resistances
| Acid | + 46%( 70%) |
| Blight | + 45%( 70%) |
| Arcane | + 43%( 70%) |
| Cold | + 57%( 70%) |
| All | + 29%( 70%) |
| Darkness | + 65%( 70%) |
| Light | + 35%( 70%) |
| Temporal | + 55%( 70%) |
| Lightning | + 60%( 70%) |
| Physical | + 41%( 70%) |
| Fire | + 41%( 70%) |
| Nature | + 41%( 70%) |
Defense: Immunities
| Knockback Resistance | 100% |
| Stun Resistance | 44% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 20% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 35 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 or physical effect and reduce all damage taken by 14% for 7 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 41 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 906% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 35 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1018% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 64 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 23 for 9 turns. While Heroism is active, you will only die when reaching -832 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 35 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 853 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Cunning / Tactical | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Finishing moves | 1.30 |
| 3/5 |
| 3/5 |
| 2/5 |
| 4/5 |
| Technique / Grappling | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Pugilism | 1.30 |
| 4/5 |
| 4/5 |
| 3/5 |
| 4/5 |
| Technique / Combat veteran | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.30 |
| 4/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.10 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.10 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 4/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Trained Reactions |
| talent | Striking Stance |
| detrimental effect | Reduces global action speed by 54%. Slow |
| beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+20). Continuum Destabilization |
| detrimental effect | The gloom reduces the target's global speed by 30%. Slowed by the gloom |
| beneficial effect | The target is recovering 47 life each turn. Recovery |
| beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
| detrimental effect | The target is on fire, taking 258.24 fire damage per turn. Burning |
| beneficial effect | Countering melee attacks: Has a 42% chance to get an automatic counter attack when avoiding a melee attack. (2.1 counters remaining) Counter Attacking |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+4 cooldowns). Infusion Saturation |
| detrimental effect | The target is hexed. Each time it uses an ability it takes 122.60 fire damage, and talent cooldowns are increased by 96% plus 1 turn. Burning Hex |
| detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Antimagic Disruption |
| detrimental effect | The target has been splashed with acid, taking 37.59 acid damage per turn, reducing armour by 53 and attack by 46. Acid Splash |
| beneficial effect | The target is in the middle of a combo chain and has earned 1 combo points. 1 Combo |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 6 of Dreadfell. Escort: injured seer (level 6 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | 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 Dexterity by +1. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)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 Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Track (+1 level(s)). | done |
You failed to protect the repented thief from death by poison gas trap. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the repented thief from death by giant lightning ant. Escort: repented thief (level 5 of Dreadfell) | failed |
You abandoned lost anorithil to death. Escort: weary adventurer (level 7 of Dreadfell) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 1727. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Stire of Derth. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Marus of Elvala in creating an elixir of mastery. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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. | completed |
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 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 within6 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Unbreakable Greaves (8 def, 20 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
| On hands | Dakhtun's Gauntlets (0 def, 6 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 125% When this weapon hits: Displacement Shield (10% chance level 1). When this weapon hits: Greater Weapon Focus (10% chance level 1). Damage (Melee): +20 arcane Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
| On head | drakeskin leather cap 'Brighttitan' (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: * 15% chance to blind Changes stats: +8 Str / +8 Dex Changes resistances: +6% temporal / +21% darkness / +11% nature Changes damage: +3% light / +18% temporal Spell save: +8 (+2 eff.) Maximum life: +66.00 Light radius: +2 Infravision radius: +7 Healing mod.: +25% A cap made of leather. |
