







Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Skeleton |
| Class | Brawler |
| Level / Exp | 50 / 1976% |
| Size | big |
| Lifes / Deaths | Killed by Argoniel at level 50 on the 21st Dusk 124th year of Ascendancy at 05:34 / 1 |
Primary Stats
| Strength | 91 (base 62) |
| Dexterity | 82 (base 63) |
| Constitution | 59 (base 34) |
| Magic | 35 (base 8) |
| Willpower | 24 (base 16) |
| Cunning | 73 (base 60) |
Resources
| Life | -154/1666 |
| Stamina | 106/322 |
| Healing Factor | 1.3251133323991 |
| Regeneration | 0.33127833309977 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 17 |
| Infravision | 6 |
| See Stealth | 78.384209620737 |
| See Invisible | 96.384209620737 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Barehand
| Damage | 160 |
| Accuracy | 69 |
| Crit Chance | 60% |
| APR | 41 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 53 |
| Crit Chance | 30% |
| Speed | 1 |
Offense: Mind
| Mindpower | 37 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +61% |
| Blight | +27% |
| Physical | +105% |
| Cold | +59% |
| All | +21% |
| Darkness | +48% |
| Temporal | +43% |
| Mind | +24% |
| Fire | +42% |
| Lightning | +60% |
Offense: Damage Penetration
| Physical | +76% |
| Lightning | +26% |
| Temporal | +21% |
| All | +11% |
Defense: Base
| Armour (hardiness) | 42 (74.823135475018%) |
| Defense | 72 |
| Ranged Defense | 72 |
| Fatigue | 0 |
| Physical Save | 64 |
| Spell Save | 25 |
| Mental Save | 39 |
Defense: Resistances
| Acid | + 49%( 70%) |
| Blight | + 40%( 70%) |
| Physical | + 42%( 70%) |
| Cold | + 66%( 70%) |
| All | + 29%( 70%) |
| Darkness | + 48%( 70%) |
| Light | + 70%( 70%) |
| Temporal | + 59%( 70%) |
| Lightning | + 57%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 33%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 100% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
| Silence Resistance | 50% |
| Bleed Resistance | 100% |
| Disarm Resistance | 34% |
| Pinning Resistance | 44% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 29% |
Inscriptions (4/4)
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 44 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 2.5 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
| Runes | Effective talent level: 2.5 Rune: BlinkUse mode: Activated Range: 9 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 9 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 28%, your defense is increased by 28 and all your resistances by 28%. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 2.5 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 47 up to 9 times. Its effects scale with your Cunning stat. |
Class Talents
| Cunning / Tactical | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 5/5 |
| Technique / Finishing moves | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 4/5 |
| Technique / Grappling | 1.30 |
| 2/5 |
| 4/5 |
| 4/5 |
| 0/5 |
| Technique / Pugilism | 1.30 |
| 4/5 |
| 4/5 |
| 3/5 |
| 2/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 1/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Cunning / Scoundrel | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
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 kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Dreadfell. Escort: lone alchemist (level 3 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the lone alchemist from death by orc cryomancer. Escort: lone alchemist (level 3 of Old Forest) | failed |
You failed to protect the lost sun paladin from death by Adenne the grizzly bear. Escort: lost sun paladin (level 8 of Dreadfell) | failed |
You successfully escorted the lost tinker to the recall portal on level 4 of Dreadfell. Escort: lost tinker (level 4 of Dreadfell)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You failed to protect the lost warrior from death by Zubawyn the dire wolf. Escort: lost warrior (level 1 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You failed to protect the repented thief from death by Marjain XII. Escort: repented thief (level 6 of Dreadfell) | failed |
You failed to protect the worried loremaster from death by Marjain XII. Escort: worried loremaster (level 4 of Old Forest) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of the savior without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity 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. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* 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 within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Lightningpiety the pair of drakeskin leather boots (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +18% lightning / +24% fire Changes damage: +33% lightning Silence immunity: +50% Confusion immunity: +50% Stun/Freeze immunity: +50% Spellpower on spell critical (stacks up to 3 times): +12 Spellpower: +35 (+11 eff.) Defense after a teleport: +17 Resist all after a teleport: +17% New effects duration reduction after a teleport: +17% A pair of boots made of leather. |
