










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Skeleton |
| Class | Bulwark |
| Level / Exp | 50 / 2360% |
| Size | big |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 204 (base 66) |
| Dexterity | 141 (base 63) |
| Constitution | 99 (base 60) |
| Magic | 45 (base 10) |
| Willpower | 55 (base 15) |
| Cunning | 95 (base 39) |
Resources
| Life | 2208/2208 |
| Stamina | 384/384 |
| Healing Factor | 1.7062825278808 |
| Regeneration | 12.04883550808 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +36% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 0 |
| Infravision | 26 |
| See Stealth | 57.218185365627 |
| See Invisible | 57.218185365627 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 304 |
| Accuracy | 86 |
| Crit Chance | 76% |
| APR | 87 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 36 |
| Crit Chance | 36% |
| Speed | 1 |
Offense: Mind
| Mindpower | 47 |
| Crit Chance | 54% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +35% |
| Temporal | +33% |
| Blight | +24% |
| Physical | +49% |
| Darkness | +58% |
| All | +15% |
Offense: Damage Penetration
| Temporal | +53% |
| Nature | +53% |
| Physical | +88% |
| Arcane | +68% |
| All | +43% |
Defense: Base
| Armour (hardiness) | 142.23688999048 (93.554987212276%) |
| Defense | 65 |
| Ranged Defense | 70 |
| Fatigue | 0 |
| Physical Save | 73 |
| Spell Save | 53 |
| Mental Save | 52 |
Defense: Resistances
| Acid | + 38%( 70%) |
| Blight | + 58%( 70%) |
| Arcane | + 35%( 70%) |
| Cold | + 58%( 70%) |
| All | + 27%( 70%) |
| Darkness | + 70%( 70%) |
| Light | + 34%( 70%) |
| Lightning | + 48%( 70%) |
| Physical | + 28%( 70%) |
| Fire | + 45%( 70%) |
| Nature | + 44%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 30% |
| Bleed Resistance | 100% |
| Confusion Resistance | 100% |
| Fear Resistance | 100% |
| Stun Resistance | 100% |
| Poison Resistance | 100% |
| Knockback Resistance | 49% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 6 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 643.08 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1074 damage for 7 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 177 with a minimum range of 15. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Combat techniques | 1.60 |
| 4/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Combat veteran | 1.60 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Shield defense | 1.60 |
| 3/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Technique / Battle tactics | 1.30 |
| 4/5 |
| 2/5 |
| 4/5 |
| 4/5 |
| Technique / Shield offense | 1.60 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 4/5 |
| Technique / Warcries | 1.60 |
| 1/5 |
| 2/5 |
| 4/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.60 |
| 5/5 |
| 4/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 2/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Undead / Skeleton | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Shield Wall |
| talent | Chant of Fortitude |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
| beneficial effect | The target filled with the spirit of the bunnies! This looks very very cute! Also whenever you deal damage you have 5% chances to turn into a vorpal bunny, increasing your critical chance by %10. Bunnyficated! |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost anorithil (level 1 of Ruins of Kor'Pul)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Dreadfell. Escort: lost anorithil (level 2 of Dreadfell)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost anorithil (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by rattlesnake. Escort: lost sun paladin (level 2 of Trollmire) | failed |
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 Strength by +2. | done |
You failed to protect the repented thief from death by forest wight. Escort: repented thief (level 3 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 8 of Dreadfell. Escort: repented thief (level 8 of Dreadfell)As a reward you improved talent Track (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Emabregarin the giant black ant. Escort: temporal explorer (level 5 of Dreadfell) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | 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. | 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 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 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 |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | 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 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: 2699. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Stire of Derth in creating an elixir of precision. Agrimley the hermit has completed an elixir of focus without your aid. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
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 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 | Jetreign (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +5.0% Physical power: +20 (+4 eff.) Armour: +5 Fatigue: +5% Effects on melee hit: * 39% chance to inflict 15% damage reduction Changes stats: +3 Con Changes resistances penetration: +25% physical Changes damage: +12% darkness Spell save: +9 (+3 eff.) Mana when firing critical spell: +9.00 Maximum stamina: +35.00 Defense after a teleport: +19 Resist all after a teleport: +19% New effects duration reduction after a teleport: +19% A pair of boots made of leather. |
| Light source | fenerCrafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +29 Armour: +10 Changes stats: +11 Cun Changes resistances: +3% lightning / +5% arcane / +6% darkness Changes resistances penetration: +28% all Poison immunity: +5% Disarm immunity: +30% Light radius: +3 Infravision radius: +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Boltpiety the drakeskin leather cap (0 def, 5 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 10 physical Changes stats: +5 Str / +10 Dex / +5 Wil / +5 Cun Changes resistances: +25% darkness Changes resistances penetration: +25% arcane / +10% temporal Changes damage: +18% temporal Mindpower: +6 (+2 eff.) Infravision radius: +8 It can be used to activate talent Skullcracker, placing all other charms into a 12 cooldown : Effective talent level: 3.9 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 2117.7 Physical damage. If the attack hits, the target is confused (46% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