| Tool | The Guardian's TotemInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 18 nature slow 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 (+6 eff.) Mindpower: +8 (+3 eff.) It can be used to call forth an immobile antimagic pillar for 15 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.), costing 21 power out of 35/35. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
| On fingers | Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 12 blight / 8 nature Changes stats: +5 Con / +9 Wil Changes resistances: +6% nature / +3% blight Changes resistances penetration: +15% blight / +10% nature Changes damage: +6% nature Spell save: +18 (+5 eff.) Mental save: +18 (+6 eff.) Life regen: +1.70 Maximum life: +69.00 Maximum stamina: +30.00 Healing mod.: +25% Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| On fingers | BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
| Around neck | Lisota the DazzlemistressInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes stats: +1 Mag Changes resistances: +22% lightning / +9% light Changes damage: +6% light / +6% arcane Critical mult.: +20.00% Stun/Freeze immunity: +44% Mana when firing critical spell: +3.00 Light radius: +2 Amulets can have magical properties. |
| Main armor | Death's Embrace (18 def, 18 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Armour Hardiness: +15% Defense: +18 (+5 eff.) Damage when hit (Melee): 15 darkness / 15 cold Changes stats: +5 Dex / +5 Mag / +5 Cun Changes resistances: +30% temporal / +30% darkness / +30% cold Changes damage: +20% darkness / +20% cold Talent masteries: +0.10 Spell / Phantasm +0.10 Spell / Shades +0.10 Cunning / Stealth Critical mult.: +20.00% Stealth bonus: +10 Spellpower: +10 (+2 eff.) It can be used to turn yourself invisible (power 30, based on Cunning and Magic) for 10 turns, costing 30 power out of 50/50. This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
| Light source | GleamjeerPowered by arcane forces Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour: +2 Defense: +9 (+3 eff.) Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 18 fire Changes stats: +1 Str / +4 Dex / +3 Con Changes resistances: +8% fire Physical save: +14 (+4 eff.) Spell save: +13 (+4 eff.) Mental save: +15 (+5 eff.) Maximum life: +62.00 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
| Cloak | Nimbuspunish the elven-silk cloak (3 def, 12 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +18 (+6 eff.) Armour penetration: +16 Armour: +12 Defense: +3 (+1 eff.) Changes stats: +6 Str / +10 Dex / +10 Cun / +6 Con Changes resistances: +9% acid / +2% physical / +9% fire / +22% lightning / +10% cold Reduces incoming crit damage: 15.00% Physical save: +15 (+4 eff.) Confusion immunity: +10% Maximum life: +77.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | DawnknaveInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Armour: +12 Defense: +9 (+3 eff.) Ranged Defense: +9 (+2 eff.) Damage when hit (Melee): 8 light / 16 physical Critical mult.: +6.00% Physical save: +12 (+4 eff.) Life regen: +2.40 Healing mod.: +22% A belt that goes around your waist. |
Inventory
healing infusion of the warrior (heal 443)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 443 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the sneak (+21 for 7 turns, die at -923)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 66 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 21 for 7 turns. While Heroism is active, you will only die when reaching -923 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the titan (+17 for 11 turns, die at -946)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 49 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 17 for 11 turns. While Heroism is active, you will only die when reaching -946 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the warrior (+28 for 8 turns, die at -1120)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 62 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 28 for 8 turns. While Heroism is active, you will only die when reaching -1120 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.movement infusion of the psychic (879% speed; 9 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 47 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 879% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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 ability. |
regeneration infusion of the duelist (heal 665 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 35 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 665 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 ability. |
regeneration infusion of the warrior (heal 790 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 41 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 790 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Activating this item is instant. It can be used to activate talent Juggernaut (costing 18 power out of 60/60) : Effective talent level: 2.0 Power cost: 18 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
DuriharalachPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +7 (+3 eff.) Armour penetration: +16 Changes stats: +4 Mag Changes resistances: +6% lightning / +6% nature / +3% light / +3% mind Talent mastery: +0.28 Technique / Unarmed discipline Critical mult.: +15.00% Spell save: +20 (+6 eff.) Blindness immunity: +10% Amulets can have magical properties. |
UrukathInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +27 (+9 eff.) Armour penetration: +15 Physical crit. chance: +1.0% Armour: +4 Defense: +13 (+4 eff.) Changes stats: +13 Lck Critical mult.: +15.00% Physical save: +14 (+4 eff.) Spell save: +17 (+5 eff.) Mental save: +14 (+5 eff.) Mana when firing critical spell: +2.00 Maximum life: +20.00 Maximum mana: +20.00 Reduce all damage from unseen attackers: 14% Amulets can have magical properties. |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
XithraCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +7 (+1 eff.) Changes stats: +3 Con Changes damage: +22% physical Life regen: +0.40 Stamina each turn: +1.80 Maximum stamina: +15.00 Combat speed: +10% Amulets can have magical properties. |
steel amulet 'Velovea'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% temporal / +6% darkness / +3% fire / +5% arcane / +1% physical Pinning immunity: +20% Knockback immunity: +24% Amulets can have magical properties. |
voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 6 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Blackradiance the stralite ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +6 Effects on melee hit: * 31% chance to inflict 15% damage reduction Changes stats: +8 Wil Changes resistances: +9% cold / +5% arcane / +9% darkness Reduces incoming crit damage: 10.00% Mental save: +16 (+6 eff.) Blindness immunity: +5% Spellpower on spell critical (stacks up to 3 times): +4 Maximum vim: +10.00 Damage Shield penetration: +40% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings can have magical properties. |
SalayaveaCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +4 Changes stats: +2 Str Changes resistances: +9% fire Changes damage: +6% physical Spell save: +20 (+6 eff.) Disarm immunity: +28% Pinning immunity: +26% Knockback immunity: +25% Maximum life: +22.00 Maximum stamina: +20.00 Rings can have magical properties. |
Zubibrethra the RotrigorInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+3 eff.) Fatigue: -5% Changes stats: +5 Cun / +5 Dex Changes resistances: +22% acid Changes damage: +23% acid / +3% nature Maximum encumbrance: +24 Rings can have magical properties. |
solipsist's steel ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to cause random gloom Damage (Melee): 10 bleed Effects on ranged hit: * 10% chance to cause random gloom Damage (Ranged): 8 bleed Changes stats: +6 Cun / +5 Wil Hate when firing a critical mind attack: +2.00 Maximum hate: +6.00 Mindpower: +8 (+3 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.nature's living mindstar of the jelly (18-19.8 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 18.0 - 19.8 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +9% blight Changes damage: +10% acid / +10% nature Disease immunity: +19% Equilibrium when hit: +2.20 Mindpower: +10 (+4 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Gunekath the GleampunishInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +4 (+1 eff.) Armour: +10 Defense: +8 (+2 eff.) Damage when hit (Melee): 4 light Changes resistances: +12% mind Critical mult.: +8.00% Physical save: +15 (+4 eff.) Maximum life: +40.00 Light radius: +2 A belt that goes around your waist. |
Threads of Fate (10 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +6 Mag / +6 Wil / +10 Lck Changes resistances: +20% temporal Changes resistances cap: +10% temporal Changes damage: +10% temporal Talent masteries: +0.10 Chronomancy / Timeline Threading +0.10 Spell / Divination +0.10 Chronomancy / Chronomancy Physical save: +20 (+6 eff.) Spell save: +20 (+6 eff.) Mental save: +20 (+7 eff.) Confusion immunity: +40% Spellpower: +8 (+2 eff.) It can be used to activate talent See the Threads (costing 30 power out of 50/50) : Effective talent level: 1.0 Power cost: 30 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: You peer into three possible futures, allowing you to explore each for 2 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. |
Wildrune (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Dex / +3 Wil / +6 Cun / +1 Con Changes resistances: +12% nature Changes damage: +3% nature Reduces incoming crit damage: 10.00% Mental crit. chance: +6% See invisible: +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Ragegund' (2 def, 10 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour penetration: +3 Physical crit. chance: +2.0% Armour: +10 Defense: +2 (+1 eff.) Changes resistances: +18% cold / +8% physical Changes resistances penetration: +25% physical Physical save: +15 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 It is part of a set of items. Oddly it never produces a hat. When wielded/worn: Armour: +3 Defense: +9 (+3 eff.) Damage when hit (Melee): 10 temporal / 20 physical Changes stats: +3 Wil / +5 Mag Changes resistances: +10% physical / +10% temporal Changes resistances penetration: +20% physical / +20% temporal Changes damage: +20% physical / +20% temporal Spellpower: +23 (+4 eff.) It can be used to activate talent Temporal Reprieve (costing 30 power out of 50/50) : Effective talent level: 1.0 Power cost: 30 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
