










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| 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 | Shalore |
| Class | Temporal Warden |
| Level / Exp | 50 / 1876% |
| Size | big |
| Lifes / Deaths | Killed by Elandar at level 50 on the 24th Haze 123rd year of Ascendancy at 07:43 / 3Killed by Elandar at level 50 on the 24th Haze 123rd year of Ascendancy at 08:27 Killed by heavy bone giant at level 50 on the 24th Haze 123rd year of Ascendancy at 09:56 |
Primary Stats
| Strength | 39 (base 30) |
| Dexterity | 82 (base 60) |
| Constitution | 50 (base 18) |
| Magic | 98 (base 65) |
| Willpower | 41 (base 16) |
| Cunning | 94 (base 60) |
Resources
| Life | -156/1549 |
| Mana | 429/429 |
| Paradox | 145 |
| Positive | 172/177 |
| Healing Factor | 1.2727272727273 |
| Regeneration | 24.881818181819 |
Speed
| Mental | -30.00000000001% |
| Attack | -30.00000000001% |
| Movement | +1.1102230246252E-12% |
| Spell | -30.00000000001% |
| Global | +64.638783269962% |
Vision
| Sight | 10 |
| Lite | -7 |
| Infravision | 12 |
| See Stealth | 102.47984289322 |
| See Invisible | 102.47984289322 |
Offense: Mainhand
| Damage | 279 |
| Accuracy | 60 |
| Crit Chance | 71% |
| APR | 35 |
| Speed | 1.14 |
Offense: Spell
| Spellpower | 66 |
| Crit Chance | 42% |
| Speed | 1.4285714285716 |
Offense: Mind
| Mindpower | 47 |
| Crit Chance | 42% |
| Speed | 1.4285714285716 |
Offense: Damage Bonus
| Darkness | +6% |
| Temporal | +39% |
| Physical | +114% |
| Arcane | +23% |
| Fire | +6% |
| All | 0% |
Offense: Damage Penetration
| Temporal | +36% |
| Physical | +53% |
| Fire | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 92.723073231957 (100%) |
| Defense | 60 |
| Ranged Defense | 60 |
| Fatigue | 23 |
| Physical Save | 47 |
| Spell Save | 62 |
| Mental Save | 60 |
Defense: Resistances
| Acid | + 44%( 70%) |
| Blight | + 63%( 70%) |
| Arcane | + 16%( 70%) |
| Cold | + 59%( 70%) |
| All | + 4%( 70%) |
| Mind | + 10%( 70%) |
| Lightning | + 14%( 70%) |
| Light | -21%( 70%) |
| Temporal | + 30%( 70%) |
| Physical | + 14%( 70%) |
| Darkness | + 26%( 70%) |
| Fire | + 69%( 70%) |
| Nature | + 13%( 70%) |
Defense: Immunities
| Pinning Resistance | 0% |
| Disarm Resistance | 10% |
| Bleed Resistance | 10% |
| Confusion Resistance | 100% |
| Fear Resistance | 100% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 10% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 21 for 11 turns. While Heroism is active, you will only die when reaching -854 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 579 damage for 7 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 759 life over 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 862% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Class Talents
| Chronomancy / Threaded Combat | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 5/5 |
| Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 3/5 |
| Chronomancy / Bow Threading | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Chronomancy / Stasis | 1.10 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Speed Control | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Chronomancy / Temporal Combat | 1.30 |
| 2/5 |
| 4/5 |
| 2/5 |
| 2/5 |
| Chronomancy / Blade Threading | 1.30 |
| 3/5 |
| 3/5 |
| 2/5 |
| 3/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.30 |
| 3/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Fate Weaving | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Chant of Fortitude |
| talent | Premonition |
| talent | Contingency |
| talent | Weapon Folding |
| detrimental effect | The target is crippled, reducing melee, spellcasting and mind speed by 30%. Cripple |
| detrimental effect | Renders a random talent unavailable. No talents will cool down until the effect has worn off. Brainlocked |
| beneficial effect | Reduces blight damage received by 19%. Premonition Shield |
| detrimental effect | The target is blinded, unable to see anything. Blinded |
| beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+24). Continuum Destabilization |
| beneficial effect | The target is recovering 27 life each turn. Recovery |
| beneficial effect | The target's defense and saves have been increased by 6. 2 Spin |
| detrimental effect | The target is pinned to the ground, unable to move. Pinned to the ground |
| detrimental effect | The target is hexed, creating an empathic bond with its victims. It takes 22% feedback damage from all damage done. Empathic Hex |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| beneficial effect | The target's accuracy and power have been increased by 6. 2 Fateweaver |
| detrimental effect | The target is pinned to the ground, unable to move. Pinned to the ground |
| detrimental effect | Huge cut that bleeds, doing 145.22 physical damage per turn. Bleeding |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | Reduces global action speed by 55%. Slow |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 7 of Dreadfell. Escort: injured seer (level 7 of Dreadfell)As a reward you improved Magic 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 talent Healing Light (+1 level(s)). | 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 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved Dexterity by +2. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You failed to protect the repented thief from death by ghoul. Escort: repented thief (level 8 of Dreadfell) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You must explore the morass. | failed |
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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 2855. | 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 AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of precision. You have aided Marus of Elvala in creating an elixir of mysticism. You have aided Marus of Elvala in creating an elixir of the savior. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Ungrol of Last Hope has completed an elixir of foundations without your aid. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You 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 have met what seems to be a future version of yourself. The Way We Weren'tYou were killed by your future self, and thus this event never occured. | 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 within14 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Boots of the Hunter (2 def, 12 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+2 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cursed / Endless hunt +0.20 Cunning / Trapping +0.20 Cursed / Predator Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action), costing 32 power out of 31/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
| Quiver | Tim's Living Arrows (18/24, 76.5-107.1 power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 76.5 - 107.1 Uses stats: 70% Dex, 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +26.0% Capacity: 24 On weapon crit: * cripple the target Damage (Ranged): +57 darkness / +30 cold / +8 mind / +16 fire Burst (radius 1) on hit: +8 darkness / +8 fire Burst (radius 2) on crit: +4 mind Damage against: +26% Living Arrows are used with bows to pierce your foes to death. |