| On hands | Alagorn the Gloomtrial (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage (Melee): 12 arcane Changes stats: +7 Dex / +16 Mag / +7 Wil / +4 Con Changes resistances: +6% arcane It can be used to activate talent Disperse Magic, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Xavena (dig speed 18 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +14.0% Armour: +9 Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +17 Str / +6 Dex / +11 Wil Changes resistances: +9% light Changes damage: +9% blight Mental save: +15 (+5 eff.) Poison immunity: +20% Disease immunity: +15% Only die when reaching: -100.00 life Maximum stamina: +20.00 Mental crit. chance: +12% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | 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 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Pugilism +0.30 Technique / Combat training +0.30 Technique / Combat veteran +0.30 Technique / Grappling +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Unarmed training +0.30 Technique / Thuggery +0.30 Technique / Superiority +0.30 Technique / Two-handed weapons +0.30 Technique / Archery prowess +0.30 Technique / Archery excellence +0.30 Technique / Combat techniques +0.30 Technique / Two-handed assault +0.30 Technique / Berserker's strength +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Shield offense +0.30 Technique / Shield defense +0.30 Technique / Dual techniques +0.30 Technique / Finishing moves +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
| On fingers | gladiator's voratun ring of speedCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Physical power: +14 (+3 eff.) Defense: +12 (+3 eff.) Changes stats: +10 Str / +9 Con Movement speed: +21% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 24 cooldown : Effective talent level: 4.8 Power cost: 24 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 44% for 5 turns. Rings can have magical properties. |
| Around neck | Limmir's Amulet of the Moon0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Armour: +5 Changes stats: +8 Cun / +8 Dex Changes resistances: +5% all Changes damage: +20% lightning / +8% all Damage affinity(heal): +20% lightning Spell crit. chance: +4% Mental crit. chance: +4% Movement speed: +15% Chance to avoid any damage: +8% Amulets can have magical properties. |
| In main hand | The Black Spike (48-67.2 power, 20 apr)Requires: - Strength 40 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 48.0 - 67.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +20 Crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +10 Str / +8 Mag Changes resistances: +18% darkness / +12% blight Changes resistances penetration: +15% all Changes damage: +25% darkness Shadow Power: +5 Increases all damage penetration by 1% for each point of your Shadow Power. "All the better to pierce the heart of the world." |
| Around waist | ravager's drakeskin leather belt of burglaryCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +6 Dex / +6 Cun / +10 Lck Changes resistances penetration: +20% physical Changes damage: +25% physical Trap disarming bonus: +30 Stealth bonus: +14 Infravision radius: +6 A belt that goes around your waist. |
| In off hand | kalkan (12 def, 15 armour, 82.5-99 power, 295.5 block)Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 82.5 - 99.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +296 On weapon crit: * smash the target with your shield crippling them Burst (radius 1) on hit: +16 fire Damage against: +15% Demon When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+2 eff.) Armour: +15 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Damage (Melee): 7 fire Damage when hit (Melee): 18 fire Changes stats: +1 Str / +3 Dex / +9 Con Changes resistances: +26% lightning / +2% physical / +6% nature Changes resistances penetration: +10% nature Changes damage: +6% darkness Talent granted: +5 Block Physical save: +15 (+4 eff.) Handheld deflection devices. |
| Cloak | Balotar (3 def, 12 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour penetration: +3 Physical crit. chance: +2.0% Armour: +12 Defense: +3 (+1 eff.) Changes stats: +3 Str / +6 Wil / +5 Cun Changes resistances: +16% blight / +23% cold / +17% nature Changes damage: +9% physical Physical save: +6 (+2 eff.) Life regen: +3.00 Mental crit. chance: +5% Healing mod.: +21% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | The Black Plate (25 def, 35 armour)Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) Armour: +35 Defense: +25 (+6 eff.) Fatigue: +15% Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +20% darkness / +15% blight / +25% fire / +20% cold Talent masteries: +0.20 Corruption / Doom covenant +0.20 Corruption / Infernal combat +0.20 Corruption / Oppression +0.20 Corruption / Wrath Physical save: +15 (+4 eff.) Spell save: +25 (+8 eff.) Confusion immunity: +100% Fear immunity: +100% Light radius: -2 Infravision radius: +3 Shadow Power: +10 Grants physical power equal to your Shadow Power. Activating this item is instant. It can be used to activate talent Link of Pain (costing 9 power out of 15/15) : Effective talent level: 3.6 Power cost: 9 out of 15/15. Range: 7 Travel Speed: instantaneous Is: a spell Description: Using demonic forces you create a link of pain from a source creature to a victim for 6 turns. Each time the source creature takes damage the victim takes 73% of the damage. If the victim dies from the effect you gain a burst of energy, reducing all remaining cooldowns by 1. "Wreckage all about you. Is there anything left inside?" |
Inventory
acid wave rune of the duelist (352 acid damage; disarm 5 turns with power 77)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: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 352.13 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 77 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Dexterity 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. |
biting gale rune of the duelist (259 cold damage; freeze 3 turns with power 77)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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 258.98 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 77 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Dexterity 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. |
