Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Shalore |
Class | Skirmisher |
Level / Exp | 50 / 3940% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 60 (base 18) |
Dexterity | 102 (base 65) |
Constitution | 60 (base 28) |
Magic | 89 (base 60) |
Willpower | 29 (base 9) |
Cunning | 112 (base 62) |
Resources
Life | 1121/1121 |
Stamina | 259/259 |
Healing Factor | 1.4700507772246 |
Regeneration | 32.921291876371 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +96.90034449585% |
Vision
Sight | 10 |
Lite | 14 |
Infravision | 7 |
See Stealth | 71.910347580142 |
See Invisible | 71.910347580142 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 217 |
Accuracy | 92 |
Crit Chance | 99% |
APR | 81 |
Speed | 0.90 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 65 |
Crit Chance | 61% |
Speed | 1 |
Offense: Mind
Mindpower | 41 |
Crit Chance | 49% |
Speed | 1 |
Offense: Damage Bonus
Mind | +16% |
Blight | +16% |
Physical | +76% |
Cold | +16% |
All | +7% |
Offense: Damage Penetration
Blight | +30% |
Physical | +68% |
All | +25% |
Defense: Base
Armour (hardiness) | 48.333955552641 (84.200464541644%) |
Defense | 95 |
Ranged Defense | 97 |
Fatigue | 0 |
Physical Save | 40 |
Spell Save | 48 |
Mental Save | 51 |
Defense: Resistances
Acid | + 44%( 70%) |
Blight | + 53%( 70%) |
Physical | + 54%( 70%) |
Cold | + 59%( 70%) |
All | + 35%( 70%) |
Lightning | + 49%( 70%) |
Light | + 56%( 70%) |
Temporal | + 66%( 70%) |
Mind | + 51%( 70%) |
Darkness | + 47%( 70%) |
Fire | + 58%( 70%) |
Nature | + 57%( 70%) |
Defense: Immunities
Silence Resistance | 41% |
Disarm Resistance | 37% |
Knockback Resistance | 66% |
Confusion Resistance | 100% |
Stun Resistance | 100% |
Pinning Resistance | 70% |
Instadeath Resistance | 100% |
Blind Resistance | 49% |
Inscriptions (5/5)
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 36% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 123 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 976% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 264 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 2.5 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
Cunning / Poisons | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Technique / Tireless Combatant | 1.50 |
| 3/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Cunning / Called Shots | 1.30 |
| 1/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Technique / Buckler Training | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Scoundrel | 1.30 |
| 1/5 |
| 3/5 |
| 3/5 |
| 5/5 |
Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 2/5 |
| 4/5 |
Technique / Combat training | 1.60 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Counter Shot |
talent | Pace Yourself |
talent | Numbing Poison |
talent | Trained Reactions |
talent | Apply Poison |
talent | Secrets of the Eternals |
talent | Bombardment |
talent | Crippling Poison |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have 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 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved Magic by +5. | 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 +5. | done |
You failed to protect the lone alchemist from death by julchiar. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You abandoned lost defiler, to death. Escort: lost defiler (level 1 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Dreadfell. Escort: lost defiler (level 2 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Scintillating Caves. Escort: lost warrior (level 2 of Scintillating Caves)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Scintillating Caves. Escort: repented thief (level 3 of Scintillating Caves)As a reward you improved talent Misdirection (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the 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. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * 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: 3056. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. 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 avoidance. You have aided Stire of Derth in creating an elixir of precision. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Marus of Elvala in creating an elixir of mastery. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of explosive force. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. 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. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | pair of voratun boots 'Yaragorand' (0 def, 5 armour) pair of voratun boots 'Yaragorand' (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +3 Str / +4 Con Changes resistances: +15% fire / +15% cold Mental save: +6 (+2 eff.) Silence immunity: +41% Confusion immunity: +41% Stun/Freeze immunity: +50% Equilibrium when hit: +0.16 Spellpower on spell critical (stacks up to 3 times): +12 Mental crit. chance: +3% Damage Shield penetration: +30% It can be used to activate talent Rush, placing all other charms into a 17 cooldown : Effective talent level: 2.5 Power cost: 17 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | Demonream the pouch of voratun shots (21/21, 194% power, 18 apr) Demonream the pouch of voratun shots (21/21, 194% power, 18 apr)Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 194% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +18 Crit. chance: +30.0% Capacity: 21 On weapon hit: * 20% chance to reduce damage dealt by 22% On weapon crit: * Wound the target dealing 231 physical damage across 5 turns and reducing healing by 50% Travel speed: +200% Damage (Ranged): +20 darkness Damage (radius 2) on crit: +20 darkness Shots are used with slings to pummel your foes to death. |