| Light source | dwarven lantern 'Kindlewhisper'Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +2 Changes stats: +3 Wil / +11 Cun / +5 Con Changes resistances: +15% blight / +9% fire Changes damage: +6% fire Mental save: +15 (+4 eff.) Life regen: +6.50 Only die when reaching: -94.00 life Light radius: -6 Infravision radius: +9 See stealth: +23 See invisible: +23 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Eilinidhevea the Phoenixlash (0 def, 11 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +11 Fatigue: +5% Changes stats: +5 Str / +5 Dex / +4 Cun / +5 Con Changes resistances: -32% light / +6% mind / +9% nature Changes resistances penetration: +15% temporal / +5% fire Blindness immunity: +10% Cut immunity: +10% Disarm immunity: +10% Confusion immunity: +20% Stun/Freeze immunity: +25% Life regen: +6.90 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Bladed RiftPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +5% physical / +10% temporal Spellpower: +10 (+2 eff.) Mindpower: +10 (+3 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 15 power out of 20/25) : Effective talent level: 5.0 Power cost: 15 out of 20/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
| On fingers | Silama the WoerockCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% * 30% chance to inflict 15% damage reduction Changes resistances: +12% blight / +9% temporal / +6% light / +5% arcane Spell save: +6 (+2 eff.) Stun/Freeze immunity: +36% Life regen: +2.90 Rings can have magical properties. |
| Around waist | Tim's Belt of PainInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +3 Cun Changes resistances: +9% acid / +3% temporal / +6% fire / +10% lightning / +10% cold Changes resistances penetration: +20% physical Changes damage: +25% physical Spell save: +15 (+4 eff.) Mana each turn: +0.12 Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +52.00 Light radius: +3 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Size category: +1 A belt that goes around your waist. |
| In main hand | dragonbone longbow 'Earthgore'Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Nature Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When this weapon hits: Arcane Vortex (10% chance level 3). On weapon hit: * Slows global speed by 40% Burst (radius 2) on crit: +2 nature When wielded/worn: Changes stats: +11 Mag Changes resistances penetration: +21% temporal / +23% physical Changes damage: +29% temporal / +23% arcane / +57% physical Talents cooldown: Pin Down (-1 turn) Arrow Stitching (-1 turn) Fragmentation Shot (-2 turns) Spell save: +12 (+3 eff.) Vim when firing critical spell: +3.00 Maximum vim: +20.00 Spellpower: +30 (+7 eff.) Longbows are used to shoot arrows at your foes. |
| On hands | stone warden's voratun gauntlets of dispersion (0 def, 13 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +13 Armour Hardiness: +11% Damage (Melee): 19 arcane Changes stats: +9 Mag / +10 Wil / +11 Con Changes resistances: +8% arcane / +7% physical It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 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. Metal gloves protecting the hands up to the middle of the lower arm. |
| 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: +10 (+2 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 / Wrath +0.20 Corruption / Infernal combat +0.20 Corruption / Oppression Physical save: +15 (+5 eff.) Spell save: +25 (+6 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 15 power out of 15/15) : Effective talent level: 3.6 Power cost: 15 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?" |
| Cloak | Haledur (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Defense: +2 (+1 eff.) Fatigue: -5% Damage when hit (Melee): 12 physical Changes stats: +3 Dex Changes resistances: +18% acid / +3% physical Changes damage: +27% physical Stamina each turn: +0.80 Only die when reaching: -40.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Rhorach the JetpulverizerInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +14 (+3 eff.) Armour: +4 Defense: +19 (+5 eff.) Changes stats: +2 Dex / +20 Lck / +8 Con Changes resistances: +28% fire / +3% darkness / +27% cold Changes resistances penetration: +10% physical Changes damage: +6% darkness Physical save: +22 (+7 eff.) Life regen: +3.00 Stamina each turn: +0.40 Maximum life: +80.00 Reduce all damage from unseen attackers: 20% Amulets can have magical properties. |
Inventory
Primal Infusion (affinity 15%; cure magical, physical, mental)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 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 nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 15% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
heroism infusion of the psychic (+12 for 10 turns, die at -717)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 12 for 10 turns. While Heroism is active, you will only die when reaching -717 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the psychic (+10 for 9 turns, die at -668)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 10 for 9 turns. While Heroism is active, you will only die when reaching -668 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the wizard (+21 for 11 turns, die at -864)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 21 for 11 turns. While Heroism is active, you will only die when reaching -864 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the wizard (+20 for 11 turns, die at -910)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 20 for 11 turns. While Heroism is active, you will only die when reaching -910 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the wizard (+20 for 9 turns, die at -661)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 20 for 9 turns. While Heroism is active, you will only die when reaching -661 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the wizard (+19 for 12 turns, die at -628)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 19 for 12 turns. While Heroism is active, you will only die when reaching -628 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the sneak (683% speed; 4 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 683% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the sneak (816% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 816% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the warrior (829% speed; 8 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 829% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the duelist (heal 539 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 539 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the duelist (heal 617 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 617 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the duelist (heal 433 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 433 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the duelist (heal 620 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 620 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the duelist (heal 339 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 339 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the psychic (heal 503 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 503 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the sneak (heal 630 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 630 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the wizard (heal 689 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 689 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