focusing elven-silk robe of the mind (+18%) (5 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +6 Wil / +6 Mag Changes resistances: +18% mind Changes damage: +18% mind Mana each turn: +0.22 Psi each turn: +0.19 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe 'Galebender' (11 def, 8 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +8 Defense: +11 (+3 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +5 Mag Changes resistances: +11% acid / +16% physical / +9% light / +9% darkness / +18% cold / +14% fire / +12% lightning Changes resistances penetration: +20% light Changes damage: +10% acid / +11% physical / +9% light / +9% cold / +9% fire Talent cooldown: Refit Golem (-4 turns) Physical save: +22 (+6 eff.) Maximum life: +50.00 Light radius: +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Aetherwalk (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +12% arcane Changes resistances cap: +5% arcane Spellpower: +5 (+2 eff.) It can be used to phase door up to range 6, within radius 2 of the target location, costing 15 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
Urthastir the Aircrypt (0 def, 15 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Fatigue: +5% Damage when hit (Melee): 8 lightning Changes stats: +7 Con / +2 Wil Changes resistances penetration: +20% lightning Critical mult.: +9.00% Stamina each turn: +0.80 Only die when reaching: -40.00 life Spellpower: +6 (+2 eff.) Infravision radius: +3 A pair of boots made of leather. |
Voidcrypt (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes resistances: +6% darkness / +12% lightning Changes damage: +6% darkness Stamina each turn: +0.60 Maximum stamina: +16.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 12 power out of 20/20) : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Yvileba the pair of hardened leather boots (9 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +9 (+3 eff.) Ranged Defense: +9 (+2 eff.) Fatigue: +3% Changes resistances penetration: +20% arcane / +10% blight Critical mult.: +11.00% Spell save: +20 (+6 eff.) Stamina each turn: +0.80 Only die when reaching: -60.00 life Spellpower: +4 (+1 eff.) A pair of boots made of leather. |
traveler's pair of dwarven-steel boots of speed (0 def, 4 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -3% Maximum encumbrance: +25 Physical save: +7 (+2 eff.) Movement speed: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Bogparry the drakeskin leather gloves (0 def, 3 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Effects on melee hit: * Slows global speed by 30% Damage (Melee): 7 blight Changes stats: +4 Str / +4 Dex / +6 Mag / +10 Cun Changes resistances: +8% blight / +7% light / +8% darkness Changes damage: +7% blight / +3% nature Talent cooldown: Double Strike (-1 turn) Physical save: +15 (+4 eff.) Spellpower: +4 (+1 eff.) Infravision radius: +1 When used to modify unarmed attacks: Base power: 27.0 - 29.7 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +8 Armour Penetration: +5 Crit. chance: +14.0% Attack speed: 167% When this weapon hits: Set Up (10% chance level 5). When this weapon hits: Soul Rot (20% chance level 5). On weapon hit: * Slows global speed by 20% Damage Shield penetration (this weapon only): +20% Damage (Melee): +4 arcane Burst (radius 2) on crit: +14 blight / +31 light / +21 darkness It can be used to activate talent Starfall, placing all other charms into a 12 cooldown : Effective talent level: 1.0 Power cost: 12 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 42.27 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Spellhunt Remnants (6 def, 8 armour)Requires: - Talent 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.) Spell save: +15 (+5 eff.) Mindpower: +12 (+4 eff.) Mental crit. chance: +5% Light radius: +1 When used to modify unarmed attacks: Base power: 34.0 - 47.6 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Armour Penetration: +18 Crit. chance: +12.0% Attack speed: 125% When this weapon hits: Destroy Magic (100% chance level 5). When this weapon hits: Mana Clash (15% chance level 3). When this weapon hits: Aura of Silence (10% chance level 1). On weapon hit: * 50 arcane resource burn Damage (Melee): +20 silence 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 152.64 arcane damage and stunned), costing 60 power out of 148/150. 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. |