| On hands | Dakhtun's Gauntlets (0 def, 6 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Displacement Shield (10% chance level 3). When this weapon hits: Wave of Power (15% chance level 1). Damage (Melee): +20 arcane Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
| On head | Demonvalor (10 def, 16 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +16 Defense: +10 (+2 eff.) Fatigue: +5% Damage when hit (Melee): 8 acid Changes stats: +3 Con Changes resistances penetration: +15% physical Changes damage: +15% acid / +15% physical / +21% darkness Infravision radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Hanuregorek the Shimmerblast [power 290] (1/12 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 4 lightning Changes resistances: +18% lightning Changes resistances penetration: +15% lightning / +20% physical Changes damage: +9% physical Physical save: +12 (+3 eff.) It can be used to create a shield absorbing up to 290 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 12 turns. When used: * Increase all damage by 21% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+3 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+1 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+11 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
| On fingers | stralite ring 'Daimysus'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +5 (+1 eff.) Physical power: +13 (+3 eff.) Defense: +10 (+2 eff.) Changes resistances: +1% physical / +32% cold Changes resistances penetration: +15% physical Changes damage: +6% all / +16% cold Physical save: +12 (+3 eff.) Disarm immunity: +34% Pinning immunity: +44% Knockback immunity: +29% Maximum life: +33.00 Spellpower: +13 (+5 eff.) Mindpower: +9 (+4 eff.) Rings make your fingers look great! |
| Around neck | Limmir's Amulet of the Moon0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +50% fire / +50% light / +5% all Damage affinity(heal): +20% light / +20% fire Blindness immunity: +100% Stun/Freeze immunity: +60% Light radius: +4 See invisible: +20 Amulets make your neck look great! |
| Main armor | elven-silk robe 'Aerydarin' (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +10 Mag Changes resistances: +16% acid / +17% physical / +12% temporal / +9% blight / +20% cold / +18% fire / +15% all Changes resistances penetration: +10% temporal / +15% physical Changes damage: +25% acid / +42% physical / +21% fire / +6% blight / +22% cold / +22% temporal / +15% all Talent cooldown: Refit Golem (-6 turns) Spellpower: +19 (+7 eff.) Reduces paradox anomalies(equivalent to willpower): +14 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Light source | dwarven lantern 'Shockumbra'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +10 Changes resistances: +6% blight / +3% lightning / +3% light / +6% nature Changes resistances penetration: +11% all Changes damage: +6% lightning Blindness immunity: +41% Confusion immunity: +27% Maximum life: +73.00 Light radius: +12 See stealth: +22 See invisible: +20 It can be used to activate talent Track, placing all other charms into a 24 cooldown : Effective talent level: 3.5 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 25 for 6 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| Cloak | elven-silk cloak 'Obsidiantrencher' (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: Accuracy: +32 (+8 eff.) Armour penetration: +14 Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Defense: +3 (+1 eff.) Fatigue: -4% Changes stats: +6 Dex / +3 Con Changes resistances: +27% darkness / +30% temporal Changes damage: +6% darkness Critical mult.: +30.00% Stealth bonus: +15 Defense after a teleport: +23 Resist all after a teleport: +15% New effects duration reduction after a teleport: +26% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 6 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | BalekanCrafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +18 (+4 eff.) Changes stats: +2 Cun / +3 Wil Changes resistances: +12% acid / +9% light Changes damage: +3% mind Critical mult.: +30.00% Spell save: +11 (+6 eff.) Mental save: +10 (+3 eff.) Maximum life: +103.00 Maximum psi: +10.00 Size category: +1 A belt that goes around your waist. |
Inventory
This item will automatically be transmogrified when you leave the level.heroism infusion of the duelist (die at -753; dur 10; cd 31) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 10 turns. While Heroism is active, you will only die when reaching -753 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1507 life, 20 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
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! |
Bokolach the GlimmerprideInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +17 Changes stats: +5 Wil Changes resistances: +3% acid / +3% temporal / +3% light / +43% fire / +25% cold Critical mult.: +18.00% Spell save: +12 (+6 eff.) Mental save: +9 (+3 eff.) Confusion immunity: +25% Mindpower: +10 (+4 eff.) Light radius: +1 Amulets make your neck look great! |
Mesus the steel amuletInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 26 Changes stats: +4 Cun Changes resistances: +12% mind / +6% blight Changes damage: +6% arcane Cut immunity: +50% Confusion immunity: +20% Healing mod.: +13% It can be used to activate talent Heal, placing all other charms into a 21 cooldown : Effective talent level: 3.5 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 274 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