biting gale rune of the titan (180 cold damage; freeze 3 turns with power 64)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: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 180.32 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 64 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
biting gale rune of the titan (202 cold damage; freeze 3 turns with power 64)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: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 202.17 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 64 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
biting gale rune of the titan (245 cold damage; freeze 3 turns with power 65)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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 244.72 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 65 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the duelist (range 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 16. Its effects scale with your Dexterity 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. |
controlled phase door rune of the warrior (range 20)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 20. Its effects scale with your Strength 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. |
heat beam rune of the duelist (551 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: 9 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 550.62 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Dexterity 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. |
heat beam rune of the titan (430 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: 7 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 430.33 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune of the titan (414 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: 8 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 414.23 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the titan (430 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 143.19 to 429.57 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the warrior (895 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 8 Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 298.44 to 895.32 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Strength 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. |
lightning rune of the warrior (867 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 9 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 288.99 to 866.97 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Strength 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. |
lightning rune of the wizard (377 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 125.55 to 376.65 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Magic 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. |
shielding rune of the duelist (absorb 858 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 858 damage for 4 turns. Its effects scale with your Dexterity 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. |
shielding rune of the sneak (absorb 721 for 7 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 721 damage for 7 turns. Its effects scale with your Cunning 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. |
shielding rune of the titan (absorb 613 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 613 damage for 6 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the warrior (absorb 723 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 723 damage for 4 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last 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. |
Alechik the FlashwishInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances penetration: +15% light Cut immunity: +60% Psi when hit: +0.08 Mindpower: +10 (+3 eff.) Mental crit. chance: +3% Light radius: +2 Healing mod.: +14% Heals friendly targets nearby when you use a nature summon: +20 It can be used to activate talent Heal, placing all other charms into a 21 cooldown : Effective talent level: 1.0 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 205 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Activating this item is instant. It can be used to activate talent Juggernaut (costing 18 power out of 60/60) : Effective talent level: 3.2 Power cost: 18 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 28% and provides a 15% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Gilyntir the steel amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +6 Str / +11 Dex / +2 Mag / +6 Wil / +4 Cun / +5 Con Changes resistances: +14% lightning Stun/Freeze immunity: +29% Life regen: +0.50 Stamina each turn: +0.50 Infravision radius: +3 Movement speed: +10% Amulets can have magical properties. |
MarduletirInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +4 Defense: +7 (+2 eff.) Fatigue: -6% Changes stats: +1 Str / +5 Dex / +6 Cun / +3 Con Changes resistances: +18% fire / +12% cold Changes resistances cap: +4% all Critical mult.: +10.00% Physical save: +15 (+4 eff.) Life regen: +0.60 Stamina each turn: +0.40 Light radius: +2 Movement speed: +10% Amulets can have magical properties. |
serendipitous stralite amulet of perfection (0.34 Technique / Shield offense,0.34 Technique / Battle tactics)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +9 (+2 eff.) Defense: +15 (+4 eff.) Changes stats: +12 Lck Talent masteries: +0.34 Technique / Shield offense +0.34 Technique / Battle tactics Reduce all damage from unseen attackers: 16% Amulets can have magical properties. |
voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 6 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Corpseravage the stralite ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +16 (+3 eff.) Armour: +4 Changes stats: +9 Str / +8 Con Changes resistances: +3% physical Changes damage: +3% nature / +12% fire Stun/Freeze immunity: +44% Life regen: +3.50 Stamina each turn: +0.20 Maximum life: +75.00 Healing mod.: +20% Rings can have magical properties. |
HarubarInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Damage when hit (Melee): 4 arcane Changes stats: +4 Cun Changes resistances: +5% arcane / +24% fire Changes damage: +9% arcane / +12% fire Stun/Freeze immunity: +29% Life regen: +1.70 Rings can have magical properties. |
KilnbraceInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +14 (+3 eff.) Changes stats: +1 Str / +12 Cun / +6 Con Changes resistances: +6% acid Changes resistances penetration: +10% fire Reduces incoming crit damage: 5.00% Spell save: +15 (+5 eff.) Life regen: +1.40 Maximum life: +60.00 Maximum stamina: +25.00 Infravision radius: +2 Healing mod.: +22% Rings can have magical properties. |
MurkwitchPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +12 Effects on melee hit: * 15% chance to inflict 15% damage reduction * 15% chance to corrode armour by 30% Damage when hit (Melee): 4 darkness Changes stats: +6 Str Changes resistances: +29% acid / +20% fire / +17% lightning / +22% cold Changes resistances penetration: +15% darkness / +15% acid Changes damage: +9% acid Physical save: +12 (+3 eff.) Spell save: +12 (+4 eff.) Mental save: +13 (+4 eff.) Rings can have magical properties. |
PolubaInfused 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.) Changes stats: +9 Str / +1 Wil / +2 Cun / +9 Con Changes resistances: +14% nature / +10% blight Grants telepathy: Humanoid/Orc Critical mult.: +10.00% Mental save: +30 (+9 eff.) Poison immunity: +30% Disease immunity: +30% Confusion immunity: +31% Rings can have magical properties. |
SalamibaPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +14 (+3 eff.) Changes stats: +4 Str / +5 Con Changes resistances penetration: +10% blight Critical mult.: +5.00% Stun/Freeze immunity: +20% Life regen: +1.20 Vim when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +6 (+3 eff.) Mindpower: +6 (+2 eff.) Rings can have magical properties. |
Samaladrador the steel ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +4 Dex / +5 Mag / +3 Cun Changes resistances: +6% lightning / +3% cold / +3% darkness Spell save: +4 (+2 eff.) Confusion immunity: +10% Spellpower: +8 (+4 eff.) Rings can have magical properties. |
Ulomahir the HellskissCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +16 (+4 eff.) Damage when hit (Melee): 16 fire Changes stats: +8 Cun Changes resistances: +21% acid / +15% temporal / +7% arcane / +9% lightning Changes resistances penetration: +25% fire Changes damage: +21% lightning / +27% fire Rings can have magical properties. |
Zubira the FurnacetrailPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +24% fire Changes damage: +27% acid / +9% fire Blindness immunity: +26% Infravision radius: +4 See stealth: +5 See invisible: +9 Rings can have magical properties. |
diamond ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Rings can have magical properties. |
gold ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings can have magical properties. |
steel ring 'Prismquill'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +12 Changes stats: +6 Str / +3 Mag / +3 Cun / +2 Con Changes resistances: +3% light Changes damage: +9% light Spell save: +12 (+4 eff.) Maximum stamina: +19.00 Spellpower: +9 (+4 eff.) Light radius: +3 Rings can have magical properties. |
steel ring 'Veluwen'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -4% Changes damage: +6% blight Maximum encumbrance: +24 Physical save: +6 (+2 eff.) Spell save: +30 (+9 eff.) Mental save: +30 (+9 eff.) Teleport immunity: +20% Rings can have magical properties. |
stralite ring0.10 Encumbrance. Type: jewelry / ring ; tier 4 Rings can have magical properties. |
stralite ring0.10 Encumbrance. Type: jewelry / ring ; tier 4 Rings can have magical properties. |
stralite ring 'Cyrutha'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +25 (+5 eff.) Changes stats: +5 Str / +6 Con Changes resistances: +32% darkness / +9% nature Changes damage: +9% arcane / +16% darkness / +7% all Mental save: +20 (+6 eff.) Teleport immunity: +10% Spellpower: +9 (+4 eff.) Mindpower: +12 (+4 eff.) Rings can have magical properties. |
Isaremira the stralite mace (46.5-65.1 power, 5 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 46.5 - 65.1 Uses stat: 100% Str Damage type: Mind Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Changes resistances: +9% mind / +18% acid Changes resistances penetration: +20% acid Changes damage: +9% mind Blunt and deadly. |
Scaldtreason the voratun mace (44.5-62.3 power, 6 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 44.5 - 62.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * wounds the target for 7 turns: 27 bleeding, 77% reduced healing * wounds the target for 7 turns: 27 bleeding, 77% reduced healing When wielded/worn: Physical crit. chance: +25.0% Physical power: +25 (+5 eff.) Damage when hit (Melee): 4 fire Changes stats: +3 Str Changes resistances: +9% mind Changes resistances penetration: +10% fire Reduces incoming crit damage: 5.00% Light radius: +2 See invisible: +6 Blunt and deadly. |
dwarven-steel mace 'Kindlerage' (35-49 power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 3 Base power: 35.0 - 49.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Armour penetration: +17 Physical crit. chance: +24.0% Changes resistances penetration: +10% physical Critical mult.: +30.00% Light radius: +1 Blunt and deadly. |
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 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: +2.5% procs dam / acc 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 (+17 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, costing 120 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Xinn (55.5-77.7 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 55.5 - 77.7 Uses stat: 100% Str Damage type: Blight Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 73% chance to corrode armour by 30% * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Burst (radius 2) on crit: +12 blight When wielded/worn: Changes stats: +4 Cun / +1 Str Changes resistances: +9% acid Changes resistances penetration: +15% acid Changes damage: +6% acid Grants telepathy: Dragon Reduces incoming crit damage: 10.00% Life regen: +2.50 One-handed war axes. |
Girdle of PreservationInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+4 eff.) Spell save: +15 (+5 eff.) Mental save: +15 (+5 eff.) Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Rhyruichak the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +16 (+3 eff.) Armour: +4 Damage when hit (Melee): 8 mind Changes resistances: +7% physical Changes resistances penetration: +10% physical Changes damage: +9% physical Spell save: +11 (+4 eff.) Maximum stamina: +25.00 Size category: +1 A belt that goes around your waist. |