This item will automatically be transmogrified when you leave the level.heroic voratun gauntlets (0 def, 9 armour) Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +9 Mental save: +15 (+5 eff.) Maximum life: +80.00 When used to modify unarmed attacks: Base power: 37.5 - 52.5 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +13 Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 125% When this weapon hits: Battle Shout (10% chance level 5). Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets 'Pitchwinnow' (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +29 (+10 eff.) Armour penetration: +11 Armour: +3 Changes stats: +8 Cun / +6 Dex Changes resistances: +9% lightning / +3% temporal / +11% darkness / +5% arcane / +9% nature Changes resistances penetration: +5% darkness Changes damage: +3% darkness Physical save: +9 (+3 eff.) Mental save: +8 (+3 eff.) Disarm immunity: +40% Infravision radius: +3 When used to modify unarmed attacks: Base power: 29.5 - 41.3 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +26 Armour Penetration: +23 Crit. chance: +20.0% Attack speed: 125% When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Perfect Control (10% chance level 5). When this weapon crits: Dominate (10% chance level 5). Damage (Melee): +18 darkness It can be used to activate talent Steady Shot, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Veluvena the hardened leather cap (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Str / +6 Dex / +6 Con Changes resistances penetration: +10% physical Physical save: +8 (+2 eff.) Mental save: +10 (+4 eff.) Life regen: +0.60 Only die when reaching: -40.00 life Maximum life: +50.00 Maximum stamina: +10.00 It can be used to activate talent Battle Cry, placing all other charms into a 17 cooldown : Effective talent level: 2.0 Power cost: 17 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
Yaldan Baoth (0 def, 6 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +7 Con / +10 Wil Changes resistances: +10% light / +15% darkness Changes resistances cap: +10% darkness Changes damage: +10% light Sight radius: -2 Reduce all damage from unseen attackers: 25% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. 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. |
rough leather cap 'Glorudath' (3 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Defense: +3 (+1 eff.) Ranged Defense: +3 (+0 eff.) Fatigue: +1% Changes resistances: +6% lightning / +6% temporal / +3% darkness Cut immunity: +15% Pinning immunity: +5% Stun/Freeze immunity: +35% A cap made of leather. |
Murktyphoon (5 def, 14 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +14 Defense: +5 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 12 acid / 4 blight / 13 light / 8 darkness Changes stats: +6 Wil Changes resistances: +12% acid / +28% darkness / +25% blight / +14% cold / +29% fire Changes resistances penetration: +15% blight / +29% acid Changes damage: +6% acid Allows you to breathe in: water Life regen: +8.00 Stamina each turn: +2.50 Light radius: +2 A suit of armour made of leather. |
Sunravager (2 def, 4 armour)Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Changes resistances: +6% lightning / +17% fire / +9% acid Life regen: +4.30 Maximum life: +66.00 Healing mod.: +10% A suit of armour made of leather. |
208 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. |
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. |
sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
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. |
Balar the alchemist's lampPowered by arcane forces Infused by psionic forces 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +6 Mag / +2 Wil Changes resistances: +11% light Changes damage: +10% darkness / +9% arcane Damage affinity(heal): +5% darkness Spell save: +30 (+8 eff.) Mental save: +6 (+2 eff.) Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +2 Maximum vim: +10.00 Spellpower: +10 (+2 eff.) Mindpower: +7 (+3 eff.) Mental crit. chance: +7% Light radius: +5 Infravision radius: +3 It can be used to activate talent Moonlight Ray, placing all other charms into a 5 cooldown : Effective talent level: 4.0 Power cost: 5 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 82.51 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
Kilnfury the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical power: +2 (+0 eff.) Defense: +6 (+2 eff.) Ranged Defense: +6 (+1 eff.) Damage when hit (Melee): 4 fire Changes stats: +5 Dex Physical save: +12 (+4 eff.) Maximum life: +40.00 Light radius: +2 Healing mod.: +5% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (105 power, based on Willpower), costing 6 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Wildshine the alchemist's lampCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 20 light Changes resistances: +6% nature Changes resistances penetration: +15% light Changes damage: +3% nature Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
dwarven lantern 'Balancestone'Powered by arcane forces Crafted by a master 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 16 temporal Changes stats: +8 Mag Changes resistances: +12% nature Changes resistances penetration: +13% all Changes damage: +9% nature / +6% fire Spellpower: +16 (+4 eff.) Light radius: +17 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