controlled phase door rune of the warrior (range 11)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: 12 Travel Speed: instantaneous Usage Speed: Spell (143% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 11. 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. |
controlled phase door rune of the wizard (range 12)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: 12 Travel Speed: instantaneous Usage Speed: Spell (143% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 12. 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. |
lightning rune of the duelist (448 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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 149.49 to 448.46 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 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. |
lightning rune of the psychic (262 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 87.49 to 262.48 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 Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the sneak (250 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: 5 Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 83.36 to 250.07 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 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. |
lightning rune of the warrior (216 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: 5 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 72.02 to 216.07 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 (150 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: 5 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 49.92 to 149.77 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 (325 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: 7 Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 108.35 to 325.04 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 425 for 5 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: 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 425 damage for 5 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 psychic (absorb 500 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: 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 500 damage for 6 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the sneak (absorb 744 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: 19 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 744 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 warrior (absorb 311 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: 14 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 311 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. |
shielding rune of the wizard (absorb 544 for 5 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 544 damage for 5 turns. 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. |
teleportation rune of the duelist (range 130)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: 14 Travel Speed: instantaneous Usage Speed: Spell (143% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 130 with a minimum range of 15. 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. |
teleportation rune of the psychic (range 83)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: 14 Travel Speed: instantaneous Usage Speed: Spell (143% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 83 with a minimum range of 15. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Aerada the AirnightInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 20 lightning / 20 nature Changes resistances: +11% temporal Changes resistances penetration: +10% lightning Pinning immunity: +24% Knockback immunity: +27% Amulets can have magical properties. |
Balasalin the ShadewakerInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 31% chance to inflict 15% damage reduction * 31% chance to corrode armour by 30% Damage when hit (Melee): 8 darkness / 8 fire Changes resistances: +9% acid / +25% light / +32% darkness Changes resistances penetration: +10% acid / +10% fire / +20% darkness Blindness immunity: +44% Amulets can have magical properties. |
Baralach the ObsidianriverPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage (Melee): 9 darkness / 7 light Effects when hit in melee: * 8% chance to inflict 15% damage reduction * 9% chance to blind Damage when hit (Melee): 20 temporal Changes resistances: +9% temporal Changes resistances penetration: +15% darkness Changes damage: +15% temporal / +8% light / +7% darkness Amulets can have magical properties. |
Betuwyn the DimswiftCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +9% light Changes resistances penetration: +5% light / +20% darkness Changes damage: +6% darkness Talent mastery: +0.11 Chronomancy / Spacetime Weaving Amulets can have magical properties. |
BranysusInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Armour: +2 Defense: +20 (+5 eff.) Changes stats: +15 Lck / +13 Str Critical mult.: +3.00% Physical save: +30 (+10 eff.) Spell save: +25 (+6 eff.) Mental save: +22 (+6 eff.) Life regen: +0.60 Reduce all damage from unseen attackers: 17% Amulets can have magical properties. |
Ce'Nara the steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -6% Effects on melee hit: * 10% chance to disease * 40% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 12 blight Changes resistances: +3% temporal Life regen: +1.40 Amulets can have magical properties. |
Chachik the voratun amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +5 Con / +3 Mag Changes resistances: +27% darkness / +4% physical / +25% light / +15% fire Grants telepathy: Humanoid/Orc Spell save: +9 (+2 eff.) Blindness immunity: +50% Infravision radius: +3 Amulets can have magical properties. |
Dairudil the FlashireCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Damage when hit (Melee): 8 light Changes resistances: +9% darkness / +6% fire Changes resistances cap: +3% all Physical save: +32 (+10 eff.) Mental save: +3 (+1 eff.) Blindness immunity: +10% Light radius: +3 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 30 power out of 60/60) : Effective talent level: 2.0 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Eilinirabeth the TorchravenPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 20 temporal Changes stats: +5 Mag Changes resistances: +21% fire / +9% temporal Changes damage: +8% acid / +30% temporal / +8% cold / +23% fire / +6% lightning Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Amulets can have magical properties. |
Frost Lord's ChainPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+3 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
Grinyfast the BoltthornPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 8 arcane Changes stats: +8 Mag Changes resistances: +5% arcane Changes resistances penetration: +25% arcane / +10% lightning Changes damage: +24% arcane / +3% lightning Amulets can have magical properties. |
Mayuremina the stralite amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +5 Defense: +8 (+2 eff.) Fatigue: -7% Damage when hit (Melee): 12 acid Changes stats: +7 Dex / +6 Cun / +7 Con Changes resistances: +16% mind / +9% temporal Changes resistances cap: +5% all Changes resistances penetration: +10% acid / +5% temporal Changes damage: +9% acid Physical save: +20 (+6 eff.) Confusion immunity: +44% Life regen: +0.70 Stamina each turn: +1.10 Movement speed: +10% Amulets can have magical properties. |
