













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!Items Vault 1.5.0Donators/Buyers bonus! Breeding Pits Restoration Project 1.1.5Restores the orc breeding pits cut content to the game. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!Talent Point Planner 1.3.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Yeek |
| Class | Doomed |
| Level / Exp | 50 / 1305% |
| Size | small |
| Lifes / Deaths | Killed by Gylralle the yellow jelly at level 21 on the 62nd Dusk 122nd year of Ascendancy at 01:21 0 / 9Killed by Arobretira the dredgling at level 22 on the 64th Dusk 122nd year of Ascendancy at 03:36 Killed by Cyrowyn the elven guard at level 24 on the 66th Dusk 122nd year of Ascendancy at 15:15 Killed by Ematha the mean looking elven guard at level 24 on the 66th Dusk 122nd year of Ascendancy at 20:24 Killed by Beloldalaith the orc elite fighter at level 36 on the 26th Regrowth 123rd year of Ascendancy at 00:30 Killed by naga myrmidon at level 50 on the 15th Pyre 123rd year of Ascendancy at 16:12 Killed by orc high pyromancer at level 50 on the 49th Dusk 123rd year of Ascendancy at 01:58 Killed by orc blood mage at level 50 on the 53rd Dusk 123rd year of Ascendancy at 04:50 Killed by Vapkor the forge-giant at level 50 on the 53rd Dusk 123rd year of Ascendancy at 11:48 |
Primary Stats
| Strength | 47.170224963639 (base 34) |
| Dexterity | 17 (base 15) |
| Constitution | 73.340449927278 (base 59) |
| Magic | 37.170224963639 (base 13) |
| Willpower | 118.41224696721 (base 57) |
| Cunning | 90.314288128414 (base 58) |
Resources
| Life | -30/1289 |
| Hate | 106/110 |
| Stamina | 518/518 |
| Equilibrium | 18 |
| Healing Factor | 1.7153145831801 |
| Regeneration | 3.0018005205652 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +28% |
| Spell | 0% |
| Global | +117.29957955368% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 2 |
| See Invisible | 13.340449927278 |
| ESP Range | 10 |
| ESP Kinds | animal/canine, humanoid/orc |
Offense: Mainhand
| Damage | 165 |
| Accuracy | 58 |
| Crit Chance | 33% |
| APR | 101 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 158 |
| Accuracy | 58 |
| Crit Chance | 33% |
| APR | 101 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 41 |
| Crit Chance | 46% |
| Speed | 1 |
Offense: Mind
| Mindpower | 87 |
| Crit Chance | 51% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +16% |
| Blight | +20% |
| Arcane | +16% |
| Cold | +16% |
| All | +10% |
| Lightning | +17% |
| Light | +25% |
| Temporal | +20% |
| Physical | +27% |
| Darkness | +25% |
| Fire | +27% |
| Mind | +59% |
Offense: Damage Penetration
| Darkness | +30% |
| Temporal | +25% |
| Physical | +35% |
| Mind | +70% |
| All | +20% |
Defense: Base
| Armour (hardiness) | 39 (30%) |
| Defense | 34 |
| Ranged Defense | 37 |
| Fatigue | 0 |
| Physical Save | 46 |
| Spell Save | 41 |
| Mental Save | 73 |
Defense: Resistances
| Physical | + 14%( 70%) |
| Lightning | + 16%( 70%) |
| Fire | + 4%( 70%) |
| Temporal | + 18%( 70%) |
| Darkness | + 39%( 81%) |
| Arcane | + 9%( 70%) |
| Mind | + 50%( 70%) |
| All | + 4%( 70%) |
Defense: Immunities
| Silence Resistance | 65% |
| Confusion Resistance | 100% |
| Fear Resistance | 28% |
| Stun Resistance | 68% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 8% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 778 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 304 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 949% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or magical effect and reduce all damage taken by 18% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Class Talents
| Cursed / Darkness | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Shadows | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Cursed / Punishments | 1.50 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Cursed / One with shadows | 1.30 |
| 1/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Cursed / Advanced shadowmancy | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 4/5 |
| Cursed / Force of will | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 4/5 |
| 4/5 |
| 5/5 |
| 5/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Gestures | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cursed / Dark sustenance | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Yeek | 1.20 |
| 1/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Mental Tyranny |
| talent | Gesture of Pain |
| talent | Deflection |
| talent | Call Shadows |
| talent | Psiblades |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 1.2)Penalty : Fractured Sanity: -4% Mind Resistance, -5% Confusion Immunity Power 1+: Unleashed: +4% critical damage, +5% off-hand weapon damage Power 2+: -1 Luck, +3 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 18.7% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+7 cooldowns). Infusion Saturation |
| beneficial effect | Guarding against melee damage: Will dismiss up to 82 damage from the next 2.1 attack(s) with a 10% chance to counterattack. Guarded |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 4.2)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 12%) for 4 turns. Power 1+: Nightwalker: +17 Darkness Resistance, +11% Max Darkness Resistance, +10 See Invisible Power 2+: -3 Luck, +7 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 16% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 16% for 3 turns. |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 2.2)Penalty : Fear of Death: -4% resistance against damage from the undead. Power 1+: Power over Death: +6% damage against the undead. Power 2+: -2 Luck, +2 Strength, +2 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 4. Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | An unseen force strikes from 2 to 3 targets in a range of 5 around this creature every turn, doing 167 damage and knocking them back for 2 tiles. Unseen Force |
| beneficial effect | 51% of all damage is redirected to a random shadow. Shadow Empathy |
| beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 10%. Strength and Willpower are increased by 1. Poisons and diseases have a 6% chance of being neutralized each turn. Cursed Form |