drakeskin leather belt 'Blastbliss'Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Armour: +15 Defense: +14 (+3 eff.) Effects on melee hit: * 37% chance to daze at end of turn Changes stats: +6 Dex / +6 Mag / +6 Wil / +6 Cun Changes resistances penetration: +10% blight Changes damage: +3% blight / +12% lightning Physical save: +25 (+6 eff.) Mana when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +40.00 Spellpower: +4 (+2 eff.) Spell crit. chance: +6% Mental crit. chance: +13% 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 (+1 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Frozen Shroud (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+3 eff.) Damage when hit (Melee): 60 ice Changes stats: +7 Mag Changes resistances: +25% cold / -15% fire / +8% all It can be used to release a radius 4 chilling blast, instantly dealing 241.50 cold damage and condensing the air into freezing vapors that deal 80.50 cold damage (based on Magic) each turn for 10 turns, costing 18 power out of 30/30. All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
Lightninggasher the elven-silk cloak (3 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 40% chance to daze at end of turn Changes resistances: +6% arcane / +30% lightning Changes resistances penetration: +15% lightning Changes damage: +12% lightning / +15% temporal / +18% arcane Maximum life: +60.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Frost Treads (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Layikira the pair of hardened leather boots (8 def, 3 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +8 (+2 eff.) Ranged Defense: +9 (+2 eff.) Fatigue: +3% Effects on melee hit: * Slows global speed by 15% Changes stats: +3 Str / +3 Con Changes resistances: +6% lightning / +18% cold / +5% arcane It can be used to activate talent Rush, placing all other charms into a 15 cooldown : Effective talent level: 1.6 Power cost: 15 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
The Black Boots (2 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+0 eff.) Fatigue: +2% Changes stats: +4 Cun Stealth bonus: +10 Movement speed: +38% Shadow Power: +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
bot (0 def, 11 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +11 Fatigue: +4% Changes stats: +4 Dex / +7 Wil / +4 Cun / +6 Con Changes resistances: +15% lightning / +15% temporal Changes resistances penetration: +10% physical Reduces incoming crit damage: 15.00% Confusion immunity: +5% Pinning immunity: +10% Knockback immunity: +10% Teleport immunity: +20% Spellpower on spell critical (stacks up to 3 times): +4 Mindpower: +9 (+3 eff.) Movement speed: +20% It can be used to activate talent Blindside, placing all other charms into a 15 cooldown : Effective talent level: 2.0 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 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 44 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. |
pair of hardened leather boots 'Ureharasta' (0 def, 13 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +3 Physical power: +6 (+1 eff.) Armour: +13 Fatigue: +3% Changes stats: +11 Con / +5 Wil Changes resistances: +3% physical Changes resistances penetration: +8% physical Mindpower: +5 (+2 eff.) It can be used to activate talent Blindside, placing all other charms into a 15 cooldown : Effective talent level: 2.0 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 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 44 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Will of Ul'Gruth (0 def, 15 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +15 Changes stats: +5 Str / +5 Mag Changes resistances penetration: +10% all Changes damage: +15% all Talent masteries: +0.10 Corruption / Wrath +0.10 Corruption / Brutality Your Obliterating Smash can destroy walls. It can be used to activate talent Obliterating Smash (costing 15 power out of 25/25) : Effective talent level: 3.6 Power cost: 15 out of 25/25. Range: 3 Travel Speed: instantaneous Is: a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 156% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 18. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
Dragon-helm of Kroltar (5 def, 9 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 1) Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It is part of a set of items. Kroltar's power resides in his scales. When wielded/worn: Armour: +9 Defense: +5 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Wil / +5 Con / -4 Lck Changes damage: +10% physical / +10% fire Talent mastery: +0.20 Wild-gift / Fire drake aspect It can be used to activate talent Bellowing Roar (costing 27 power out of 45/45) : Effective talent level: 3.0 Power cost: 27 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You let out a powerful roar that sends your foes into utter confusion for 3 turns in a radius of 5. The sound wave is so strong, your foes also take 308.68 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
The Black Crown (0 def, 15 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +15 Fatigue: +5% Changes stats: +10 Wil / +10 Con Changes resistances: +20% darkness / +20% blight Talent masteries: +0.20 Corruption / Demonic pact +0.20 Corruption / Demon seeds Physical save: +15 (+4 eff.) Spell save: +15 (+5 eff.) Mental save: +15 (+5 eff.) Shadow Power: +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
Xaneressra the Glintradiance (6 def, 12 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +12 Defense: +6 (+1 eff.) Fatigue: +5% Changes resistances: +18% acid / +16% light / +15% darkness / +11% cold / +5% fire / +9% nature / +5% all Changes resistances penetration: +10% light Physical save: +14 (+4 eff.) A cap made of leather. |
drakeskin leather cap 'Flameravager' (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +5 Fatigue: +5% Damage when hit (Melee): 16 arcane Changes stats: +4 Str / +6 Mag / +6 Wil / +13 Con Changes resistances: +5% arcane / +12% fire Changes damage: +15% blight / +8% arcane Spell crit. chance: +4% A cap made of leather. |
drakeskin leather cap 'Halindur' (11 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +14 (+3 eff.) Physical crit. chance: +3.0% Armour: +5 Defense: +11 (+3 eff.) Fatigue: +5% Effects when hit in melee: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Str / +15 Dex / +13 Cun / +5 Con Changes resistances: +3% acid / +18% lightning / +25% darkness / -40% light Poison immunity: +10% Life regen: +7.70 Infravision radius: +8 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cap made of leather. |