Light source | Poxstreak the dwarven lantern Poxstreak the dwarven lanternCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 10 blight Changes stats: +7 Wil Changes resistances: +18% nature / +18% temporal Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +35 (+9 eff.) Spell crit. chance: +5% Light radius: +10 Damage Shield penetration: +36% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Quenchnight the voratun helm (0 def, 5 armour) Quenchnight the voratun helm (0 def, 5 armour)Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Physical power: +11 (+3 eff.) Armour: +5 Fatigue: +5% Changes stats: +6 Str / +5 Dex / +5 Wil / +8 Cun Changes resistances: +24% mind / +10% physical Changes damage: +9% mind / +9% cold Physical save: +11 (+3 eff.) Mental save: +23 (+8 eff.) Confusion immunity: +50% Equilibrium when hit: +0.08 Maximum hate: +8.00 Maximum psi: +20.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Dakhtun's Gauntlets (0 def, 6 armour) Dakhtun's Gauntlets (0 def, 6 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Tool | innervating voratun torque of psionic shield [power 127] (17 cooldown) innervating voratun torque of psionic shield [power 127] (17 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to setup a psionic shield, reducing all damage taken by 127 for 5 turns Activation puts all charms on cooldown for 17 turns. When used: * Reduce fatigue by 38% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | Runereldil the gold ring Runereldil the gold ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +8 Physical crit. chance: +2.0% Defense: +12 (+2 eff.) Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 30 Changes stats: +3 Str Changes resistances: +22% lightning / +9% blight / +21% fire / +22% cold / +14% acid Changes resistances penetration: +15% physical Stun/Freeze immunity: +50% Life regen: +5.00 It can be used to activate talent Disengage, placing all other charms into a 7 cooldown : Effective talent level: 4.5 Power cost: 7 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 194% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
On fingers | voratun ring 'Elomilaith' voratun ring 'Elomilaith'Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +22 (+5 eff.) Armour penetration: +3 Physical crit. chance: +3.0% Defense: +18 (+3 eff.) Changes stats: +19 Cun / +10 Dex Physical save: +6 (+2 eff.) Disarm immunity: +37% Pinning immunity: +40% Knockback immunity: +36% Only die when reaching: -60.00 life Maximum life: +50.00 Rings make your fingers look great! |
Around neck | Zurandur ZurandurInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +19 (+4 eff.) Armour penetration: +35 Changes resistances: +9% physical / +27% light / +19% darkness Critical mult.: +40.00% Blindness immunity: +49% Stamina each turn: +2.00 Only die when reaching: -60.00 life Amulets make your neck look great! |
In main hand | Nithan's Force Nithan's ForceRequires: - Dexterity 32 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 5 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 111% Firing range: +10 When wielded/worn: Changes stats: +10 Str / +5 Con Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +35% physical Pinning immunity: +30% Knockback immunity: +30% It can be used to activate talent Bull Shot (costing 11 power out of 16/16) : Effective talent level: 5.5 Power cost: 11 out of 16/16. Range: 10 Travel Speed: instantaneous Description: You rush toward your foe, readying your shot. If you reach the enemy, you release the shot, imbuing it with great power. The shot does 225% weapon damage and knocks back your target by 2. The cooldown of this talent is reduced by 1 each time you move. This requires a sling to use. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall... |
Around waist | Polewyn the Shinewing Polewyn the ShinewingCrafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +18 (+5 eff.) Changes resistances: +6% light Changes resistances penetration: +5% blight / +13% physical Changes damage: +9% blight / +24% physical Critical mult.: +22.00% Spell save: +12 (+4 eff.) Maximum psi: +20.00 Light radius: +1 Size category: +1 A belt that goes around your waist. |
In off hand | Temporal Rift (8 def, 4 armour, 161% power, 325 block) Temporal Rift (8 def, 4 armour, 161% power, 325 block)Requires: - Shield usage training - Cunning 40 Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 161% Range: 1.2x Uses stats: 20% Mag, 100% Str Damage type: Temporal Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +325 When this weapon hits: Turn Back the Clock (25% chance level 3). When wielded/worn: Armour: +4 Defense: +8 (+1 eff.) Ranged Defense: +10 (+2 eff.) Changes resistances: +30% temporal Reduce damage by fixed amount: +20 all Talent granted: +1 Block Spell save: +20 (+7 eff.) Spellpower: +12 (+3 eff.) Slows Projectiles: +50% Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