| detrimental effect | Zone-wide effect: The flames of the Fearscape increase all fire and blight damage by 10%, but the weird gravity reduces knockback resistance by 20%. Fearscape Zone |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 1.2)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +2 Defense, +1 Ranged Defense Power 2+: -1 Luck, +3 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+35% chance to avoid traps). Power 4+: Unfortunate End: There is a 30% chance that the damage you deal will increase by 30% if the increase would be enough to kill your opponent. |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have 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 encountered a dying sun paladin that told you about the orcs breeding pit, a true abomination. Desperate MeasuresYou have decided to report the information to Aeryn so she can deal with it. Aeryn said she would send troops to deal with it. | 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 gained talent category Wild-gift / Mindstar mastery (at mastery 0.80). | done |
You failed to protect the lone alchemist from death by Layylle the cave bear. Escort: lone alchemist (level 3 of Old Forest) | failed |
You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you improved talent Conversion (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you improved talent Biofeedback (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you improved Strength by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Disengage (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the worried loremaster from death by Porelle the greater faeros. Escort: worried loremaster (level 1 of Daikara) | failed |
You have been tasked to remove two threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished the naga invader, Lady Nashva. * You have explored the ritch tunnels and vanquished their queen. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * 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: 1937. | 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. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
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 killed both Ukllmswwik and Slasul, betraying them both. | 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* Rak'shor Pride, in the west of the southern desert. * You have destroyed Vor. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Boots of the Hunter (Shrouds) (2 def, 12 armour)Requires: - Talent 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 (+3 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cursed / Endless hunt +0.20 Cunning / Trapping +0.20 Cursed / Predator Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. Curse of Shrouds It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action), costing 32 power out of 7/32. 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. |
| Quiver | pouch of iron shots 'Elenamayon' (20/20, 111% power, 1 apr)Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Power: 111% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +5 Armour Penetration: +1 Crit. chance: +4.0% Capacity: 20 On weapon hit: * 20 arcane resource burn * Slows global speed by 20% Damage (Ranged): +12 mind Burst (radius 1) on hit: +28 mind Shots are used with slings to pummel your foes to death. This object's appearance was changed to pouch of iron shots. |
| Light source | UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+2 eff.) Mindpower: +10 (+2 eff.) Light radius: +10 Absorbs all darkness (power 156, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). It can be used to release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 438.75 darkness damage (based on Mindpower and charge), costing 10 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
| On head | augmenting cashmere wizard hat of earthrunes (Corpses) (2 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Defense: +2 (+1 eff.) Changes stats: +1 Con Changes damage: +6% acid / +6% cold / +7% fire / +6% arcane / +7% lightning Curse of Corpses It can be used to activate talent Stone Wall, placing all other charms into a 80 cooldown : Effective talent level: 1.1 Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 5 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 99.73 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... This object's appearance was changed to rough leather hat. |
| On hands | Hand of the World-Shaper (Shrouds) (0 def, 12 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by nature 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +12 Changes stats: +6 Str / +6 Mag Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +12% physical Talent masteries: +0.20 Spell / Stone +0.10 Wild-gift / Sand drake aspect +0.10 Spell / Earth Spellpower: +10 (+4 eff.) Spell crit. chance: +10% Curse of Shrouds It can be used to activate talent Earthquake (costing 30 power out of 28/30) : Effective talent level: 4.8 Power cost: 30 out of 28/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 56.20 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
| Tool | Bladed RiftPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +5% physical / +10% temporal Spellpower: +10 (+4 eff.) Mindpower: +10 (+2 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 15 power out of 6/25) : Effective talent level: 5.0 Power cost: 15 out of 6/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
| On fingers | stralite ring 'Haredunagorain'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +5 (+5 eff.) Defense: +9 (+4 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 temporal Changes stats: +6 Wil Changes resistances: +6% mind Changes resistances penetration: +5% temporal Changes damage: +3% mind Mental save: +12 (+3 eff.) Life regen: +0.80 Maximum life: +68.00 Movement speed: +18% Healing mod.: +24% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 4.0 Power cost: 40 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 38% for 5 turns. Rings can have magical properties. |
| On fingers | 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 30 power out of 30/30) : Effective talent level: 2.4 Power cost: 30 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, 3 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
| Around neck | Radhotoyon the steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -6% Damage when hit (Melee): 12 arcane Changes stats: +4 Dex / +7 Wil / +5 Cun / +5 Con Changes resistances: +5% arcane Life regen: +0.70 Stamina each turn: +0.60 Mana each turn: +0.08 Spellpower: +8 (+3 eff.) Movement speed: +10% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Amulets can have magical properties. |
| In main hand | Nexus of the Way (Shrouds) (124% power, 78 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Power: 124% Range: 1.1x Uses stats: 114% Wil, 38% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +78 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +11 Wil Changes resistances: +20% mind Changes resistances penetration: +20% mind Changes damage: +20% mind Talent mastery: +0.20 Race / Yeek Mental save: +15 (+3 eff.) Confusion immunity: +30% Mindpower: +39 (+8 eff.) Mental crit. chance: +9% Activating this item is instant. Curse of Shrouds It can be used to activate talent Wayist (costing 60 power out of 41/60) : Effective talent level: 1.2 Power cost: 60 out of 41/60. Range: 4 Travel Speed: instantaneous Is: a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