The Far-HandPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 21 power out of 36/36) : Effective talent level: 5.5 Power cost: 21 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (153). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Unflinching EyePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 Activating this item is instant. It can be used to activate talent Arcane Eye (costing 35 power out of 60/60) : Effective talent level: 3.5 Power cost: 35 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 20 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 7 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
UrthilarCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical crit. chance: +2.0% Physical power: +9 (+3 eff.) Changes stats: +5 Con Changes resistances: +15% lightning / +21% nature / +6% mind Changes damage: +9% physical Critical mult.: +15.00% Pinning immunity: +21% Only die when reaching: -60.00 life Maximum life: +60.00 Combat speed: +10% Amulets make your neck look great! |
serendipitous voratun amulet of murderInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 (+5 eff.) Armour penetration: +12 Defense: +13 (+3 eff.) Changes stats: +12 Lck Critical mult.: +17.00% Reduce all damage from unseen attackers: 15% Amulets make your neck look great! |
stralite amulet 'Khelydrakath'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +30 (+7 eff.) Defense: +30 (+7 eff.) Fatigue: -8% Changes stats: +9 Dex / +8 Cun / +7 Con Reduces incoming crit damage: 15.00% Life regen: +4.00 Stamina each turn: +1.10 Equilibrium when hit: +0.28 Maximum hate: +10.00 Movement speed: +10% Amulets make your neck look great! |
stralite amulet 'Sunbrawn'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +12 Changes resistances: +18% nature Changes damage: +18% mind Physical save: +20 (+5 eff.) Spell save: +22 (+11 eff.) Mental save: +22 (+7 eff.) Pinning immunity: +20% Stun/Freeze immunity: +20% Maximum life: +40.00 Light radius: +3 Amulets make your neck look great! |
voratun amulet 'Snowrupture'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Defense: +25 (+6 eff.) Damage when hit (Melee): 8 cold Changes resistances: +12% acid / +15% physical / +18% cold Changes damage: +12% cold Teleport immunity: +20% Life regen: +4.14 Stamina each turn: +1.20 Maximum life: +103.44 Amulets make your neck look great! |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 6 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Brenisin the RavenshineCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +4 Cun / +5 Dex Changes resistances: +12% darkness Changes resistances penetration: +25% fire Changes damage: +21% darkness Stun/Freeze immunity: +44% Life regen: +6.00 Infravision radius: +3 Rings make your fingers look great! |
Emelymivena the CloudsageInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+3 eff.) Armour penetration: +15 Physical power: +14 (+4 eff.) Armour: +6 Defense: +14 (+3 eff.) Changes resistances: +15% cold / +5% arcane / +18% physical Changes damage: +3% lightning / +18% physical / +8% all Reduces incoming crit damage: 10.00% Cut immunity: +10% Stun/Freeze immunity: +20% Spellpower: +17 (+6 eff.) Mindpower: +18 (+7 eff.) It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 4.5 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 194% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+2 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+3 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+3 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent category bonus: +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
SmolderhashCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +30 (+7 eff.) Physical crit. chance: +4.0% Defense: +20 (+5 eff.) Changes stats: +3 Dex Changes resistances: +24% fire Changes resistances penetration: +25% lightning / +25% physical Stun/Freeze immunity: +44% Life regen: +8.00 Rings make your fingers look great! |
Velolle the stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +15 (+3 eff.) Physical power: +20 (+5 eff.) Armour: +10 Changes stats: +5 Wil Changes resistances penetration: +26% arcane Critical mult.: +15.00% Disarm immunity: +44% Pinning immunity: +39% Knockback immunity: +39% Only die when reaching: -80.00 life Maximum life: +42.00 Maximum mana: +80.00 Spellpower: +15 (+5 eff.) Rings make your fingers look great! |
XerikiraCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +6 Changes resistances: +15% nature Changes damage: +15% mind Cut immunity: +20% Stun/Freeze immunity: +38% Life regen: +10.00 Healing mod.: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! |
Yaryduruifang the steel ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +10 (+3 eff.) Defense: +10 (+2 eff.) Changes stats: +5 Cun Changes resistances: +6% blight / +2% physical / +7% nature Changes damage: +6% all Poison immunity: +16% Disease immunity: +14% Stun/Freeze immunity: +20% Knockback immunity: +10% Spellpower: +9 (+3 eff.) Mindpower: +11 (+5 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings make your fingers look great! |