Cloak | Emyvena (3 def, 8 armour) Emyvena (3 def, 8 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +25 (+5 eff.) Armour penetration: +2 Armour: +8 Defense: +3 (+0 eff.) Changes stats: +5 Str / +7 Dex / +3 Cun / +8 Con Changes resistances: +16% nature / +18% blight Talent mastery: +0.30 Technique / Combat training Spell save: +10 (+3 eff.) Life regen: +8.00 Stamina each turn: +1.20 Only die when reaching: -40.00 life Healing mod.: +14% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Bikini (0 def, 0 armour) Bikini (0 def, 0 armour)2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all You have never taken it off. Revealing, pink, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
Inventory
Primal Infusion (affinity 12%; reduction 2; dur 4; cd 18) Primal Infusion (affinity 12%; reduction 2; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the duelist (heal 252; cd 10) healing infusion of the duelist (heal 252; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 252 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the sneak (heal 667; 13 cd) regeneration infusion of the sneak (heal 667; 13 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 667 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 nature talent. |
wild infusion of the wizard (res 37%; magical, mental; dur 3; cd 12) wild infusion of the wizard (res 37%; magical, mental; dur 3; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 12 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 and mental effect and reduce all damage taken by 37% for 3 turns. Also removes cross-tier effects of the affected types for free. 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 nature talent. |
wild infusion of the wizard (res 38%; physical; dur 3; cd 11) wild infusion of the wizard (res 38%; physical; dur 3; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 38% for 3 turns. Also removes cross-tier effects of the affected types for free. 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 nature talent. |
Blood of Undeath Blood of UndeathPowered by arcane forces 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of the Rift (266.00 temporal damage, removed from time 4 turns) Rune of the Rift (266.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 284.62 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the sneak (absorb 167; cd 13) shatter afflictions rune of the sneak (absorb 167; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 167 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your 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 spell talent. |
shatter afflictions rune of the sneak (absorb 136; cd 12) shatter afflictions rune of the sneak (absorb 136; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 136 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your 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 spell talent. |
stormshield rune of the sneak (threshold 27; blocks 6; dur 4; cd 13) stormshield rune of the sneak (threshold 27; blocks 6; dur 4; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 27 up to 6 times. 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 spell talent. |
Sealed Scroll of Last Hope 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! |
Taint of Purging (5 turns) Taint of Purging (5 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / taint ; 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: Spell (100% of a turn) Is: a spell Description: Activate the taint to purge your body of physical afflictions for 5 turns. Each turn the purge will attempt to cleanse 1 physical debuff from you, and if one is removed, increase its duration by 1. It can be used to inscribe your skin with the taint. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
Choker of Dread Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Blindness immunity: +100% Spellpower: +5 (+2 eff.) See invisible: +10 It can be used to summon an elder vampire with Taunt to your side for 15 turns Activation costs 41 power out of 60/60. The evilness of undeath radiates from this amulet. |
Dairogrim the voratun amulet Dairogrim the voratun amuletInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +4 Con Changes resistances: +9% lightning / +3% physical / +23% light / +3% blight / +18% darkness Physical save: +11 (+3 eff.) Blindness immunity: +33% Cut immunity: +50% Life regen: +5.00 Only die when reaching: -20.00 life Maximum life: +60.00 Healing mod.: +30% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to activate talent Heal, placing all other charms into a 24 cooldown : Effective talent level: 3.5 Power cost: 24 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 294 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Fanged Collar Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+5 eff.) Spell save: +15 (+5 eff.) Mental save: -7 (-2 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+3 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Limmir's Amulet of the Moon Limmir's Amulet of the Moon0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +10 Changes resistances: +10% all Stun/Freeze immunity: +60% Amulets make your neck look great! |