| Around waist | Shimmerrip (Misfortune)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +12 Defense: +12 (+6 eff.) Fatigue: -6% Changes stats: +9 Wil / +6 Mag Changes resistances: +12% lightning Physical save: +23 (+7 eff.) Mental save: +10 (+2 eff.) Maximum life: +98.00 Spell crit. chance: +4% Infravision radius: +2 See invisible: +3 Curse of Misfortune A belt that goes around your waist. |
| In off hand | Jetspitter the living mindstar (Corpses) (116% power, 78 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar has an epiphany about dreams. This parasitic mindstar will draw strength from other psionic mindstars. Power: 116% Range: 1.1x Uses stats: 95% Wil, 57% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +78 Crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +30% Burst (radius 2) on crit: +8 darkness When wielded/worn: Armour penetration: +1 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Changes stats: +8 Cun Changes damage: +16% mind Critical mult.: +19.00% Hate when firing a critical mind attack: +3.00 Maximum hate: +10.00 Mindpower: +25 (+5 eff.) Mental crit. chance: +8% Healing mod.: +10% Life leech chance: +12% Life leech: +19% Curse of Corpses 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. |
| Cloak | elven-silk cloak 'Amegar' (Madness) (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +4 (+1 eff.) Defense: +3 (+1 eff.) Fatigue: -8% Damage when hit (Melee): 8 mind Changes stats: +5 Str / +4 Mag / +5 Wil / +6 Con Grants telepathy: Humanoid/Orc Physical save: +14 (+4 eff.) Maximum life: +99.00 Spell crit. chance: +8% Mindpower: +2 (+1 eff.) Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Crimson Robe (Shrouds) (12 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+6 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.20 Cursed / Punishments +0.20 Cursed / Slaughter +0.10 Psionic / Solipsism 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 (+4 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). Curse of Shrouds 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. |
Inventory
healing infusion of the psychic (heal 323)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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 323 and cleanse 1 wound and 1 poison effect. 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. |
heroism infusion of the sneak (+19 for 7 turns, die at -802)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: 30 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 19 for 7 turns. While Heroism is active, you will only die when reaching -802 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 sneak (+19 for 10 turns, die at -699)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: 30 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 19 for 10 turns. While Heroism is active, you will only die when reaching -699 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. |
movement infusion of the duelist (623% speed; 7 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: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 623% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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. |
This item will automatically be transmogrified when you leave the level.regeneration infusion of the duelist (heal 203 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: 21 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 203 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. |
wild infusion of the duelist (resist 22%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 22% for 6 turns. Also removes cross-tier effects of the affected types for free. 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. |
wild infusion of the warrior (resist 16%; cure mental, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 24 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 16% for 7 turns. Also removes cross-tier effects of the affected types for free. 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.phase door rune of the psychic (range 15; power 40; dur 5) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 15. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 40%, your defense is increased by 40 and all your resistances by 40%. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.teleportation rune (range 86) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 86 with a minimum range of 15. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last 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. |
Branofang the steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +4 (+4 eff.) Armour: +4 Damage when hit (Melee): 12 physical Changes stats: +6 Str / +6 Dex / +6 Wil / +1 Con Life regen: +0.40 Healing mod.: +25% Amulets can have magical properties. |
DimspireCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 12 mind / 12 darkness Changes resistances: +12% mind Changes resistances penetration: +25% mind Talent masteries: +0.28 Cursed / Shadows +0.28 Cursed / Fears Amulets can have magical properties. |
Elenomas the stralite amuletInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes stats: +5 Str Changes resistances: +15% cold / +22% fire Critical mult.: +10.00% Mental save: +3 (+0 eff.) Blindness immunity: +15% Infravision radius: +6 Sight radius: +2 See invisible: +9 Amulets can have magical properties. |
Salora the SoothashPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -6% Changes stats: +6 Str / +3 Dex / +5 Mag Changes resistances: +9% darkness Changes damage: +7% acid / +8% fire / +8% lightning / +8% cold Grants telepathy: Dragon Humanoid/Orc Spellpower: +6 (+2 eff.) Spell crit. chance: +6% Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level.voratun amulet of strength (+9) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +9 Str 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 10 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. |
steel ring 'Eraregodas'Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -4% Changes stats: +3 Wil / +1 Con Changes resistances: +24% light Changes resistances penetration: +5% physical Changes damage: +12% light Critical mult.: +3.00% Maximum encumbrance: +20 Mental save: +6 (+1 eff.) Maximum life: +20.00 Rings can have magical properties. |