Revenant (8 def, 20 armour)Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +5 Mag / +5 Con Physical save: +12 (+3 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+4 eff.) Silence immunity: +0% Confusion immunity: +25% Pinning immunity: +43% Stun/Freeze immunity: +12% Status resistances shift over time to match the statuses you are being hit by. The joints of this armor creak ominously, the frame bends and heaves, almost as if breathing. The scratch and crack of metal mutters of suffering, of loss, perseverance and revenge. |
voratun plate armour 'Olyrak' (9 def, 24 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +24 Defense: +9 (+2 eff.) Fatigue: +17% Changes stats: +7 Str / +2 Dex / +3 Mag / +14 Con Changes resistances: +21% acid / +22% physical / +20% cold / +16% lightning / +21% fire Talent cooldown: Rush (-10 turns) Critical mult.: +6.00% Physical save: +11 (+3 eff.) Disarm immunity: +74% Stun/Freeze immunity: +66% Knockback immunity: +62% Infravision radius: +2 A suit of armour made of metal plates. |
The Black Wall (12 def, 9 armour, 52-62.4 power, 200 block)Requires: - Strength 28 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 52.0 - 62.4 Uses stat: 100% Str Damage type: Darkness Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +200 When wielded/worn: Armour: +9 Defense: +12 (+3 eff.) Ranged Defense: +15 (+4 eff.) Fatigue: +28% Damage when hit (Melee): 10 darkness Changes resistances: +6% all Talent masteries: +0.20 Technique / Shield defense +0.20 Technique / Shield offense +0.20 Corruption / Doom shield Talent granted: +5 Block Shadow Power: +5 Increases all resists by 0.4% for each point of your Shadow Power. "With this, no one will ever harm you again." |
Axe of Fluffy Evil Axe of Fluffy EvilPowered by unknown forces 4.00 Encumbrance. [Unique] Type: misc / axe It can be used to create a ... clockwork gnome, costing 30 power out of 50/50. It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
520 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. |
sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Searparry (dig speed 4 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour: +3 Defense: +6 (+1 eff.) Changes stats: +2 Str Changes resistances: +6% fire / +7% physical Changes resistances penetration: +5% fire / +15% physical Changes damage: +12% arcane Critical mult.: +5.00% Maximum life: +27.00 Maximum stamina: +18.00 Spell crit. chance: +2% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Shinegrinder the dwarven-steel pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +3 Armour: +6 Defense: +6 (+1 eff.) Ranged Defense: +6 (+2 eff.) Effects on melee hit: * 30% chance to blind * 30% chance to daze at end of turn Changes stats: +7 Str / +5 Con Changes damage: +12% light Critical mult.: +12.00% Only die when reaching: -60.00 life Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Zubota' (dig speed 19 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +7 Fatigue: -4% Changes stats: +4 Str / +4 Wil Changes resistances: +7% darkness / +12% nature Changes damage: +7% nature Damage affinity(heal): +15% darkness Maximum hate: +2.00 Infravision radius: +5 Heals friendly targets nearby when you use a nature summon: +30 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 16 cooldown : Effective talent level: 4.8 Power cost: 16 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +97 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe 'Deepsquench' (dig speed 10 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Fatigue: -10% Effects on melee hit: * 15% chance to inflict 15% damage reduction Changes stats: +8 Str / +5 Mag Changes resistances: +6% blight / +6% darkness Changes resistances penetration: +20% mind / +25% physical Changes damage: +6% blight / +3% darkness / +6% mind Maximum mana: +50.00 Spell crit. chance: +9% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of UngolëInfused 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 48 power out of 100/100. 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. |
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. |
2 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. |
Dimgrind the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to inflict 15% damage reduction Damage when hit (Melee): 4 fire Changes resistances: +3% darkness / +3% fire Changes resistances penetration: +20% darkness / +5% fire Maximum life: +42.00 Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
GlowparryInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Physical power: +14 (+3 eff.) Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Damage when hit (Melee): 20 mind Changes resistances: +2% physical Changes damage: +24% physical Physical save: +21 (+5 eff.) Mental save: +15 (+5 eff.) Light radius: +7 See stealth: +21 See invisible: +25 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 15 power out of 25/25) : Effective talent level: 2.0 Power cost: 15 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 98.04 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 98.04 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. |
PolukiraPowered by arcane forces Crafted by a master 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +3 Cun / +5 Mag Changes resistances: +8% blight / +7% darkness Changes resistances penetration: +10% blight / +15% acid Changes damage: +12% blight Spellpower: +10 (+4 eff.) Spell crit. chance: +4% Light radius: -5 Infravision radius: +10 See invisible: +7 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 48 blight damage or heals 58 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A normal brass lantern, enhanced by alchemy to make it brighter. |
RelgekhadCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +6 Armour: +14 Changes resistances: +9% fire / +6% light / +6% darkness Changes resistances penetration: +7% all Teleport immunity: +5% Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
SearborePowered by arcane forces Crafted by a master Infused by psionic forces 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +5 Mag Changes resistances: +6% temporal Changes damage: +3% temporal / +15% fire Mental save: +7 (+2 eff.) Spellpower: +11 (+5 eff.) Mindpower: +6 (+2 eff.) Mental crit. chance: +6% Light radius: +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