Poruma the steel amulet Poruma the steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +15 (+3 eff.) Physical crit. chance: +8.0% Physical power: +20 (+5 eff.) Armour: +16 Fatigue: -6% Changes damage: +6% mind Life regen: +3.00 Amulets make your neck look great! |
Tarreromihad the gold amulet Tarreromihad the gold amuletInfused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical crit. chance: +6.0% Changes stats: +2 Str / +3 Wil Changes resistances penetration: +10% arcane Changes damage: +9% acid / +18% arcane Mental save: +11 (+4 eff.) Confusion immunity: +18% Stamina each turn: +2.00 Only die when reaching: -80.00 life Mindpower: +10 (+4 eff.) Amulets make your neck look great! |
The Far-Hand The Far-HandPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 25 power out of 36/36) : Effective talent level: 5.5 Power cost: 25 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (165). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Velama the steel amulet Velama the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes resistances: +15% mind / +5% physical Pinning immunity: +20% Only die when reaching: -40.00 life Maximum life: +60.00 Amulets make your neck look great! |
Vorudheda the steel amulet =11 str= Vorudheda the steel amulet =11 str=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +11 Str Changes resistances: +12% mind Physical save: +12 (+4 eff.) Spell save: +13 (+4 eff.) Mental save: +14 (+5 eff.) Maximum psi: +30.00 Mental crit. chance: +3% Amulets make your neck look great! |
Xerasebrethra the stralite amulet Xerasebrethra the stralite amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +30 (+6 eff.) Defense: +20 (+4 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 26 Changes resistances: +5% arcane Changes resistances penetration: +15% physical Changes damage: +21% arcane Talent mastery: +0.34 Cunning / Survival Amulets make your neck look great! |
copper amulet of magic (+3) copper amulet of magic (+3)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Mag Amulets make your neck look great! |
gold amulet of murder gold amulet of murderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +15 Critical mult.: +13.00% Amulets make your neck look great! |
stabilizing gold amulet of vision stabilizing gold amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +16% temporal Blindness immunity: +23% Pinning immunity: +25% Knockback immunity: +28% Infravision radius: +5 Sight radius: +2 See invisible: +8 Amulets make your neck look great! |
starlit stralite amulet of perfection (0.32 Cunning / Called Shots,0.32 Technique / Buckler Training) starlit stralite amulet of perfection (0.32 Cunning / Called Shots,0.32 Technique / Buckler Training)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +21% light / +17% darkness Talent masteries: +0.32 Cunning / Called Shots +0.32 Technique / Buckler Training Blindness immunity: +37% Amulets make your neck look great! |
voratun amulet voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets make your neck look great! |
voratun amulet 'Brightsweep' voratun amulet 'Brightsweep'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 8 acid Changes stats: +7 Cun / +11 Wil Changes resistances: +15% acid Changes resistances penetration: +15% acid / +29% light / +20% mind Talent mastery: +0.36 Cunning / Called Shots Maximum hate: +11.62 Amulets make your neck look great! |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 7 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. |
Belolaith the voratun ring Belolaith the voratun ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +33 (+7 eff.) Defense: +10 (+2 eff.) Changes stats: +3 Str / +10 Dex / +8 Cun / +6 Con Stun/Freeze immunity: +42% Life regen: +22.00 Maximum life: +88.00 Healing mod.: +19% Rings make your fingers look great! |
Blackpower the gold ring Blackpower the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +14 (+3 eff.) Changes stats: +3 Str / +7 Dex / +3 Mag / +3 Wil / +3 Con Changes resistances: +15% mind / +12% darkness Reduces incoming crit damage: 15.00% See invisible: +15 Rings make your fingers look great! |
Branobers BranobersPowered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +21% acid / +23% lightning / +10% blight / +29% fire / +13% nature / +27% cold Changes resistances penetration: +20% blight Poison immunity: +23% Disease immunity: +17% Confusion immunity: +20% Life regen: +19.00 Maximum life: +98.00 Spell crit. chance: +1% Healing mod.: +18% Damage Shield penetration: +31% Rings make your fingers look great! |