steel ring 'Saladanne'Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+6 eff.) Armour penetration: +10 Defense: +7 (+3 eff.) Physical save: +6 (+2 eff.) Mental save: +5 (+1 eff.) Confusion immunity: +22% Stun/Freeze immunity: +27% Life regen: +1.10 Stamina each turn: +0.60 It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 1.6 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 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 129% 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 can have magical properties. |
voratun ring 'Hurorain'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +11 (+2 eff.) Changes stats: +8 Str / +14 Mag / +1 Cun / +10 Con Changes resistances: +27% acid / +16% fire / +29% cold / +28% lightning Changes resistances penetration: +10% arcane Changes damage: +9% arcane Spell save: +20 (+6 eff.) Maximum mana: +40.00 Maximum vim: +20.00 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.Velamikira the voratun dagger (Shrouds) (146% power, 13 apr) Requires: - Dexterity 48 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 146% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +13 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +16 acid Burst (radius 2) on crit: +16 physical When wielded/worn: Armour penetration: +7 Armour: +14 Changes damage: +15% arcane Curse of Shrouds Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.Blighted Maul (Nightmares) (204% power, 22 apr) Requires: - Strength 60 Powered by arcane forces 12.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 205% Range: 1.5x Uses stat: 140% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +22 Crit. chance: +10.0% Attack speed: 83% On weapon hit: * 50% chance to disease * Blasts creatures in a radius 1 shockwave around your target for 148.81 to 446.42 physical damage (based on Strength). Damage conversion: 20% blight When wielded/worn: Changes damage: +12% physical Critical mult.: +40.00% Knockback immunity: +30% Curse of Nightmares It can be used to knock away other craatures within radius 4), dealing 338.47 to 676.94 physical damage (based on Strength) to each, costing 50 power out of 50/50. The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. |
Cloudreeve (Shrouds) (175% power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 175% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 13 bleeding, 52% reduced healing * splashes the target with acid Damage (Melee): +27 acid / +23 darkness / +4 blight Burst (radius 1) on hit: +4 blight Burst (radius 2) on crit: +8 lightning Damage against: +16% Living When wielded/worn: Physical crit. chance: +16.0% Physical power: +12 (+3 eff.) Damage when hit (Melee): 8 lightning Changes resistances: +6% lightning Curse of Shrouds Massive two-handed mauls. |
Gilyragen (Misfortune) (181% power, 4 apr)Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 181% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 111% On weapon hit: * 25% chance to remove a magical effect * 25% chance to put talents on cooldown Damage (Melee): +19 nature When wielded/worn: Accuracy: +21 (+13 eff.) Fatigue: -8% Effects on melee hit: * 10 arcane resource burn Changes stats: +2 Cun / +11 Dex Reduces incoming crit damage: 10.00% Curse of Misfortune Massive two-handed mauls. |
Layekira (Madness) (175% power, 4 apr)Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 175% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom * disrupts spell-casting Damage (Melee): +12 mind Burst (radius 1) on hit: +4 mind Damage against: +27% Unnatural When wielded/worn: Changes resistances: +19% all Changes resistances penetration: +27% nature Mental save: +20 (+5 eff.) Curse of Madness Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.Lisana the voratun greatsword (Nightmares) (175% power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 175% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target Damage (Melee): +37 cold When wielded/worn: Accuracy: +14 (+9 eff.) Changes stats: +10 Str Changes resistances: +3% light Changes resistances penetration: +14% mind / +17% darkness Changes damage: +19% physical Reduces incoming crit damage: 5.00% Spell save: +3 (+1 eff.) Disarm immunity: +5% Stun/Freeze immunity: +20% Stamina when hit: +3.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Curse of Nightmares Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.voratun greatsword 'Adydheth' (Shrouds) (175% power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 175% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 13 bleeding, 52% reduced healing When wielded/worn: Armour penetration: +3 Physical crit. chance: +21.0% Physical power: +21 (+5 eff.) Armour: +6 Changes resistances: +15% darkness Physical save: +45 (+14 eff.) Mental save: +30 (+7 eff.) Blindness immunity: +15% Curse of Shrouds Massive two-handed swords. |
Cobrabender (Nightmares)Requires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 On weapon hit: * 30 arcane resource burn * Slows global speed by 20% When wielded/worn: Physical power: +11 (+2 eff.) Changes stats: +8 Str / +9 Dex / +6 Con Changes resistances: +9% nature / +6% acid Changes resistances penetration: +5% nature / +30% physical Talent mastery: +0.30 Wild-gift / Fungus Curse of Nightmares It can be used to regenerate 194 life over 5 turns, putting all charms on cooldown for 20 turns. Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.elven-wood longbow 'Nightsting' (Corpses) Requires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 On weapon hit: * 40% chance to inflict 15% damage reduction Burst (radius 1) on hit: +8 darkness Burst (radius 2) on crit: +10 acid When wielded/worn: Changes stats: +6 Dex Changes resistances penetration: +10% darkness / +10% acid Changes damage: +12% acid / +6% darkness Curse of Corpses Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.Blood-Edge (Shrouds) (157% power, 7 apr) Requires: - Magic 20 - Strength 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Power: 157% Range: 1.4x Uses stats: 10% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 15% chance to animate a bleeding foe's blood Lifesteal (this weapon only): +5% Damage conversion: 50% blight When wielded/worn: Changes damage: +15% blight / +15% physical Grants telepathy: Undead/Blood Maximum vim: +25.00 Spellpower: +21 (+7 eff.) Spell crit. chance: +8% Curse of Shrouds It can be used to activate talent Bleeding Edge (costing 20 power out of 20/20) : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. This deep red sword weeps blood continuously. It was born in the labs of the orcish corrupter Hurik, who sought to make a crystal that would house his soul after death. But his plans were disrupted by a band of sun paladins, and though most died purging his keep of dread minions, their leader Raasul fought through to Hurik's lab, sword in hand. There the two did battle, blade against blood magic, till both fell to the floor with weeping wounds. The orc with his last strength crawled towards his fashioned phylactery, hoping to save himself, but Raasul saw his plans and struck the crystal with his light-bathed sword. It shattered, and in the sudden impulse of energies the steel, crystal and blood were fused into one. Now the broken fragments of Raasul's soul are trapped in this terrible artifact, his mind warped beyond all sanity by decades of imprisonment. Only the taste of blood calls him forth, his soul stealing the lifeblood of others to take on physical form again, that he may thrash and wail against the living. |