dwarven lantern 'Toxinstake'Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 35% Changes stats: +7 Wil Changes resistances: +10% blight / +14% darkness / +5% arcane Changes resistances penetration: +10% arcane Changes damage: +13% mind / +9% fire Mental save: +24 (+8 eff.) Spellpower: +5 (+2 eff.) Spell crit. chance: +6% Mindpower: +24 (+8 eff.) Mental crit. chance: +20% Light radius: +4 Infravision radius: +6 See invisible: +13 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 18 cooldown : Effective talent level: 1.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 25 blight damage or heals 38 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
scorching alchemist's lamp of corpselightPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 16 fire Changes resistances: +9% blight / +7% fire / +9% darkness Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Light radius: +3 Infravision radius: +3 See invisible: +7 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 18 cooldown : Effective talent level: 1.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 25 blight damage or heals 38 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A normal brass lantern, enhanced by alchemy to make it brighter. |
The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying 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. |
Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+2 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
44 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. |
4 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 fire 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. |
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 Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 122 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Arthuhad [power 55] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Changes stats: +4 Wil Changes resistances: +5% arcane Maximum wards: +6 physical / +10 mind / +10 darkness Talents granted: +5 Telekinetic Blast +2 Ward Critical mult.: +10.00% Mindpower: +6 (+2 eff.) Mental crit. chance: +1% Heals friendly targets nearby when you use a nature summon: +40 It can be used to teleport randomly (rad 55), putting all charms on cooldown for 18 turns. Torques are made by powerful psionics to store psionic powers. |
Glorybrema the dwarven-steel torque of kinetic psionic shield [power 87] (12 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Armour: +10 Changes stats: +2 Str / +4 Dex Maximum wards: +2 physical / +3 mind / +3 darkness Changes resistances penetration: +10% physical Talent granted: +1 Ward Maximum stamina: +10.00 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 87 for 7 turns, putting all charms on cooldown for 12 turns. Torques are made by powerful psionics to store psionic powers. |
Xanor the Hellsbrawn [power 4] (6 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Damage when hit (Melee): 12 blight Changes resistances: +9% fire Changes resistances penetration: +15% temporal Changes damage: +3% blight / +15% temporal Talent cooldown: Silence (-3 turns) Talent granted: +15 Silence It can be used to absorb and nullify at most 4 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 6 turns. Torques are made by powerful psionics to store psionic powers. |
2 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. |
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 (+4 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 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. |
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By imagine my shock the Ogre Brawler level 33
71st Regrowth 123rd year of Ascendancy at 14:32 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By imagine my shock the Ogre Brawler level 50
21st Haze 123rd year of Ascendancy at 06:05 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By imagine my shock the Ogre Brawler level 33
69th Regrowth 123rd year of Ascendancy at 21:20 see stats
Arachnophobia (Insane (Roguelike) difficulty)
Destroyed the spydric menace.By imagine my shock the Ogre Brawler level 38
19th Pyre 123rd year of Ascendancy at 00:55 see stats
Back and there again (Insane (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By imagine my shock the Ogre Brawler level 45
7th Dusk 123rd year of Ascendancy at 18:52 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By imagine my shock the Ogre Brawler level 36
15th Pyre 123rd year of Ascendancy at 00:10 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By imagine my shock the Ogre Brawler level 10
15th Dusk 122nd year of Ascendancy at 19:24 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By imagine my shock the Ogre Brawler level 35
11st Pyre 123rd year of Ascendancy at 11:02 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By imagine my shock the Ogre Brawler level 31
65th Regrowth 123rd year of Ascendancy at 08:10 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By imagine my shock the Ogre Brawler level 22
71st Haze 122nd year of Ascendancy at 00:29 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By imagine my shock the Ogre Brawler level 29