Branotir BranotirPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +13 Armour: +8 Defense: +13 (+2 eff.) Fatigue: -9% Changes stats: +1 Str Changes resistances: +28% darkness / +6% light Changes damage: +14% darkness Reduces incoming crit damage: 15.00% Maximum encumbrance: +40 Spell save: +3 (+1 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to activate talent Disengage, placing all other charms into a 7 cooldown : Effective talent level: 4.5 Power cost: 7 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 194% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Eiliniyanne EiliniyanneInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +6 Changes resistances: +12% blight / +6% temporal Changes resistances penetration: +20% mind Changes damage: +12% mind Critical mult.: +10.00% Physical save: +15 (+5 eff.) Mental save: +11 (+4 eff.) Confusion immunity: +38% Rings make your fingers look great! |
Elemental Fury Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Glory of the Pride Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+3 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+1 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+15 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. |
Ivonor the steel ring Ivonor the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +2 Str / +3 Mag / +3 Wil / +7 Cun / +2 Con Critical mult.: +20.00% Maximum hate: +4.00 Light radius: +3 Rings make your fingers look great! |
Porerin the copper ring Porerin the copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour penetration: +2 Physical crit. chance: +1.0% Changes stats: +1 Mag / +4 Con Changes resistances: +12% physical Changes damage: +12% physical Reduces incoming crit damage: 10.00% Rings make your fingers look great! |
Radhiroddarach the stralite ring Radhiroddarach the stralite ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +13 (+4 eff.) Damage when hit (Melee): 8 mind Changes stats: +5 Wil Changes resistances: +13% blight / +5% arcane / +10% nature / +9% mind Changes damage: +9% mind / +6% all Mental save: +10 (+4 eff.) Poison immunity: +12% Disease immunity: +24% Spellpower: +13 (+4 eff.) Mindpower: +14 (+5 eff.) Rings make your fingers look great! |
Ring of the Dead Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Ring of the War Master Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+3 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent category bonus: +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +2 Cun Changes resistances: +28% blight / +9% lightning / +21% nature / +38% acid Changes resistances penetration: +25% lightning / +20% mind Changes damage: +19% acid Critical mult.: +10.00% Poison immunity: +54% Disease immunity: +46% Mindpower: +5 (+2 eff.) 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 Activation costs 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? |
Writhing Ring of the Hunter Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Talent granted: +1 Arcane Might You have set the ring to grant you Arcane Might! A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
Xerimikira XerimikiraCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +10 (+3 eff.) Changes resistances: +6% lightning Changes resistances penetration: +25% physical Changes damage: +3% physical Physical save: +15 (+5 eff.) Spell save: +6 (+2 eff.) Disarm immunity: +28% Pinning immunity: +50% Knockback immunity: +49% Maximum life: +32.00 Rings make your fingers look great! |
conjurer's stralite ring of tenacity conjurer's stralite ring of tenacityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Mag / +6 Wil Disarm immunity: +28% Pinning immunity: +28% Knockback immunity: +32% Maximum life: +31.00 Spellpower: +13 (+4 eff.) Rings make your fingers look great! |
copper ring 'Galadoneg' copper ring 'Galadoneg'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +12 Changes resistances: +6% blight / +6% cold / +7% nature / +6% temporal Poison immunity: +32% Disease immunity: +13% Teleport immunity: +20% Rings make your fingers look great! |
titan's copper ring =3 con= titan's copper ring =3 con=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+2 eff.) Rings make your fingers look great! |
voratun bloodstone ring voratun bloodstone ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+4 eff.) Changes damage: +7% all Stun/Freeze immunity: +60% Spellpower: +12 (+3 eff.) Mindpower: +20 (+7 eff.) Rings make your fingers look great! |
voratun bloodstone ring voratun bloodstone ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+3 eff.) Armour penetration: +13 Defense: +14 (+3 eff.) Stun/Freeze immunity: +60% It can be used to activate talent Disengage, placing all other charms into a 7 cooldown : Effective talent level: 4.5 Power cost: 7 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 194% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
voratun pearl ring voratun pearl ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+4 eff.) Armour: +5 Changes stats: +9 Str / +8 Con Changes resistances: +5% all Rings make your fingers look great! |
Eldoral Last Resort Eldoral Last ResortRequires: - Dexterity 26 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 118% Firing range: +10 When wielded/worn: Changes stats: +3 Cun / +4 Dex Changes damage: +15% physical Talents cooldown: Swift Shot (-1 turn) Hurricane Shot (-2 turns) When dropping below 30% max HP, you gain 20% attack speed, lose 100% fatigue, and your shots don't consume ammo for 5 turns. 30 turns cd. A sling with an inscription on its handle: 'May the wielder be granted cunning in his fight against the darkness'. |