Noonwyrd the gold amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 20 light Changes stats: +3 Mag Changes resistances: +15% nature Changes damage: +6% physical / +6% temporal / +12% light / +6% darkness Spellpower: +5 (+1 eff.) Spell crit. chance: +4% Light radius: +3 Amulets can have magical properties. |
Tempestrupture the voratun amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Fatigue: -8% Effects on melee hit: * 36% chance to daze at end of turn Changes stats: +10 Str / +9 Con Changes damage: +6% physical Spell save: +12 (+3 eff.) Life regen: +3.90 Only die when reaching: -40.00 life Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Amulets can have magical properties. |
Xeretira the GleamsawCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Dex / +3 Wil Changes resistances: +12% light Changes resistances penetration: +20% light Talent mastery: +0.27 Chronomancy / Temporal Hounds Infravision radius: +3 See invisible: +15 Amulets can have magical properties. |
Yviba the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Mag / +2 Wil / +5 Cun Changes resistances: +17% temporal Grants telepathy: Dragon Reduces incoming crit damage: 15.00% Pinning immunity: +26% Knockback immunity: +23% Infravision radius: +3 Amulets can have magical properties. |
Zydorig the stralite amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes stats: +3 Con Changes resistances: +7% physical Physical save: +26 (+8 eff.) Spell save: +17 (+4 eff.) Mental save: +22 (+6 eff.) Stamina each turn: +0.40 Only die when reaching: -20.00 life Maximum life: +30.00 Amulets can have magical properties. |
gold amulet 'Breezetitan'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour penetration: +5 Armour: +6 Fatigue: -7% Changes stats: +3 Dex Changes resistances: +3% physical Changes resistances penetration: +25% nature Life regen: +3.40 Stamina each turn: +1.00 Amulets can have magical properties. |
gold amulet 'Emeluvea'Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 temporal Changes stats: +5 Dex / +2 Mag / +4 Wil / +6 Cun / +8 Con Changes damage: +6% physical / +6% temporal / +4% darkness / +6% light Mental save: +8 (+2 eff.) Confusion immunity: +14% Life regen: +0.90 Stamina each turn: +0.90 Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Mindpower: +6 (+2 eff.) Infravision radius: +2 Movement speed: +10% Amulets can have magical properties. |
gold amulet 'Furnacerigor'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +12 Damage when hit (Melee): 8 fire / 8 temporal Changes stats: +4 Cun Changes resistances: +15% light / +14% darkness Critical mult.: +12.00% Blindness immunity: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets can have magical properties. |
steel amulet 'Brightwreck'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 15% chance to blind Changes stats: +3 Mag Changes resistances: +15% temporal Light radius: +3 Amulets can have magical properties. |
steel amulet 'Relgitoyon'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +9% darkness / +9% temporal Talent masteries: +0.18 Chronomancy / Stasis +0.18 Chronomancy / Temporal Guardian Spell save: +10 (+3 eff.) Disarm immunity: +10% Stun/Freeze immunity: +25% Knockback immunity: +10% Amulets can have magical properties. |
stralite amulet 'Kheluran'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage when hit (Melee): 20 mind Changes stats: +9 Wil Changes resistances: +6% mind Changes resistances penetration: +15% mind Grants telepathy: Dragon Talent mastery: +0.34 Chronomancy / Blade Threading Maximum psi: +30.00 Mindpower: +6 (+2 eff.) Amulets can have magical properties. |
stralite amulet 'Shockfiend'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +7 Defense: +11 (+3 eff.) Damage when hit (Melee): 12 lightning Changes stats: +5 Wil Changes resistances cap: +6% all Critical mult.: +25.00% Physical save: +21 (+7 eff.) Psi when hit: +0.08 Mindpower: +10 (+3 eff.) Mental crit. chance: +3% 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 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Betomina the gold ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Fatigue: -10% Changes stats: +6 Str / +2 Mag / +3 Cun / +8 Con Spellpower: +8 (+2 eff.) Mindpower: +9 (+3 eff.) Infravision radius: +3 Rings can have magical properties. |
Bilevagrant the voratun ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +3 Con Changes resistances: +9% fire / +26% nature / +12% light Changes resistances penetration: +25% physical Changes damage: +9% fire Physical save: +15 (+5 eff.) Blindness immunity: +37% Stamina each turn: +1.00 Infravision radius: +6 See stealth: +25 See invisible: +19 Rings can have magical properties. |
BlazepiercerCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -6% Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 8 lightning Changes stats: +6 Cun / +7 Wil Changes damage: +6% light Maximum encumbrance: +28 Disarm immunity: +26% Pinning immunity: +30% Knockback immunity: +27% Maximum life: +40.00 Mindpower: +9 (+3 eff.) Rings can have magical properties. |
CinderviperCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +4 Str / +4 Con Changes resistances: +3% physical Changes damage: +15% fire Spell save: +15 (+4 eff.) Maximum stamina: +46.00 Healing mod.: +20% Rings can have magical properties. |
CyrydhelleInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 8 arcane Changes resistances: +5% arcane Changes resistances penetration: +25% arcane Changes damage: +9% arcane Life regen: +0.70 Maximum life: +40.00 Healing mod.: +14% Rings can have magical properties. |
Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
ExilerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +10% physical / +15% temporal Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+2 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). It can be used to attempt to inflict 109.19 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 1 turn(s), costing 32 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+2 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+1 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+14 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Glorytha the WoeweeperCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 20 acid Changes resistances: +9% darkness / +21% acid Changes resistances penetration: +15% darkness / +10% fire Changes damage: +6% darkness / +12% fire Stun/Freeze immunity: +49% Life regen: +4.80 Rings can have magical properties. |
Ivamira the stralite ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +5 Mag / +10 Wil / +8 Cun / +4 Con Changes resistances: +9% acid Grants telepathy: Humanoid/Orc Stun/Freeze immunity: +15% Mindpower: +13 (+4 eff.) Light radius: +3 Rings can have magical properties. |
LightningkarmaPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 12 lightning Changes resistances: +6% acid / +30% lightning Changes resistances penetration: +10% acid Changes damage: +21% lightning Silence immunity: +42% Mana each turn: +0.25 Rings can have magical properties. |
Lightningsting the copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to daze at end of turn Changes stats: +1 Dex / +1 Mag / +3 Wil Changes damage: +6% lightning Grants telepathy: Demon/Minor Demon/Major Mental save: +6 (+2 eff.) Confusion immunity: +21% Rings can have magical properties. |