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 (112 power, based on Willpower), costing 6 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
dwarven lantern 'Blackkill'Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Defense: +15 (+4 eff.) Damage when hit (Melee): 4 blight Changes stats: +11 Cun / +6 Con Changes resistances: +12% blight / +5% arcane / +6% darkness Changes resistances penetration: +15% arcane Changes damage: +9% blight / +18% darkness / +6% arcane Physical save: +20 (+5 eff.) Spell save: +20 (+7 eff.) Mental save: +20 (+6 eff.) Life regen: +6.50 Light radius: -1 Infravision radius: +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
piercing dwarven lantern of the moonsPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Changes resistances: +15% light Changes resistances penetration: +15% all Changes damage: +15% darkness Damage affinity(heal): +5% darkness Light radius: +6 Infravision radius: +5 It can be used to activate talent Moonlight Ray, placing all other charms into a 5 cooldown : Effective talent level: 4.0 Power cost: 5 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 172.80 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Bladed RiftPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +10% temporal / +5% physical Spellpower: +10 (+4 eff.) Mindpower: +10 (+3 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 9 power out of 25/25) : Effective talent level: 5.0 Power cost: 9 out of 25/25. 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. |
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 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 This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
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. |
Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+3 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
14 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. |
20 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. |
Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 122 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (5/5)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 437.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 15 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. |
The JoltInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes damage: +10% mind / +10% lightning Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to mental crosstier the target, which inflicts Brainlock if your mindpower is a tier above their mindsave. This torque feels tingly to the touch, but seems to enhance your thinking. |
Beluthra [power 3] (6 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes resistances: +9% nature Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle Critical mult.: +25.00% Silence immunity: +20% Confusion immunity: +20% Knockback immunity: +10% Mental crit. chance: +2% It can be used to remove up to 3 poisons or diseases from a target within range 8 (based on Willpower), putting all charms on cooldown for 6 turns. Natural totems are made by powerful wilders to store nature power. |
Bethariathra the elven-wood totem of healing [power 210] (12 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Physical power: +12 (+2 eff.) Damage when hit (Melee): 12 acid Changes stats: +9 Str / +5 Con Physical save: +39 (+9 eff.) It can be used to heal a target within range 8 (based on Willpower) for 210, putting all charms on cooldown for 12 turns. When used: 100% chance to regenerate 13 equilibrium. Natural totems are made by powerful wilders to store nature power. |
Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+2 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns, costing 6 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
Urthekath the elm wand of conjuration [power 91] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes stats: +4 Str / +2 Dex / +1 Cun / +3 Con Grants telepathy: Humanoid/Orc Maximum vim: +5.00 See invisible: +6 It can be used to fire a bolt of a random element with (base) damage 46 to 91, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elm wand of clairvoyance [power 9] (4 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to reveal the area around you, dispelling darkness (radius 9, power 60 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 4 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
yew wand of trap destruction 'Goda' [power 58] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 8 mind / 8 blight Changes resistances: +6% mind Changes damage: +18% blight / +12% mind Talent cooldown: Volcano (-2 turns) Talent granted: +3 Volcano It can be used to disarm traps (58 bonus disarm power, based on Magic) along a range 3 line, putting all charms on cooldown for 9 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
26 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. |
12 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
23 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. |
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. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Goradudin the Skeleton Bulwark level 35
1st Time of Balance 123rd year of Ascendancy at 00:28 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Goradudin the Skeleton Bulwark level 46
4th Dusk 123rd year of Ascendancy at 20:33 see stats
A living one! (Insane (Roguelike) difficulty)
Was teleported into Caldizar's Fortress, far into the void between the stars.By Goradudin the Skeleton Bulwark level 50
8th Regrowth 124th year of Ascendancy at 15:11 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Goradudin the Skeleton Bulwark level 35
79th Regrowth 123rd year of Ascendancy at 06:05 see stats
Arachnophobia (Insane (Roguelike) difficulty)
Destroyed the spydric menace.By Goradudin the Skeleton Bulwark level 38
15th Pyre 123rd year of Ascendancy at 09:57 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 Goradudin the Skeleton Bulwark level 39
20th Pyre 123rd year of Ascendancy at 01:59 see stats
Back and there again (Insane (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Goradudin the Skeleton Bulwark level 42
72nd Pyre 123rd year of Ascendancy at 20:40 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Goradudin the Skeleton Bulwark level 37