4th Regrowth 123rd year of Ascendancy at 14:24 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By imagine my shock the Ogre Brawler level 34
78th Regrowth 123rd year of Ascendancy at 16:44 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By imagine my shock the Ogre Brawler level 10
7th Dusk 122nd year of Ascendancy at 15:42 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By imagine my shock the Ogre Brawler level 20
45th Haze 122nd year of Ascendancy at 18:43 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By imagine my shock the Ogre Brawler level 30
48th Regrowth 123rd year of Ascendancy at 18:34 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By imagine my shock the Ogre Brawler level 40
34th Pyre 123rd year of Ascendancy at 04:05 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By imagine my shock the Ogre Brawler level 50
2nd Haze 123rd year of Ascendancy at 22:12 see stats
Orcrist (Insane (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By imagine my shock the Ogre Brawler level 50
37th Haze 123rd year of Ascendancy at 18:57 see stats
Race through fire (Insane (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By imagine my shock the Ogre Brawler level 50
8th Haze 123rd year of Ascendancy at 07:48 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By imagine my shock the Ogre Brawler level 17
24th Haze 122nd year of Ascendancy at 18:39 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By imagine my shock the Ogre Brawler level 26
2nd Wintertide 123rd year of Ascendancy at 22:33 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By imagine my shock the Ogre Brawler level 22
70th Haze 122nd year of Ascendancy at 10:12 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By imagine my shock the Ogre Brawler level 36
11st Pyre 123rd year of Ascendancy at 17:35 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By imagine my shock the Ogre Brawler level 10
7th Dusk 122nd year of Ascendancy at 15:59 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By imagine my shock the Ogre Brawler level 49
1st Time of Equilibrium 123rd year of Ascendancy at 16:35 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By imagine my shock the Ogre Brawler level 8
1st Dusk 122nd year of Ascendancy at 13:17 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By imagine my shock the Ogre Brawler level 40
41st Pyre 123rd year of Ascendancy at 20:21 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By imagine my shock the Ogre Brawler level 20
50th Haze 122nd year of Ascendancy at 13:14 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By imagine my shock the Ogre Brawler level 14
53rd Dusk 122nd year of Ascendancy at 00:59 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By imagine my shock the Ogre Brawler level 18
32nd Haze 122nd year of Ascendancy at 08:45 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By imagine my shock the Ogre Brawler level 32
68th Regrowth 123rd year of Ascendancy at 20:04 see stats
Log
Imagine my shock is free from the ice.
Imagine my shock throws two quick punches.
Argoniel resists the blinding light!
Imagine my shock is covered in acid!
imagine my shock misses Argoniel.
Argoniel resists the blinding light!
imagine my shock leeches life from Argoniel!
imagine my shock hits Argoniel for 85 physical, 10 arcane, 75 physical, 10 arcane (180 total damage).
imagine my shock receives 6 healing from Argoniel.
You cannot block any more attacks!
Imagine my shock moves reluctantly!
imagine my shock leeches life from Argoniel!
Argoniel hits imagine my shock for (51 resist armour), (42 blocked), 72 physical, (12 resist armour), 0 light, (19 resist armour), 0 mind, (8 resist armour), 0 cold, 6 healing (72 total damage) [6 healing].
Greater Weapon Focus from Argoniel hits imagine my shock for (51 resist armour), 107 physical, (12 resist armour), 0 light, (19 resist armour), 0 mind, (8 resist armour), 0 cold, 13 healing, 3 healing (107 total damage) [15 healing].
imagine my shock hits Argoniel for 10 nature, 9 darkness, 21 fire, 5 nature, 8 physical, 7 blight, 8 cold, 4 light, 10 nature, 9 darkness, 21 fire, 5 nature, 8 physical, 7 blight, 8 cold, 4 light (142 total damage).
Elandar casts Flame.
Elandar's spell attains critical power!
Imagine my shock shrugs off the critical damage!
Imagine my shock is moving less freely.
Talent Axe Kick is ready to use.
Talent Infusion: Heroism is ready to use.
Talent Perfect Strike is ready to use.
Elandar hits imagine my shock for (51 resist armour), 251 fire (251 total damage).
Burning from Elandar hits imagine my shock for (51 resist armour), 243 fire (243 total damage).
imagine my shock receives 97 healing.
Acid Splash from Argoniel hits imagine my shock for (22 resist armour), 0 acid (0 total damage).
Argoniel performs a melee critical strike against imagine my shock!
Imagine my shock shrugs off the critical damage!
Saving game...





























































































