Murkpanic the voratun ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 35% chance to daze at end of turn Changes stats: +8 Cun Changes resistances: +9% darkness Changes resistances penetration: +20% lightning Changes damage: +12% darkness Mental save: +15 (+4 eff.) Confusion immunity: +50% Maximum hate: +8.00 Mindpower: +4 (+1 eff.) Rings can have magical properties. |
Naturetorrent the stralite ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +4 (+1 eff.) Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +3 Dex / +7 Mag Changes damage: +18% nature Spell save: +14 (+4 eff.) Stamina each turn: +2.40 Rings can have magical properties. |
RhyrimInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Dex / +5 Mag Changes resistances: +28% nature Changes damage: +14% nature Grants telepathy: Dragon Reduces incoming crit damage: 15.00% Light radius: +3 See invisible: +12 Rings can have magical properties. |
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 / Dual techniques +0.30 Technique / Combat training +0.30 Technique / Combat veteran +0.30 Technique / Finishing moves +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Shield defense +0.30 Technique / Thuggery +0.30 Technique / Shield offense +0.30 Technique / Two-handed weapons +0.30 Technique / Archery prowess +0.30 Technique / Pugilism +0.30 Technique / Superiority +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 / Combat techniques +0.30 Technique / Archery excellence +0.30 Technique / Unarmed training +0.30 Technique / Grappling +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. |
SkydeathInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+3 eff.) Changes stats: +17 Cun / +10 Dex Changes resistances penetration: +10% lightning Changes damage: +9% acid / +12% lightning Mental save: +12 (+3 eff.) Stun/Freeze immunity: +40% Life regen: +6.50 Maximum life: +100.00 Maximum psi: +30.00 Healing mod.: +30% Heals friendly targets nearby when you use a nature summon: +40 Rings can have magical properties. |
StrikewedgeCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+2 eff.) Physical power: +15 (+3 eff.) Fatigue: -8% Changes stats: +8 Cun / +10 Dex Changes resistances penetration: +15% arcane Changes damage: +6% blight / +3% lightning / +7% all Maximum encumbrance: +30 Maximum mana: +80.00 Spellpower: +19 (+4 eff.) Spell crit. chance: +3% Mindpower: +11 (+4 eff.) Rings can have magical properties. |
TikathCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances penetration: +20% arcane Physical save: +8 (+2 eff.) Spell save: +25 (+6 eff.) Mental save: +8 (+2 eff.) Mana each turn: +0.16 Vim when firing critical spell: +5.00 Maximum psi: +30.00 Spell crit. chance: +3% Rings can have magical properties. |
Ulferin the gold ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 20 blight Changes resistances: +28% light Changes resistances penetration: +25% blight / +10% mind Changes damage: +14% light / +12% mind Rings can have magical properties. |
Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 11.41 cold and 24.42 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
Velibeth the BrightpunishPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 20 light Changes stats: +5 Mag / +3 Wil Changes resistances: +34% darkness / +9% acid Changes damage: +17% darkness Maximum vim: +50.00 Rings can have magical properties. |
Void OrbPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+3 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 6 power out of 6/6) : Effective talent level: 4.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful bolt doing 190.54 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Physical power: +20 (+4 eff.) Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Changes stats: +6 Dex / +8 Mag / +7 Wil Changes resistances: +15% fire Changes damage: +8% all Disease immunity: +5% Knockback immunity: +10% Spellpower: +32 (+8 eff.) Mindpower: +18 (+6 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
XanubrenaCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +15 Defense: +14 (+4 eff.) Changes stats: +2 Dex Changes resistances: +9% cold / +5% arcane / +3% physical Silence immunity: +25% Confusion immunity: +25% Teleport immunity: +15% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 98% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
Xanynn the voratun ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +2 Con Changes resistances: +15% blight / +56% cold / +14% nature Changes resistances penetration: +29% temporal Changes damage: +19% cold Grants telepathy: Dragon Poison immunity: +19% Disease immunity: +22% Disarm immunity: +50% Pinning immunity: +50% Knockback immunity: +50% Maximum life: +49.00 Rings can have magical properties. |
Yvidhelaith the copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +8 Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Changes resistances: +6% light / +6% acid Poison immunity: +20% Knockback immunity: +5% Only die when reaching: -40.00 life Spellpower: +6 (+1 eff.) Mindpower: +6 (+2 eff.) Rings can have magical properties. |
Zubona the voratun ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +10 Wil / +3 Mag Changes resistances: +5% arcane / +12% blight Changes resistances penetration: +10% blight / +26% arcane Changes damage: +15% arcane Mental save: +20 (+5 eff.) Mana each turn: +0.08 Vim when firing critical spell: +2.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +3% Rings can have magical properties. |
mule's copper ring of frost (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances: +22% cold Changes damage: +11% cold Maximum encumbrance: +20 Rings can have magical properties. |
mule's gold ring of arcana(+0.21/turn)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -6% Maximum encumbrance: +21 Silence immunity: +23% Mana each turn: +0.21 Rings can have magical properties. |
mule's steel ring of fire (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Changes resistances: +20% fire Changes damage: +10% fire Maximum encumbrance: +20 Rings can have magical properties. |
psionicist's voratun ring of arcana(+0.19/turn)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+2 eff.) Silence immunity: +43% Mana each turn: +0.19 Rings can have magical properties. |
rogue's copper ring of the mountain (+11%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +2 Cun Changes resistances: +11% physical Changes damage: +11% physical Rings can have magical properties. |
savior's copper ring of nature (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% nature Changes damage: +11% nature Physical save: +7 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +7 (+2 eff.) Rings can have magical properties. |
stralite ring 'Kilnlord'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 16 fire Changes resistances: +51% fire / +12% temporal Changes resistances penetration: +20% arcane / +25% temporal Changes damage: +9% temporal / +9% arcane / +18% fire Rings can have magical properties. |
voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
voratun ring 'Viperhunger'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +11 Armour: +6 Damage when hit (Melee): 12 nature / 16 physical Changes stats: +3 Dex / +10 Con Changes resistances: +4% physical Spell save: +16 (+4 eff.) Maximum stamina: +40.00 Healing mod.: +15% Rings can have magical properties. |