Awakened Staff of Absorption (172% power, 60 apr, lightning element) Awakened Staff of Absorption (172% power, 60 apr, lightning element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 172% Range: 1.2x Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+12 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns Activation costs 136 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Neralrathra the hardened leather belt Neralrathra the hardened leather beltPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+2 eff.) Changes stats: +2 Str Changes resistances penetration: +15% arcane / +20% physical Changes damage: +19% physical Critical mult.: +11.00% Only die when reaching: -40.00 life Maximum life: +92.00 Maximum mana: +49.00 Maximum stamina: +46.00 Maximum hate: +16.00 Maximum psi: +27.00 Maximum vim: +27.00 Maximum pos.energy: +32.00 Maximum neg.energy: +31.00 Reduces paradox anomalies(equivalent to willpower): +16 A belt that goes around your waist. |
drakeskin leather belt 'Dawnmalice' drakeskin leather belt 'Dawnmalice'Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+2 eff.) Damage when hit (Melee): 8 light Changes stats: +7 Str / +5 Dex / +2 Mag / +7 Wil / +10 Cun / +5 Con Changes damage: +18% arcane Critical mult.: +15.00% Physical save: +35 (+11 eff.) Spell save: +18 (+6 eff.) Mental save: +18 (+6 eff.) Mindpower: +12 (+4 eff.) A belt that goes around your waist. |
Cuthyldil the linen cloak (1 def, 6 armour) Cuthyldil the linen cloak (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Armour: +6 Defense: +1 (+0 eff.) Changes stats: +2 Con Changes resistances: +14% cold Only die when reaching: -80.00 life Infravision radius: +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Polara the Winterhack (17 def, 0 armour) Polara the Winterhack (17 def, 0 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +17 (+3 eff.) Changes stats: +10 Mag / +12 Wil / +6 Cun Changes resistances: +3% cold Changes damage: +6% cold Reduces incoming crit damage: 17.30% Physical save: +15 (+5 eff.) Spell save: +14 (+5 eff.) Maximum mana: +80.00 Mental crit. chance: +8% Light radius: +2 See invisible: +15 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Emelawyn' (3 def, 0 armour) elven-silk cloak 'Emelawyn' (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +13 Defense: +3 (+0 eff.) Damage when hit (Melee): 2 arcane Changes resistances: +16% blight / +3% temporal / +20% nature Changes resistances penetration: +15% temporal Changes damage: +3% arcane Critical mult.: +24.00% Stealth bonus: +13 Physical save: +14 (+4 eff.) Mental save: +12 (+4 eff.) Life regen: +11.00 Vim when firing critical spell: +2.00 Only die when reaching: -50.00 life Maximum mana: +100.00 Spellpower: +15 (+4 eff.) Healing mod.: +19% Defense after a teleport: +18 Resist all after a teleport: +18% New effects duration reduction after a teleport: +18% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Boots of the Hunter (2 def, 12 armour) Boots of the Hunter (2 def, 12 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+3 eff.) Armour: +12 Defense: +2 (+0 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+3 eff.) Mental save: +10 (+4 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) Activation costs 22 power out of 32/32. 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. |
pair of voratun boots 'Chargesage' (0 def, 5 armour) pair of voratun boots 'Chargesage' (0 def, 5 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +9.0% Physical power: +11 (+3 eff.) Armour: +5 Fatigue: +4% Changes resistances: +33% lightning / +3% cold / +7% temporal Changes resistances penetration: +15% physical Physical save: +9 (+3 eff.) Blindness immunity: +22% Teleport immunity: +20% Maximum stamina: +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
voratun gauntlets 'Zuthad' (0 def, 12 armour) voratun gauntlets 'Zuthad' (0 def, 12 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +22 (+5 eff.) Armour: +12 Fatigue: +5% Damage (Melee): 13 physical Damage when hit (Melee): 2 arcane / 6 blight Changes stats: +5 Dex / +5 Con Changes resistances: +9% blight Changes resistances penetration: +25% blight / +5% arcane Changes damage: +15% blight / +11% physical Physical save: +27 (+9 eff.) Spell save: +7 (+2 eff.) Mental save: +8 (+3 eff.) Disarm immunity: +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 21 cooldown : Effective talent level: 3.5 Power cost: 21 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 29% and provides a 15% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Bandil the Frozenvenom (0 def, 5 armour) Bandil the Frozenvenom (0 def, 5 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +6 Armour: +5 Fatigue: +5% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Cun / +11 Dex Changes resistances: +24% mind Changes damage: +6% temporal / +12% cold Mental save: +25 (+9 eff.) Confusion immunity: +36% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cap made of leather. |