Butcher (Misfortune) (159% power, 12 apr)Requires: - Strength 40 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Power: 160% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On weapon kill: * Enter a Rampage (Shared cooldown). When wielded/worn: Accuracy: +18 (+11 eff.) Changes stats: +10 Str / +10 Wil / +7 Cun Talent masteries: +0.20 Cursed / Rampage +0.20 Cursed / Slaughter Enter Rampage if health falls below 20% Curse of Misfortune Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in a bloodied block. Beneath, a carving said "This was fun, let's do it again some time." |
This item will automatically be transmogrified when you leave the level.voratun longsword (Shrouds) (153% power, 6 apr) Requires: - Strength 48 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 153% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Curse of Shrouds Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.Blastwinnow the voratun mace (Corpses) (156% power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Power: 157% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +20 lightning When wielded/worn: Changes resistances penetration: +25% lightning / +31% arcane Changes damage: +15% lightning / +12% temporal / +9% arcane Spell save: +21 (+7 eff.) Spell crit. chance: +4% Curse of Corpses Blunt and deadly. |
Gloomwolf the voratun mace (Corpses) (153% power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 154% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target On weapon crit: * splashes the target with acid Damage (Melee): +14 lightning / +16 acid When wielded/worn: Accuracy: +12 (+8 eff.) Armour penetration: +11 Damage when hit (Melee): 20 blight Changes resistances: +9% blight Changes resistances penetration: +15% physical Changes damage: +6% blight / +6% darkness Curse of Corpses Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.voratun mace of massacre (Misfortune) (175% power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Power: 175% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Curse of Misfortune Blunt and deadly. |
Amethyst of Sanctuary (Madness) (111% power, 26 apr, mind damage)Requires: - Willpower 28 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Power: 111% Range: 1.1x Uses stats: 45% Wil, 22% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +26 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Changes stats: +8 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Focus +0.20 Psionic / Absorption Mental save: +25 (+6 eff.) Maximum psi: +20.00 Mindpower: +14 (+3 eff.) Mental crit. chance: +7% Curse of Madness It can be used to activate talent Resonance Field (costing 25 power out of 25/25) : Effective talent level: 2.4 Power cost: 25 out of 25/25. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Activate to create a resonance field that will absorb 50% of all damage you take (385 max absorption). The field will not interfere with Feedback gain. The max absorption value will scale with your Mindpower, and the effect lasts up to ten turns. This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. |
This item will automatically be transmogrified when you leave the level.Dawntide (Madness) (113% power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 113% Range: 1.1x 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% On weapon hit: * Slows global speed by 49% * 49% chance to blind Burst (radius 2) on crit: +12 light When wielded/worn: Effects on melee hit: * 37% chance to blind Changes stats: +3 Mag / +3 Wil / +5 Con Mindpower: +22 (+5 eff.) Mental crit. chance: +5% See invisible: +6 Curse of Madness 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. |
This item will automatically be transmogrified when you leave the level.creative living mindstar of the jelly (Misfortune) (113% power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 113% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Cun Changes damage: +4% acid Critical mult.: +9.00% Equilibrium when hit: +0.70 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Curse of Misfortune 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. |
This item will automatically be transmogrified when you leave the level.living mindstar 'Duskquick' (Nightmares) (113% power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 113% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 49% chance to inflict 15% damage reduction Damage (Melee): +8 blight / +20 darkness When wielded/worn: Armour: +8 Mental save: +20 (+5 eff.) Disarm immunity: +15% Pinning immunity: +20% Stun/Freeze immunity: +20% Teleport immunity: +25% Mindpower: +22 (+5 eff.) Mental crit. chance: +5% Curse of Nightmares 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. |
Gloridanor the Shineblack (Corpses)Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 3 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 When this weapon hits: Arcane Vortex (10% chance level 3). On weapon hit: * 20% chance to blind Damage (Ranged): +11 fire Burst (radius 1) on hit: +2 light Burst (radius 2) on crit: +6 darkness / +2 light When wielded/worn: Accuracy: +7 (+6 eff.) Physical crit. chance: +4.0% Changes stats: +3 Mag Changes damage: +13% fire / +8% arcane / +3% darkness Spellpower: +10 (+4 eff.) Curse of Corpses Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.Salekira the Kindlesun (Shrouds) Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When wielded/worn: Accuracy: +15 (+10 eff.) Physical crit. chance: +7.0% Changes stats: +4 Dex / +2 Wil / +4 Cun / +2 Con Changes resistances: +9% fire Changes resistances penetration: +10% fire Changes damage: +18% fire Light radius: +2 Curse of Shrouds Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.Fuleldil the dragonbone vilestaff (Misfortune) (136% power, 6 apr, fire element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +18 Armour