savage's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +4 Con Spell save: +16 (+8 eff.) Life regen: +12.00 Maximum life: +71.00 Maximum stamina: +15.00 Healing mod.: +15% Rings make your fingers look great! |
stralite ring 'Arthobar'Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +15 Physical power: +13 (+3 eff.) Defense: +14 (+3 eff.) Changes stats: +14 Str / +12 Con Changes resistances: +15% acid Changes resistances penetration: +15% physical Mental save: +13 (+4 eff.) Confusion immunity: +44% Stamina each turn: +3.49 It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 4.5 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 194% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
voratun fire opal ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +11 (+3 eff.) Changes damage: +15% all Spellpower: +17 (+6 eff.) Spell crit. chance: +5% Mindpower: +14 (+6 eff.) Mental crit. chance: +5% Rings make your fingers look great! |
voratun ring 'Glaciersever'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +13 (+3 eff.) Effects on melee hit: * 16% chance to reduce all saves and defense by 24 Damage (Melee): 22 physical Effects on ranged hit: * 19% chance to reduce all saves and defense by 24 Damage (Ranged): 35 physical Damage when hit (Melee): 8 cold Changes stats: +10 Str / +5 Dex / +2 Mag / +8 Cun / +10 Con Changes resistances: +38% acid Changes damage: +19% acid Reduces incoming crit damage: 15.00% Hate when firing a critical mind attack: +2.00 Maximum hate: +12.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 4.5 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 314% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.Xamira the Cloudpierce (58-86 power, 4 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 57.5 - 86.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% Damage (radius 2) on crit: +54 acid / +63 nature When wielded/worn: Armour penetration: +21 Changes stats: +6 Cun / +6 Wil Changes resistances penetration: +34% acid / +35% nature / +34% blight Changes damage: +21% lightning Spell save: +24 (+12 eff.) Mana when firing critical spell: +2.72 Spellpower on spell critical (stacks up to 3 times): +14 Spell crit. chance: +9% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.dwarven-steel dagger of shearing (20-25 power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 19.5 - 25.4 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Accuracy: +17 (+4 eff.) Armour penetration: +11 Changes resistances penetration: +10% all Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.hateful iron dagger of ruin (10-12 power, 5 apr) Requires: - Dexterity 11 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.3 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +8 darkness Damage against: +8% Living When wielded/worn: Armour penetration: +7 Physical crit. chance: +7.0% Critical mult.: +15.00% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.Xerura (94-140 power, 4 apr) Requires: - Strength 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 93.5 - 140.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +24 nature Damage (radius 2) on crit: +63 lightning / +35 cold / +4 blight When wielded/worn: Defense: +25 (+6 eff.) Changes stats: +1 Dex Changes resistances: +9% temporal Changes resistances penetration: +26% lightning / +31% cold Poison immunity: +20% Teleport immunity: +27% Movement speed: +70% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.voratun greatmaul of amnesia (70-105 power, 4 apr) Requires: - Strength 48 Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 70.0 - 105.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.horrifying living mindstar of life (16-17 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 15.5 - 17.1 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 14 mind / 12 darkness Changes damage: +10% mind / +9% darkness Talent granted: +1 Attune Mindstar Life regen: +2.00 Maximum life: +40.00 Mindpower: +10 (+4 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Awakened Staff of Absorption (60-72 power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+14 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns Activation costs 117 power out of 27/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
This item will automatically be transmogrified when you leave the level.bloodlich's ash starstaff (15-18 power, 3 apr, darkness element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Mag / +5 Cun / +5 Con Changes damage: +15% darkness Talent granted: +1 Command Staff Critical mult.: +18.00% N.Energy each turn: +0.20 Vim when firing critical spell: +5.00 Maximum vim: +29.00 Maximum neg.energy: +32.00 Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+5 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 18 power out of 30/30) : Effective talent level: 7.2 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 38% chance to evade melee and ranged attacks and 62 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
MayoweCrafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +13.0% Physical power: +10 (+3 eff.) Effects on melee hit: * 20% chance to reduce armor by 36% Changes stats: +5 Cun / +4 Dex Changes resistances: +6% blight / +3% acid Changes damage: +6% acid Critical mult.: +10.00% Spell save: +9 (+5 eff.) Mental crit. chance: +10% Size category: +1 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.monstrous drakeskin leather belt of recklessness Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +21 (+5 eff.) Changes stats: +6 Str / +6 Con Critical mult.: +15.00% Physical save: +11 (+2 eff.) Size category: +1 A belt that goes around your waist. |
Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Flashqueller (3 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +47 (+11 eff.) Physical crit. chance: +7.0% Defense: +3 (+1 eff.) Fatigue: -10% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 26 Damage when hit (Melee): 6 fire Changes stats: +3 Con / +3 Mag Changes resistances penetration: +20% fire / +26% physical Only die when reaching: -82.75 life Maximum life: +93.00 Maximum stamina: +66.03 Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.battlemaster's elven-silk cloak (3 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +6 Str / +6 Dex / +6 Con Talent mastery: +0.40 Technique / Combat training Spell save: +15 (+8 eff.) Stamina each turn: +1.50 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Dairudan' (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +22% temporal / +22% darkness / +6% blight / +6% fire / +15% nature Spell save: +18 (+9 eff.) Silence immunity: +20% Disarm immunity: +20% Defense after a teleport: +22 Resist all after a teleport: +13% New effects duration reduction after a teleport: +19% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 6 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.dispeller's Rags of the Sanctuary of Angolwen (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Cosmetic Item] Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +3 Mag / +3 Wil Changes resistances: +8% lightning / +8% darkness / +8% light / +8% blight / +8% fire / +7% cold / +7% all Physical save: +11 (+2 eff.) Spell save: +24 (+12 eff.) Mental save: +12 (+4 eff.) Silence immunity: +26% Spellpower on spell critical (stacks up to 3 times): +3 Spellpower: +8 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.elven-silk robe of alchemy (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +17% acid / +19% physical / +19% fire / +15% cold / +15% all Changes damage: +19% acid / +25% physical / +25% fire / +25% cold Talent cooldown: Refit Golem (-6 turns) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Aetherwalk (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+1 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +25% arcane Changes damage: +25% arcane Spellpower: +15 (+5 eff.) Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Creates an arcane explosion dealing 131 arcane damage based on magic in a radius of 3 around the user after any teleport. It can be used to phase door up to range 6, within radius 2 of the target location Activation costs 14 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
This item will automatically be transmogrified when you leave the level.blightbringer's pair of voratun boots of tirelessness (0 def, 5 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +7 Mag Changes damage: +10% acid / +9% blight Disease immunity: +46% Stamina each turn: +1.30 Maximum stamina: +37.00 Spellpower: +10 (+4 eff.) 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.dreamer's pair of voratun boots of strife (0 def, 5 armour) Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +12 Wil / +6 Cun / +6 Con Changes resistances penetration: +10% physical Physical save: +14 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +13 (+4 eff.) Mindpower: +9 (+4 eff.) It can be used to activate talent Blindside, placing all other charms into a 15 cooldown : Effective talent level: 3.5 Power cost: 15 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 51% (at 0 Hate) to 170% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 29 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Getekalthodin (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +16 Con Changes resistances: +6% arcane / +18% darkness Spell save: +18 (+9 eff.) Mental save: +15 (+5 eff.) Stun/Freeze immunity: +23% Teleport immunity: +23% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.catburglar's voratun helm of the depths (0 def, 5 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +10 Dex Changes resistances: +25% darkness / +22% cold Allows you to breathe in: water Infravision radius: +8 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.drakeskin leather armour of Eyal (20 def, 8 armour) Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+5 eff.) Fatigue: +8% Life regen: +11.00 Maximum life: +80.00 Healing mod.: +20% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.prismatic voratun plate armour of spell shielding (0 def, 16 armour) Requires: - Massive armour training - Strength 60 Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Changes resistances: +18% light / +20% darkness / +10% arcane Spell save: +25 (+13 eff.) A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.Xerywen the Oakspire (21/50, 52-73 power, 18 apr) Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 52.0 - 72.8 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +3.0% Capacity: 50 On weapon hit: * 27% chance to slow global speed by 51% * 27% chance to reduce armor by 36% Travel speed: +272% Damage (Ranged): +27 physical Damage (radius 2) on crit: +27 nature When wielded/worn: Ammo reloads per turn: +13 Arrows are used with bows to pierce your foes to death. |