Crown of Command (3 def, 6 armour) Crown of Command (3 def, 6 armour)Requires: - Heavy armour training - Cunning 25 Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+0 eff.) Fatigue: +4% Changes stats: +3 Con / +10 Wil Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Cunning / Survival Mindpower: +5 (+2 eff.) Activating this item is instant. It can be used to activate talent Indomitable (costing 41 power out of 60/60) : Effective talent level: 2.5 Power cost: 41 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 3 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 4 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Crown of Eternal Night (0 def, 3 armour) Crown of Eternal Night (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It is part of a set of items. You need to find something to bind its powers. When wielded/worn: Armour: +3 Fatigue: +3% Reduce damage by fixed amount: +10 all This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
Crown of the Elements (0 def, 10 armour) Crown of the Elements (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +10 Fatigue: +5% Damage (Melee): 10 acid / 10 fire / 10 lightning / 10 cold Changes stats: +10 Mag / +10 Wil Changes resistances: +25% acid / +25% fire / +25% cold / +25% lightning Changes damage: +25% acid / +25% fire / +25% cold / +25% lightning Spellpower: +15 (+4 eff.) Mindpower: +15 (+5 eff.) This jeweled crown shimmers with colors. |
elven-silk wizard hat 'Nighthunger' (3 def, 0 armour) elven-silk wizard hat 'Nighthunger' (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 22% Changes stats: +2 Str / +3 Dex / +3 Mag / +3 Wil / +4 Cun Changes resistances: +7% lightning / +7% temporal / +8% light / +7% fire / +7% nature / +8% acid / +15% physical / +7% blight / +7% cold / +26% darkness Changes damage: +20% darkness / +19% physical Mental save: +12 (+4 eff.) Maximum hate: +13.00 Mindpower: +9 (+3 eff.) Mental crit. chance: +4% A pointy cloth hat, very wizardly... |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness Activation costs 68 power out of 100/100. The very essence of bearness! |
5 agate 5 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
632 alchemist agate 632 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. |
8 onyx 8 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne Azurite 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. |
4 aquamarine 4 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 lapis lazuli 6 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal 4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
18 sapphire 18 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz 4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Pick of Dwarven Emperors (dig speed 12 turns) Pick of Dwarven Emperors (dig speed 12 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Con Changes resistances penetration: +10% physical Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) Maximum life: +50.00 When carried: Talent granted: +1 Dig It can be used to activate talent Earthquake (costing 21 power out of 30/30) : Effective talent level: 5.5 Power cost: 21 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 120.29 physical damage in a radius of 4 each turn for 8 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "A View From The Gallery" Forbidden Tome: "A View From The Gallery"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Forbidden Tome: "The Day It Came" Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle" Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
9 emerald 9 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
23 jade 23 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 spinel 10 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
24 turquoise 24 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Cut Drem Arm Cut Drem ArmPowered by unknown forces 2.00 Encumbrance. [Unique] Type: misc / gross ; tier 3 When wielded/worn: Damage when hit (Melee): 25 darkness Disarm immunity: +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
nightwalker's alchemist's lamp of health nightwalker's alchemist's lamp of healthInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +7 (+2 eff.) Changes stats: +4 Wil Critical mult.: +13.00% Maximum life: +48.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Eternity's Counter Eternity's CounterPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: +12% all / +15% temporal Reduce damage by fixed amount: +10 all Changes damage: +15% temporal Movement speed: +16% Combat speed: -12% Casting speed: -12% Mental speed: -12% Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. It can be used to flip the hourglass (sands currently flowing towards stability) Activation costs 14 power out of 20/20. This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Crystal Focus 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) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Crystal Heart 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) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Telos's Staff Crystal Telos's Staff CrystalPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff Activation costs 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Demonic Orb of Many Ways Demonic Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 7 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb 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 Ruby Eye Atamathon's Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 When used to imbue an object: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 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 Wood Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