Hardiness: +12% Changes resistances: +12% light Changes damage: +9% arcane / +30% fire Talent granted: +1 Command Staff Reduces incoming crit damage: 15.00% Physical save: +19 (+6 eff.) Spell save: +30 (+10 eff.) Cut immunity: +20% Pinning immunity: +20% Spellpower: +15 (+5 eff.) Spell crit. chance: +5% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.cruel elven-wood starstaff of illumination (Madness) (129% power, 5 apr, physical element) Requires: - Magic 35 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +9.0% Defense: +9 (+4 eff.) Effects on melee hit: * 10% chance to blind Changes damage: +25% physical Talent granted: +1 Command Staff Critical mult.: +14.00% Spellpower: +12 (+4 eff.) Spell crit. chance: +4% Light radius: +3 Curse of Madness It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 71.24 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.dragonbone starstaff of illumination (Nightmares) (136% power, 6 apr, light element) Requires: - Magic 48 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +12 (+6 eff.) Effects on melee hit: * 9% chance to blind Changes damage: +30% light Talent granted: +1 Command Staff Spellpower: +15 (+5 eff.) Spell crit. chance: +5% Light radius: +4 Curse of Nightmares It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 95.94 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.potent dragonbone magestaff of might (Madness) (150% power, 6 apr, lightning element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 150% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +40% lightning Talent granted: +1 Command Staff Spellpower: +18 (+6 eff.) Spell crit. chance: +17% Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.mighty voratun steamgun of life draining (Madness) Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Attack speed: 100% Firing range: +10 Travel speed: +600% Damage (Ranged): +15 draining blight Attacks use: 2.0 Steam When wielded/worn: Physical power: +11 (+2 eff.) Changes stats: +4 Str Changes damage: +18% blight Curse of Madness Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level.Cloudreign the voratun waraxe (Madness) (148% power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 149% Range: 1.4x Uses stat: 100% Str Damage type: Light Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +20 light / +12 darkness Burst (radius 1) on hit: +28 lightning Damage against: +30% Undead When wielded/worn: Effects on melee hit: * 37% chance to inflict 15% damage reduction Damage when hit (Melee): 24 lightning Changes resistances: +6% light / +12% darkness Changes damage: +9% light Curse of Madness One-handed war axes. |
This item will automatically be transmogrified when you leave the level.stralite waraxe 'Zubywen' (Misfortune) (139% power, 18 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 139% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +6.5% Attack speed: 100% Damage Shield penetration (this weapon only): +50% Burst (radius 2) on crit: +12 temporal When wielded/worn: Damage when hit (Melee): 12 acid / 8 temporal Changes resistances: +6% acid Changes resistances penetration: +25% acid Changes damage: +6% acid Curse of Misfortune One-handed war axes. |
voratun waraxe 'Dayire' (Corpses) (150% power, 9 apr)Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 151% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +9 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * Slows global speed by 20% * leeches stamina from the target * 25% chance to remove a magical effect Damage (Melee): +60 insidious poison / +15 nature When wielded/worn: Physical crit. chance: +2.0% Effects on melee hit: * 31% chance to blind Damage when hit (Melee): 4 physical / 16 nature slow Changes stats: +1 Mag / +1 Con Changes resistances penetration: +20% physical Curse of Corpses One-handed war axes. |
This item will automatically be transmogrified when you leave the level.voratun waraxe (Nightmares) (149% power, 6 apr) Requires: - Strength 48 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 149% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Curse of Nightmares One-handed war axes. |
This item will automatically be transmogrified when you leave the level.elven-silk robe of protection (Corpses) (9 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Armour: +3 Defense: +9 (+4 eff.) Physical save: +22 (+7 eff.) Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.focusing elven-silk robe (Madness) (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 / +8 Mag Mana each turn: +0.28 Psi each turn: +0.36 Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.pair of voratun boots (Madness) (0 def, 5 armour) Requires: - Talent Heavy Armour Training 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.traveler's pair of drakeskin leather boots of uncanny dodging (Shrouds) (5 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +5 (+2 eff.) Ranged Defense: +7 (+3 eff.) Fatigue: -3% Maximum encumbrance: +50 Physical save: +9 (+3 eff.) Curse of Shrouds A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.cinder drakeskin leather gloves of strength (+5) (Madness) (0 def, 3 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +3 Damage (Melee): 9 fire Changes stats: +5 Str Changes resistances: +9% fire Changes damage: +4% fire Curse of Madness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level.steady drakeskin leather gloves of magic (+4) (Nightmares) (0 def, 3 armour) Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+7 eff.) Armour: +3 Changes stats: +4 Mag Changes damage: +7% arcane Physical save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Disarm immunity: +20% Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Balanceravager the hardened leather armour (Shrouds) (3 def, 6 armour)Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Physical crit. chance: +6.0% Physical power: +15 (+3 eff.) Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Damage (Melee): 10 acid / 12 fire Damage when hit (Melee): 10 acid / 10 fire Changes stats: +5 Str / +6 Mag / +12 Wil / +6 Cun Changes resistances: +11% acid / +10% fire / +13% lightning Changes resistances penetration: +10% nature Spell save: +6 (+2 eff.) Mental save: +11 (+2 eff.) Mana when firing critical spell: +1.00 Vim when firing critical spell: +3.00 Spellpower: +18 (+6 eff.) Spell crit. chance: +6% Mindpower: +13 (+3 eff.) Mental crit. chance: +6% Curse of Shrouds A suit of armour made of leather. This object's appearance was changed to rough leather armour. |