1720 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. |
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. |
8 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Demonic SoulPowered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Earuromizor (dig speed 13 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str / +2 Dex Changes resistances: +11% nature / +7% fire / +3% mind / +7% darkness Changes damage: +8% nature Reduces incoming crit damage: 5.00% Life regen: +2.00 Infravision radius: +1 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% 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.bloodhexed voratun pickaxe (dig speed 17 turns) Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Changes stats: +10 Str / +10 Wil Mental crit. chance: +15% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "Of Knowledge And Horrors"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 4 It can be used to read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
3 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Chillscar the dwarven lanternInfused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Defense: +13 (+3 eff.) Changes stats: +1 Mag / +6 Con Changes resistances: +12% blight / +3% cold Changes damage: +9% arcane Critical mult.: +10.00% Physical save: +16 (+4 eff.) Spell save: +20 (+10 eff.) Mental save: +33 (+11 eff.) Life regen: +16.00 Mana each turn: +0.08 Vim when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +2 Spell crit. chance: +3% Light radius: +5 See stealth: +19 See invisible: +22 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
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 47 power out of 150/150) : Effective talent level: 5.5 Power cost: 47 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 48.32 cold damage and 62.30 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 6 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.piercing dwarven lantern Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Changes resistances penetration: +15% all Light radius: +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Demonic Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 6 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
79 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
11 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. |
13 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 118 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
focusing dragonbone totem of stinging [power 488] (1/9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to sting an enemy dealing 590 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 9 turns. When used: * Reduce 3 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
yew totem of stinging [power 242] (1/9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to sting an enemy dealing 293 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 9 turns. Natural totems are made by powerful wilders to store nature power. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 18 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
16 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
12 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 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. |
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Marjain XII the Skeleton Brawler level 36
6th Mirth 123rd year of Ascendancy at 05:20 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Marjain XII the Skeleton Brawler level 50
22nd Pyre 124th year of Ascendancy at 12:29 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Marjain XII the Skeleton Brawler level 35
4th Mirth 123rd year of Ascendancy at 08:00 see stats
Arachnophobia (Insane (Roguelike) difficulty)
Destroyed the spydric menace.By Marjain XII the Skeleton Brawler level 40
3rd Dusk 123rd year of Ascendancy at 23:12 see stats
Are you out of your mind?! (Insane (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Marjain XII the Skeleton Brawler level 43
27th Dusk 123rd year of Ascendancy at 20:38 see stats
Back and there again (Insane (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Marjain XII the Skeleton Brawler level 50
28th Regrowth 124th year of Ascendancy at 13:54 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Marjain XII the Skeleton Brawler level 38
7th Flare 123rd year of Ascendancy at 07:57 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Marjain XII the Skeleton Brawler level 28
6th Regrowth 123rd year of Ascendancy at 01:07 see stats
Can you bear it? So much bearness! (Insane (Roguelike) difficulty)