warrior's stralite ring of corrosion (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +24% acid Changes damage: +12% acid Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.blazebringer's voratun battleaxe of evisceration (58.5-87.75 power, 4 apr) Requires: - Magic 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 58.5 - 87.8 Uses stat: 170% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 25 bleeding, 74% reduced healing Burst (radius 2) on crit: +28 fire When wielded/worn: Physical crit. chance: +19.0% Physical power: +16 (+3 eff.) Changes resistances penetration: +20% fire Global speed: +8% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.quick voratun battleaxe of nature (55-82.5 power, 4 apr) Requires: - Magic 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 55.0 - 82.5 Uses stat: 170% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 111% When wielded/worn: Accuracy: +21 (+5 eff.) Changes stats: +10 Dex Changes resistances: +13% all Changes resistances penetration: +19% nature Massive two-handed battleaxes. |
Life Drinker (42-54.6 power, 11 apr)Requires: - Magic 44 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 42.0 - 54.6 Uses stat: 140% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +11 Crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes damage: +15% blight / +15% darkness / +15% acid Spellpower: +12 (+3 eff.) Spell crit. chance: +10% Infravision radius: +2 Talent on hit(spell): Blood Grasp (15% chance level 2). It can be used to activate talent Worm Rot (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6 Travel Speed: 600% of base Is: a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 12.31 acid and 12.31 blight damage. If not cleared after five turns it will inflict 69.87 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
This item will automatically be transmogrified when you leave the level.Yviwe the Mucustrencher (61.5-98.4 power, 4 apr) Requires: - Magic 48 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 61.5 - 98.4 Uses stat: 170% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +28 nature / +56 temporal Burst (radius 1) on hit: +12 mind When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 12 nature Changes resistances: +12% temporal Changes resistances penetration: +20% mind Changes damage: +18% mind Grants telepathy: Humanoid/Orc Mental save: +40 (+10 eff.) Hate when firing a critical mind attack: +4.00 Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.balanced voratun greatsword of persecution (63-100.8 power, 4 apr) Requires: - Magic 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 63.0 - 100.8 Uses stat: 170% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage against: +42% Unnatural When wielded/worn: Accuracy: +19 (+4 eff.) Defense: +19 (+5 eff.) Changes stats: +10 Wil Disarm immunity: +70% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.Voidraider the dragonbone longbow Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When wielded/worn: Physical power: +23 (+4 eff.) Armour: +10 Changes stats: +11 Str Changes resistances: +18% lightning / +3% physical / +6% arcane / +9% nature / +6% mind Changes damage: +12% darkness Mental save: +15 (+4 eff.) Blindness immunity: +15% Disease immunity: +25% Teleport immunity: +15% Longbows are used to shoot arrows at your foes. |
Blade of Distorted Time (40-56 power, 10 apr)Requires: - Magic 44 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stat: 160% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * inflicts bonus temporal damage and slows target Damage conversion: 20% temporal When wielded/worn: Changes damage: +10% physical / +12% temporal It can be used to activate talent Rethread (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Rethread the timeline, dealing 95.12 temporal damage to the target before moving on to a second target. Rethread can hit up to 3 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. The remnants of a damaged timeline, this blade shifts and fades at random. |
The Black Spike (48-67.2 power, 20 apr)Requires: - Magic 40 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 48.0 - 67.2 Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose 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% darkness 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." |
This item will automatically be transmogrified when you leave the level.dragonbone vilestaff of projection (30-36 power, 6 apr, acid element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% acid Talent granted: +1 Command Staff Spellpower: +20 (+5 eff.) Spell crit. chance: +9% It can be used to project a bolt elemental energy from the staff (to range 10) dealing 88.46 to 106.15 acid damage, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.ethereal dragonbone vilestaff of protection (30-36 power, 6 apr, acid element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +25 (+6 eff.) Damage (Melee): 11 % chance of confusion Changes resistances: +15% acid Changes damage: +30% acid Talent granted: +1 Command Staff Spellpower: +23 (+5 eff.) Spell crit. chance: +5% Damage Shield penetration: +50% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.balanced voratun waraxe of dampening (42-58.8 power, 6 apr) Requires: - Magic 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 42.0 - 58.8 Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Accuracy: +14 (+3 eff.) Defense: +15 (+4 eff.) Changes resistances: +14% acid / +16% fire / +17% cold / +17% lightning Spell save: +15 (+4 eff.) Disarm immunity: +48% One-handed war axes. |
This item will automatically be transmogrified when you leave the level.truestriking voratun waraxe of ruin (38-53.2 power, 6 apr) Requires: - Magic 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 38.0 - 53.2 Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +30 Physical crit. chance: +15.0% Changes resistances penetration: +15% physical Critical mult.: +20.00% One-handed war axes. |
This item will automatically be transmogrified when you leave the level.voratun waraxe (39.5-55.3 power, 6 apr) Requires: - Magic 48 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.5 - 55.3 Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% One-handed war axes. |
This item will automatically be transmogrified when you leave the level.Blazebrand the drakeskin leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Damage when hit (Melee): 12 acid / 12 lightning Changes stats: +3 Mag / +3 Wil Changes resistances: +12% acid / +15% lightning Changes resistances penetration: +10% lightning / +20% physical Changes damage: +9% acid / +19% physical / +6% blight Critical mult.: +20.00% Mana each turn: +0.28 A belt that goes around your waist. |
Girdle of PreservationInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Wil / +5 Con 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 (+5 eff.) Spell save: +15 (+4 eff.) Mental save: +15 (+4 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. |
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: -15% fire / +25% cold / +8% all It can be used to release a radius 4 chilling blast, instantly dealing 313.65 cold damage and condensing the air into freezing vapors that deal 104.55 cold damage (based on Magic) each turn for 10 turns, costing 30 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. |