This item will automatically be transmogrified when you leave the level.Veloldann the Galebutcher (Shrouds) (4 def, 7 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+2 eff.) Fatigue: +8% Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +2 Cun / +3 Wil Changes resistances: +26% acid Changes resistances penetration: +10% lightning Changes damage: +9% lightning Critical mult.: +10.00% Heals friendly targets nearby when you use a nature summon: +20 Curse of Shrouds A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.Duskfame (Misfortune) (7 def, 13 armour) Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+3 eff.) Fatigue: +26% Effects on melee hit: * 37% chance to inflict 15% damage reduction Damage when hit (Melee): 12 mind / 16 darkness Changes resistances: +18% mind / +9% physical Changes resistances penetration: +25% blight / +20% mind Changes damage: +27% blight / +12% mind Physical save: +22 (+7 eff.) Curse of Misfortune A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.stralite plate armour 'Velumira' (Madness) (7 def, 13 armour) Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+3 eff.) Fatigue: +26% Damage when hit (Melee): 20 temporal Changes resistances: +15% arcane / +6% acid Changes resistances penetration: +25% acid / +31% temporal Changes damage: +9% arcane / +9% temporal Spell save: +21 (+7 eff.) Curse of Madness A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.stralite shield 'Xeruretta' (Misfortune) (10 def, 2 armour, 140.5 block) Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +2 Defense: +10 (+5 eff.) Ranged Defense: +10 (+4 eff.) Fatigue: +14% Changes resistances: +37% cold Talent granted: +4 Block Silence immunity: +40% Curse of Misfortune Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.voratun shield 'Shocksever' (Madness) (12 def, 15 armour, 299 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +15 Defense: +12 (+6 eff.) Ranged Defense: +12 (+5 eff.) Fatigue: +14% Damage when hit (Melee): 8 lightning Changes stats: +2 Cun Changes resistances: +37% lightning / +30% cold Changes damage: +3% lightning Talent granted: +5 Block Spellpower on spell critical (stacks up to 3 times): +8 Curse of Madness Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.quiver of dragonbone arrows of accuracy (23/23, 165% power, 18 apr) Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Power: 166% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +27 Armour Penetration: +18 Crit. chance: +3.0% Capacity: 23 Arrows are used with bows to pierce your foes to death. |
251 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
7 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. |
10 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. |
6 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+4 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. |
8 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. |
dwarven-steel pickaxe 'Cyruda' (dig speed 15 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Effects on melee hit: * 20 arcane resource burn Changes stats: +7 Str / +3 Con Spell save: +6 (+2 eff.) Stamina each turn: +1.00 Maximum life: +29.00 Maximum stamina: +21.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
This item will automatically be transmogrified when you leave the level.woodsman's voratun pickaxe (dig speed 22 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str Changes resistances: +11% nature Changes damage: +8% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of UngolรซInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 62/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
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. |
4 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 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. |
9 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+3 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+4 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) : Effective talent level: 4.0 Power cost: 80 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 23.88 cold damage and 26.14 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 5 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
This item will automatically be transmogrified when you leave the level.Flashsnake the dwarven lantern Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 37% chance to daze at end of turn Damage when hit (Melee): 12 lightning / 12 darkness / 12 light Changes stats: +11 Cun Changes resistances: +30% lightning Changes resistances penetration: +31% lightning Light radius: -3 Infravision radius: +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 118.34 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 118.34 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
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 (163 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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. |
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. |
6 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. |
6 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. |
2 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. |
7 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 (1/1)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 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 383.55 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level.icy pouch of voratun shots (20/23, 162% power, 6 apr) Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Power: 162% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +7.0% Capacity: 23 Damage (Ranged): +13 cold Shots are used with slings to pummel your foes to death. |
hateful dwarven-steel torque of thermal psionic shield [power 85] (63/20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 85 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 6 hate. Torques are made by powerful psionics to store psionic powers. |
hateful stralite torque of kinetic psionic shield [power 107] (63/20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 107 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 7 hate. Torques are made by powerful psionics to store psionic powers. |
supercharged iron torque of psychoportation [power 25] (63/35 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to teleport randomly (rad 25), putting all charms on cooldown for 35 turns. Torques are made by powerful psionics to store psionic powers. |
9 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. |
5 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. |
3 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+5 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+5 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 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. |