Killed Borius in the Bearscape.By Marjain XII the Skeleton Brawler level 48
76th Haze 123rd year of Ascendancy at 19:46 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Marjain XII the Skeleton Brawler level 10
14th Dusk 122nd year of Ascendancy at 14:59 see stats
Destroyer of the creation (Insane (Roguelike) difficulty)
Killed Slasul.By Marjain XII the Skeleton Brawler level 41
22nd Dusk 123rd year of Ascendancy at 23:10 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Marjain XII the Skeleton Brawler level 37
2nd Flare 123rd year of Ascendancy at 09:35 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Marjain XII the Skeleton Brawler level 33
73rd Pyre 123rd year of Ascendancy at 19:53 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun.By Marjain XII the Skeleton Brawler level 25
61st Haze 122nd year of Ascendancy at 08:03 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Marjain XII the Skeleton Brawler level 20
30th Haze 122nd year of Ascendancy at 13:58 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Marjain XII the Skeleton Brawler level 29
16th Regrowth 123rd year of Ascendancy at 11:49 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Marjain XII the Skeleton Brawler level 31
23rd Pyre 123rd year of Ascendancy at 13:04 see stats
Fear of Fours (Insane (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By Marjain XII the Skeleton Brawler level 50
62nd Pyre 124th year of Ascendancy at 08:30 see stats
Flooder (Insane (Roguelike) difficulty)
Defeated Ukllmswwik while doing his own quest.By Marjain XII the Skeleton Brawler level 42
23rd Dusk 123rd year of Ascendancy at 05:15 see stats
Gem of the Moon (Insane (Roguelike) difficulty)
Completed the Master Jeweler quest with Limmir.By Marjain XII the Skeleton Brawler level 50
66th Regrowth 124th year of Ascendancy at 06:30 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Roguelike) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Marjain XII the Skeleton Brawler level 44
28th Dusk 123rd year of Ascendancy at 12:48 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Marjain XII the Skeleton Brawler level 10
3rd Summertide 122nd year of Ascendancy at 16:51 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Marjain XII the Skeleton Brawler level 20
1st Time of Equilibrium 122nd year of Ascendancy at 01:56 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Marjain XII the Skeleton Brawler level 30
32nd Regrowth 123rd year of Ascendancy at 10:32 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Marjain XII the Skeleton Brawler level 40
2nd Dusk 123rd year of Ascendancy at 17:26 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Marjain XII the Skeleton Brawler level 50
21st Regrowth 124th year of Ascendancy at 10:43 see stats
Orcrist (Insane (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By Marjain XII the Skeleton Brawler level 50
36th Pyre 124th year of Ascendancy at 06:23 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Marjain XII the Skeleton Brawler level 24
45th Haze 122nd year of Ascendancy at 18:05 see stats
Race through fire (Insane (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Marjain XII the Skeleton Brawler level 50
51st Pyre 124th year of Ascendancy at 12:51 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Marjain XII the Skeleton Brawler level 35
2nd Mirth 123rd year of Ascendancy at 22:23 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Marjain XII the Skeleton Brawler level 14
43rd Dusk 122nd year of Ascendancy at 16:08 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Marjain XII the Skeleton Brawler level 38
2nd Flare 123rd year of Ascendancy at 14:51 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Marjain XII the Skeleton Brawler level 9
9th Mirth 122nd year of Ascendancy at 05:50 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Marjain XII the Skeleton Brawler level 50
5th Pyre 124th year of Ascendancy at 20:51 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Marjain XII the Skeleton Brawler level 27
2nd Decay 122nd year of Ascendancy at 21:23 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By Marjain XII the Skeleton Brawler level 49
7th Decay 123rd year of Ascendancy at 23:43 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Marjain XII the Skeleton Brawler level 10
5th Flare 122nd year of Ascendancy at 17:16 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Marjain XII the Skeleton Brawler level 45
46th Dusk 123rd year of Ascendancy at 16:03 see stats
Thralless (Insane (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Marjain XII the Skeleton Brawler level 27
2nd Decay 122nd year of Ascendancy at 08:36 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Marjain XII the Skeleton Brawler level 24
42nd Haze 122nd year of Ascendancy at 19:07 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Marjain XII the Skeleton Brawler level 15
50th Dusk 122nd year of Ascendancy at 02:02 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Marjain XII the Skeleton Brawler level 35
2nd Mirth 123rd year of Ascendancy at 22:34 see stats
Log
Marjain XII throws two quick punches.