11st Pyre 123rd year of Ascendancy at 07:45 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Goradudin the Skeleton Bulwark level 17
47th Dusk 122nd year of Ascendancy at 05:34 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Goradudin the Skeleton Bulwark level 9
2nd Flare 122nd year of Ascendancy at 17:23 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Goradudin the Skeleton Bulwark level 36
7th Pyre 123rd year of Ascendancy at 06:45 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Goradudin the Skeleton Bulwark level 31
69th Regrowth 123rd year of Ascendancy at 01:21 see stats
Evil denied (Insane (Roguelike) difficulty)
Won ToME by preventing the Void portal from opening.By Goradudin the Skeleton Bulwark level 50
76th Regrowth 124th year of Ascendancy at 03:08 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Goradudin the Skeleton Bulwark level 19
1st Regrowth 123rd year of Ascendancy at 22:06 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Goradudin the Skeleton Bulwark level 28
41st Regrowth 123rd year of Ascendancy at 09:53 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Goradudin the Skeleton Bulwark level 26
28th Regrowth 123rd year of Ascendancy at 02:47 see stats
Fear of Fours (Insane (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By Goradudin the Skeleton Bulwark level 50
51st Regrowth 124th year of Ascendancy at 07:12 see stats
Gem of the Moon (Insane (Roguelike) difficulty)
Completed the Master Jeweler quest with Limmir.By Goradudin the Skeleton Bulwark level 50
37th Regrowth 124th year of Ascendancy at 01:30 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Goradudin the Skeleton Bulwark level 25
21st Regrowth 123rd year of Ascendancy at 12:35 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 Goradudin the Skeleton Bulwark level 50
22nd Regrowth 124th year of Ascendancy at 10:58 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Goradudin the Skeleton Bulwark level 10
10th Flare 122nd year of Ascendancy at 20:58 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Goradudin the Skeleton Bulwark level 20
2nd Regrowth 123rd year of Ascendancy at 08:23 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Goradudin the Skeleton Bulwark level 30
59th Regrowth 123rd year of Ascendancy at 19:49 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Goradudin the Skeleton Bulwark level 40
52nd Pyre 123rd year of Ascendancy at 01:33 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Goradudin the Skeleton Bulwark level 50
42nd Dusk 123rd year of Ascendancy at 16:44 see stats
Merry wintertide! (Insane (Roguelike) difficulty)
Finish the Santascape event and free the little helper elves.By Goradudin the Skeleton Bulwark level 50
71st Haze 123rd year of Ascendancy at 08:55 see stats
Orcrist (Insane (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By Goradudin the Skeleton Bulwark level 50
42nd Dusk 123rd year of Ascendancy at 19:36 see stats
Overpowered! (Insane (Roguelike) difficulty)
Did over 6000 damage in one attack.By Goradudin the Skeleton Bulwark level 50
50th Regrowth 124th year of Ascendancy at 00:49 see stats
Portal ender (Insane (Roguelike) difficulty)
Fought the two Sorcerers and closed three invocation portals.By Goradudin the Skeleton Bulwark level 50
76th Regrowth 124th year of Ascendancy at 03:07 see stats
Race through fire (Insane (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Goradudin the Skeleton Bulwark level 45
5th Flare 123rd year of Ascendancy at 03:06 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Goradudin the Skeleton Bulwark level 17
66th Dusk 122nd year of Ascendancy at 11:34 see stats
Savior of the damsels in distress (Insane (Roguelike) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Goradudin the Skeleton Bulwark level 27
30th Regrowth 123rd year of Ascendancy at 11:26 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Goradudin the Skeleton Bulwark level 33
73rd Regrowth 123rd year of Ascendancy at 00:19 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Goradudin the Skeleton Bulwark level 15
44th Dusk 122nd year of Ascendancy at 06:36 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Goradudin the Skeleton Bulwark level 36
7th Pyre 123rd year of Ascendancy at 09:13 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Goradudin the Skeleton Bulwark level 12
12nd Dusk 122nd year of Ascendancy at 06:19 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Goradudin the Skeleton Bulwark level 48
21st Dusk 123rd year of Ascendancy at 02:23 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By Goradudin the Skeleton Bulwark level 41
70th Pyre 123rd year of Ascendancy at 11:11 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Goradudin the Skeleton Bulwark level 10
3rd Dusk 122nd year of Ascendancy at 15:46 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Goradudin the Skeleton Bulwark level 39
43rd Pyre 123rd year of Ascendancy at 09:49 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Goradudin the Skeleton Bulwark level 23
18th Regrowth 123rd year of Ascendancy at 15:24 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Goradudin the Skeleton Bulwark level 15
43rd Dusk 122nd year of Ascendancy at 07:21 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Goradudin the Skeleton Bulwark level 34
77th Regrowth 123rd year of Ascendancy at 22:19 see stats
Log
Saving done.
Hotkey page 3 is now displayed.
Hotkey page 2 is now displayed.
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
You enter the swirling portal and in the blink of an eye you set foot on the outskirts of Last Hope, with no trace of the portal...
Saving game...
Saving done.
There is a Last Hope (Town) here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).
Saving game...
You don't see how to get there...
You don't see how to get there...
Saving done.
You don't see how to get there...
Saving game...
Saving done.
The merchant carefully hands you: dwarven lantern 'Blackkill'
Saving game...
Saving done.
The merchant carefully hands you: fener
Goradudin wears (replacing piercing dwarven lantern of the moons): fener.
Goradudin deactivates Shield Wall.
Goradudin deactivates Chant of Fortitude.





























































































