Ureslak's Molted Scales (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 It is part of a set of items. It would go well with another part of Ureslak. When wielded/worn: Changes resistances: +20% lightning / +20% darkness / +20% nature / +20% cold / -30% arcane / +20% fire Changes resistances cap: +10% lightning / +10% darkness / +10% nature / +10% cold / -30% arcane / +10% fire It can be used to energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.), costing 50 power out of 50/50. This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
elven-silk cloak 'Radhymnir' (3 def, 2 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Changes resistances: +9% lightning / +3% temporal / +6% light / +6% fire / +24% nature / +9% acid / +15% blight / +10% cold / +5% arcane Physical save: +13 (+4 eff.) Mental save: +11 (+3 eff.) Pinning immunity: +15% Life regen: +2.60 Only die when reaching: -50.00 life Healing mod.: +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cyritta the pair of drakeskin leather boots (8 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Armour: +5 Defense: +8 (+2 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +5% Damage when hit (Melee): 8 physical Changes stats: +10 Dex Changes damage: +9% physical Maximum life: +30.00 A pair of boots made of leather. |
Hettoruivor the pair of hardened leather boots (0 def, 15 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +15 Fatigue: +3% Damage when hit (Melee): 16 blight Changes stats: +5 Str / +6 Dex / +9 Lck Stealth bonus: +8 Physical save: +20 (+6 eff.) Life regen: +1.00 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 25 power out of 25/25) : Effective talent level: 3.6 Power cost: 25 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. |
hardened leather gloves 'Flashbrace' (0 def, 4 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +16 (+4 eff.) Armour: +4 Changes stats: +6 Str / +4 Dex / +3 Mag / +4 Wil / +3 Cun / +4 Con Changes resistances: +3% physical / +7% light / +7% darkness Talent mastery: +0.20 Technique / Grappling Disarm immunity: +33% Maximum stamina: +5.00 Infravision radius: +1 It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 66.74 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level.voratun gauntlets of magic (+5) (0 def, 3 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Changes stats: +5 Mag Changes damage: +11% arcane Metal gloves protecting the hands up to the middle of the lower arm. |
Tim's Healing Helm (0 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +5 Fatigue: +5% Changes stats: +10 Str / +14 Dex / +3 Wil / +5 Cun / +10 Con Changes resistances: +15% lightning / +10% temporal / -34% light / +6% blight Life regen: +7.80 Mana when firing critical spell: +5.00 Maximum vim: +20.00 Spell crit. chance: +3% Damage Shield penetration: +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tim's Skullcracker (0 def, 5 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +6 Physical power: +6 (+1 eff.) Armour: +5 Fatigue: +5% Damage when hit (Melee): 8 nature / 9 physical Changes stats: +10 Str / +5 Dex / +2 Mag / +5 Cun / +15 Con Changes resistances: +9% nature Changes resistances penetration: +15% fire Changes damage: +9% nature Vim when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +4 Damage Shield penetration: +20% It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 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 382.7 Physical damage. If the attack hits, the target is confused (44% 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.Lustrevice (11 def, 10 armour) Requires: - Strength 48 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +11 (+3 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +16% Effects on melee hit: * 30% chance to blind Changes stats: +2 Wil Changes resistances: +30% fire Spell save: +24 (+6 eff.) Mental save: +9 (+3 eff.) Disease immunity: +20% Spellpower on spell critical (stacks up to 3 times): +8 Spell crit. chance: +8% Damage Shield penetration: +50% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.hateful quiver of dragonbone arrows (23/23, 52-72.8 power, 18 apr) Requires: - Dexterity 48 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 52.0 - 72.8 Uses stats: 100% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 23 Damage (Ranged): +45 darkness Damage against: +30% Living Arrows are used with bows to pierce your foes to death. |
287 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Glorurith the dwarven-steel pickaxe (dig speed 30 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +7 Str / +3 Con Changes resistances: +12% nature Changes resistances penetration: +5% mind Changes damage: +7% nature / +12% mind Grants telepathy: Dragon Equilibrium when hit: +0.04 Psi when hit: +0.08 Mental crit. chance: +2% Light radius: +1 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 80 power out of 17/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
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. |
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 (97 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
The Ghost of RottingtonPowered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +5 Cun / +2 Wil Changes resistances: +15% blight / +10% temporal / +13% darkness / +9% cold Changes resistances penetration: +10% arcane Physical save: +15 (+5 eff.) Spell save: +20 (+5 eff.) Mental save: +36 (+9 eff.) Maximum vim: +50.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +4% Light radius: +9 Infravision radius: +6 See invisible: +14 Healing mod.: +27% Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +30% 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 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 19 blight damage or heals 34 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 11 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact), costing 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
2 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. |
4 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. |
4 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (2/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 503.20 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 52/75. 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. |
Lightbringer's WandPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+4 eff.) Light radius: +2 It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 84 light damage (based on your Magic and Strength) to your foes within radius 5 each turn, costing 35 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
Void ShardPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 16 temporal darkness Changes stats: +8 Mag Changes resistances: +10% darkness / +10% temporal Changes damage: +12% darkness / +12% temporal Spellpower: +10 (+2 eff.) It can be used to release a radius 2 burst of void energy at up to range 5, dealing 233.94 temporal and 178.40 darkness damage (based on Magic), costing 20 power out of 40/40. This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
6 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Tim Cope the Shalore Temporal Warden level 35
50th Regrowth 123rd year of Ascendancy at 21:50 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Tim Cope the Shalore Temporal Warden level 50
13rd Dusk 123rd year of Ascendancy at 23:18 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Tim Cope the Shalore Temporal Warden level 35