Marjain XII misses Argoniel.
Marjain XII misses Argoniel.
Marjain XII misses Argoniel.
Carrion worm mass bites blight poison into Marjain XII.
Marjain XII damages herself through Martyrdom!
Melee retaliation hits Carrion worm mass for 5 lightning, 1 acid (7 total damage).
Carrion worm mass hits Marjain XII for (5 flat reduction), 0 physical, (1 flat reduction), 0 lightning, (0 flat reduction), 0 acid, (26 flat reduction), 0 blight (0 total damage).
Argoniel casts Curse of Vulnerability.
Marjain XII is cursed.
Argoniel performs a melee critical strike against Marjain XII!
Marjain XII reacts to an attack from Argoniel, mitigating the blow!.
The diseases of Argoniel spread!
Marjain XII redirects the effect 'Cripple'!
Carrion worm mass is crippled.
Marjain XII reacts to an attack from Argoniel, mitigating the blow!.
You unleash a blast of virulent blight!!
Marjain XII is afflicted by a woeful disease!
Marjain XII HEALS from fire damage!
Marjain XII damages herself through Martyrdom!
Bone Spike hits Marjain XII for (51 flat reduction), 40 physical (40 total damage).
Endless Woes hits Marjain XII for (51 flat reduction), 285 blight (285 total damage).
Life Tap hits Argoniel for 102 healing, 79 healing, 47 healing, 15 healing (0 total damage) [244 healing].
Argoniel hits Marjain XII for (51 flat reduction), (139 reacted , -5 stam), 266 blight, (22 flat reduction), 0 fire, 12 healing, (1 flat reduction), 0 lightning, (1 flat reduction), 0 acid, (51 flat reduction), (108 reacted , -5 stam), 206 blight, (1 flat reduction), 0 lightning, (1 flat reduction), 0 acid (473 total damage) [12 healing].
Acid Splash from Argoniel hits Marjain XII for (51 flat reduction), 21 acid (21 total damage).
Weakness Disease from Argoniel hits Marjain XII for (51 flat reduction), 89 blight (89 total damage).
Curse of Death from Argoniel hits Marjain XII for (51 flat reduction), 127 darkness (127 total damage).
Blood Splash hits Argoniel for 118 healing, 118 healing (0 total damage) [236 healing].
Melee retaliation hits Argoniel for 3 lightning, 4 acid, 3 lightning, 4 acid (14 total damage).
Marjain XII the level 50 skeleton brawler was melted to death by a Argoniel on level 11 of High Peak.










































































































