8 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. |
9 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. |
6 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. |
12 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Ernke the Yeek Doomed level 43
58th Regrowth 123rd year of Ascendancy at 19:13 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Ernke the Yeek Doomed level 50
39th Dusk 123rd year of Ascendancy at 23:56 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Ernke the Yeek Doomed level 42
54th Regrowth 123rd year of Ascendancy at 05:24 see stats
Arachnophobia (Insane (Adventure) difficulty)
Destroyed the spydric menace.By Ernke the Yeek Doomed level 49
9th Pyre 123rd year of Ascendancy at 22:21 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 Ernke the Yeek Doomed level 50
22nd Pyre 123rd year of Ascendancy at 16:55 see stats
Back and there again (Insane (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Ernke the Yeek Doomed level 50
26th Dusk 123rd year of Ascendancy at 09:19 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Ernke the Yeek Doomed level 47
79th Regrowth 123rd year of Ascendancy at 04:40 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Ernke the Yeek Doomed level 31
58th Haze 122nd year of Ascendancy at 10:13 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Ernke the Yeek Doomed level 29
29th Haze 122nd year of Ascendancy at 04:37 see stats
Demonic Invasion (Insane (Adventure) difficulty)
Stopped a demonic invasion by closing their portal.By Ernke the Yeek Doomed level 50
53rd Dusk 123rd year of Ascendancy at 08:38 see stats
Destroyer of the creation (Insane (Adventure) difficulty)
Killed Slasul.By Ernke the Yeek Doomed level 50
15th Pyre 123rd year of Ascendancy at 18:54 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Ernke the Yeek Doomed level 46
74th Regrowth 123rd year of Ascendancy at 10:46 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Ernke the Yeek Doomed level 34
67th Haze 122nd year of Ascendancy at 20:43 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Ernke the Yeek Doomed level 23
64th Dusk 122nd year of Ascendancy at 08:46 see stats
Flooder (Insane (Adventure) difficulty)
Defeated Ukllmswwik while doing his own quest.By Ernke the Yeek Doomed level 50
16th Pyre 123rd year of Ascendancy at 02:48 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 Ernke the Yeek Doomed level 29
5th Haze 122nd year of Ascendancy at 18:52 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Ernke the Yeek Doomed level 10
8th Mirth 122nd year of Ascendancy at 15:32 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Ernke the Yeek Doomed level 20
51st Dusk 122nd year of Ascendancy at 16:39 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Ernke the Yeek Doomed level 30
48th Haze 122nd year of Ascendancy at 13:09 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Ernke the Yeek Doomed level 40
51st Regrowth 123rd year of Ascendancy at 01:06 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Ernke the Yeek Doomed level 50
15th Pyre 123rd year of Ascendancy at 07:51 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Ernke the Yeek Doomed level 34
1st Decay 122nd year of Ascendancy at 08:27 see stats
Shasshhiy'Kaish (Insane (Adventure) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Ernke the Yeek Doomed level 43
56th Regrowth 123rd year of Ascendancy at 03:13 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Ernke the Yeek Doomed level 50
51st Dusk 123rd year of Ascendancy at 06:31 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Ernke the Yeek Doomed level 22
63rd Dusk 122nd year of Ascendancy at 12:41 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Ernke the Yeek Doomed level 46
74th Regrowth 123rd year of Ascendancy at 14:29 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Ernke the Yeek Doomed level 10
9th Flare 122nd year of Ascendancy at 02:47 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Ernke the Yeek Doomed level 50
4th Mirth 123rd year of Ascendancy at 03:44 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Ernke the Yeek Doomed level 50
70th Pyre 123rd year of Ascendancy at 13:59 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Ernke the Yeek Doomed level 24
65th Dusk 122nd year of Ascendancy at 02:27 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Ernke the Yeek Doomed level 17
47th Dusk 122nd year of Ascendancy at 03:50 see stats
Unstoppable (Insane (Adventure) difficulty)
Returned from the dead.By Ernke the Yeek Doomed level 50
53rd Dusk 123rd year of Ascendancy at 04:50 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Ernke the Yeek Doomed level 41
53rd Regrowth 123rd year of Ascendancy at 22:16 see stats
Log
Baumep the uruivellas overcomes the madness
Baumep the uruivellas receives 521 healing.
Agony from Ernke hits Baumep the uruivellas for (105 turned into osmosis), 507 mind (507 total damage).
Shadow fades for a moment and then reforms whole again!
You have deflected 10 incoming damage!
Your hatred grows even as your life fades! (+4 hate)
Shadow casts Arcane Reconstruction.
Shadow's spell attains critical power!
Shadow casts Blindside.
Ernke shares some damage with a shadow!
Shadow receives 898 healing.
Vapkor the forge-giant's Fireflash hits Baumep the uruivellas for (105 turned into osmosis), 359 fire (359 total damage).
Vapkor the forge-giant's Fireflash hits Yeek mindslayer for 409 fire damage.
Vapkor the forge-giant's Fireflash hits Ernke for (207 linked), (10 deflected), 188 fire (188 total damage).
Vapkor the forge-giant's Fireflash hits Vapkor the forge-giant for 0 fire damage.
Vapkor the forge-giant's Fireflash hits Shadow for 0 fire, 207 linked (207 total damage).
Vapkor the forge-giant's Fireflash hits Yeek mindslayer for 409 fire damage.
Vapkor the forge-giant's Fireflash hits Animated Sword for 398 fire damage.
Vapkor the forge-giant's Fireflash hits Shadow for 409 fire damage.
Vapkor the forge-giant's Fireflash hits Yeek mindslayer for 409 fire damage.
Vapkor the forge-giant's Fireflash hits Shadow for 409 fire damage.
Vapkor the forge-giant's Fireflash hits Shadow for 387 fire damage.
Shadow hits Baumep the uruivellas for (28 turned into osmosis), 28 physical (28 total damage).
Vapkor the forge-giant's Fireflash killed Shadow!
Vapkor the forge-giant's Fireflash killed Shadow!
Vapkor the forge-giant uses Throw Boulder.
Vapkor the forge-giant hurls a huge boulder at Ernke!
Shadow is knocked back!
Your hatred grows even as your life fades! (+12 hate)
Saving game...




















































































































