49th Regrowth 123rd year of Ascendancy at 04:13 see stats
Arachnophobia (Insane (Roguelike) difficulty)
Destroyed the spydric menace.By Tim Cope the Shalore Temporal Warden level 45
62nd Pyre 123rd year of Ascendancy at 05:05 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 Tim Cope the Shalore Temporal Warden level 39
1st Pyre 123rd year of Ascendancy at 09:39 see stats
Back and there again (Insane (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Tim Cope the Shalore Temporal Warden level 44
59th Pyre 123rd year of Ascendancy at 05:36 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Tim Cope the Shalore Temporal Warden level 38
77th Regrowth 123rd year of Ascendancy at 01:27 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Tim Cope the Shalore Temporal Warden level 18
15th Haze 122nd year of Ascendancy at 22:30 see stats
Clone War (Insane (Roguelike) difficulty)
Destroyed your own Shade.By Tim Cope the Shalore Temporal Warden level 50
68th Dusk 123rd year of Ascendancy at 19:18 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Tim Cope the Shalore Temporal Warden level 26
66th Haze 122nd year of Ascendancy at 10:59 see stats
Demonic Invasion (Insane (Roguelike) difficulty)
Stopped a demonic invasion by closing their portal.By Tim Cope the Shalore Temporal Warden level 46
7th Mirth 123rd year of Ascendancy at 15:24 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Tim Cope the Shalore Temporal Warden level 37
73rd Regrowth 123rd year of Ascendancy at 22:27 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Tim Cope the Shalore Temporal Warden level 31
17th Regrowth 123rd year of Ascendancy at 03:05 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Tim Cope the Shalore Temporal Warden level 22
24th Haze 122nd year of Ascendancy at 14:17 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Tim Cope the Shalore Temporal Warden level 33
36th Regrowth 123rd year of Ascendancy at 16:05 see stats
Fear of Fours (Insane (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By Tim Cope the Shalore Temporal Warden level 50
35th Dusk 123rd year of Ascendancy at 00:22 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 Tim Cope the Shalore Temporal Warden level 26
44th Haze 122nd year of Ascendancy at 14:48 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 Tim Cope the Shalore Temporal Warden level 50
16th Dusk 123rd year of Ascendancy at 10:55 see stats
Impossible Death (Insane (Roguelike) difficulty)
Got killed by your future self.By Tim Cope the Shalore Temporal Warden level 28
5th Allure 123rd year of Ascendancy at 17:27 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Tim Cope the Shalore Temporal Warden level 10
9th Dusk 122nd year of Ascendancy at 14:48 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Tim Cope the Shalore Temporal Warden level 20
17th Haze 122nd year of Ascendancy at 16:54 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Tim Cope the Shalore Temporal Warden level 30
12nd Regrowth 123rd year of Ascendancy at 13:39 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Tim Cope the Shalore Temporal Warden level 40
24th Pyre 123rd year of Ascendancy at 01:56 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Tim Cope the Shalore Temporal Warden level 50
6th Flare 123rd year of Ascendancy at 21:26 see stats
Orcrist (Insane (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By Tim Cope the Shalore Temporal Warden level 50
32nd Dusk 123rd year of Ascendancy at 03:20 see stats
Race through fire (Insane (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Tim Cope the Shalore Temporal Warden level 50
53rd Dusk 123rd year of Ascendancy at 08:29 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Tim Cope the Shalore Temporal Warden level 16
51st Dusk 122nd year of Ascendancy at 01:08 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Tim Cope the Shalore Temporal Warden level 49
3rd Flare 123rd year of Ascendancy at 14:51 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Tim Cope the Shalore Temporal Warden level 30
15th Regrowth 123rd year of Ascendancy at 13:30 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Tim Cope the Shalore Temporal Warden level 38
74th Regrowth 123rd year of Ascendancy at 03:01 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Tim Cope the Shalore Temporal Warden level 10
10th Dusk 122nd year of Ascendancy at 09:53 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Tim Cope the Shalore Temporal Warden level 50
32nd Dusk 123rd year of Ascendancy at 08:04 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Tim Cope the Shalore Temporal Warden level 27
6th Decay 122nd year of Ascendancy at 05:14 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By Tim Cope the Shalore Temporal Warden level 50
13rd Dusk 123rd year of Ascendancy at 05:51 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Tim Cope the Shalore Temporal Warden level 12
20th Dusk 122nd year of Ascendancy at 11:31 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Tim Cope the Shalore Temporal Warden level 39
18th Pyre 123rd year of Ascendancy at 14:59 see stats
Thralless (Insane (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Tim Cope the Shalore Temporal Warden level 27
5th Decay 122nd year of Ascendancy at 06:36 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Tim Cope the Shalore Temporal Warden level 20
21st Haze 122nd year of Ascendancy at 08:26 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Tim Cope the Shalore Temporal Warden level 14
35th Dusk 122nd year of Ascendancy at 04:58 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Tim Cope the Shalore Temporal Warden level 50
24th Haze 123rd year of Ascendancy at 07:43 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Tim Cope the Shalore Temporal Warden level 35
48th Regrowth 123rd year of Ascendancy at 16:38 see stats
Log
Argoniel casts Bone Grab.
Argoniel's spell attains critical power!
Tim Cope shrugs off the critical damage!
Tim Cope is pinned to the ground.
Tim Cope casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Argoniel drains life from Tim Cope!
Argoniel drains life from Tim Cope!
Tim Cope damages himself through Martyrdom!
Argoniel hits Tim Cope for 170 physical, 142 blight, 16 lightning, 7 blight, 26 blight, 4 blight, 7 blight, 27 blight, 3 physical, 6 physical (407 total damage).
Argoniel receives 214 healing.
Tim Cope hits Argoniel for 21 healing, (13 to bones), 0 physical, (26 to bones), 0 physical, 21 healing, 13 physical, 26 physical (39 total damage) [42 healing].
Bleeding from Heavy bone giant hits Tim Cope for 125 physical damage.
Tim Cope damages himself through Martyrdom!
Spydric Poison from Tim Cope hits Argoniel for 13 nature damage.
Argoniel hits Tim Cope for 3 nature damage.
The shield around bone giant crumbles.
Argoniel casts Dark Surprise.
Argoniel performs a melee critical strike against Tim Cope!
Tim Cope is recovering from the damage!
Your Contingency triggered Time Shield!
Argoniel drains life from Tim Cope!
Tim Cope is crippled.
Argoniel performs a melee critical strike against Tim Cope!
Argoniel drains life from Tim Cope!
Tim Cope loses sight!
Something drains life from Tim Cope!
Tim Cope is pinned to the ground.
Something drains life from Tim Cope!
Saving game...








































































































