Runed Skull Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+2 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
46 alchemist bloodstone 46 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
13 bloodstone 13 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. |
38 fire opal 38 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. |
6 garnet 6 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
19 ruby 19 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) 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) Activation costs 21 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Entropy (1/1) Rod of Entropy (1/1)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 139% of the healing done. This effect scales with your Magic stat. Activation costs 51 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 137 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
pouch of voratun shots 'Glareblack' (24/24, 176% power, 6 apr) pouch of voratun shots 'Glareblack' (24/24, 176% power, 6 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 176% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +16.0% Capacity: 24 On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) On weapon crit: * Wound the target dealing 231 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +14 fire / +8 temporal Damage (radius 1) on hit: +18 fire / +8 light / +16 temporal Damage (radius 2) on crit: +8 temporal / +10 fire Shots are used with slings to pummel your foes to death. |
Daywisp the voratun torque of clear mind [power 4] (17 cooldown) Daywisp the voratun torque of clear mind [power 4] (17 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Damage when hit (Melee): 4 mind / 11 cold Changes resistances penetration: +25% light Changes damage: +15% cold Hate when firing a critical mind attack: +4.00 Mindpower: +34 (+12 eff.) Light radius: +3 It can be used to remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 17 turns. When used: * Increase all damage by 30% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
overpowered yew totem of healing [power 386] (13 cooldown) overpowered yew totem of healing [power 386] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to heal yourself and all friendly characters within 10 spaces for 386 Activation puts all charms on cooldown for 13 turns. Natural totems are made by powerful wilders to store nature power. |
soothing ash totem of healing [power 170] (11 cooldown) soothing ash totem of healing [power 170] (11 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to heal yourself and all friendly characters within 10 spaces for 170 Activation puts all charms on cooldown for 11 turns. When used: * Heal for 30. Natural totems are made by powerful wilders to store nature power. |
8 amethyst 8 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Siluma [power 518] (14 cooldown) Siluma [power 518] (14 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Physical crit. chance: +3.0% Damage when hit (Melee): 10 mind Maximum wards: +5 lightning / +4 fire / +6 mind / +6 acid Changes resistances penetration: +26% acid / +15% mind Changes damage: +9% acid / +9% blight Talent granted: +1 Ward Maximum stamina: +31.61 It can be used to create a shield absorbing up to 518 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 14 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Xerolaith the Dawnpain [power 206] (14 cooldown) Xerolaith the Dawnpain [power 206] (14 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Changes resistances: +12% mind / +15% temporal Changes resistances penetration: +25% light Reduces incoming crit damage: 15.00% Stun/Freeze immunity: +20% Light radius: +2 It can be used to create a shield absorbing up to 206 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 14 turns. When used: * Increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 21 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
16 diamond 16 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
21 moonstone 21 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
25 pearl 25 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 quartz 2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
20 amber 20 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 ametrine 6 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 citrine 9 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon 8 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By julchiar the Shalore Skirmisher level 42
58th Dusk 123rd year of Ascendancy at 04:49 see stats
By julchiar the Shalore Skirmisher level 42
48th Dusk 123rd year of Ascendancy at 23:29 see stats
By julchiar the Shalore Skirmisher level 38
15th Pyre 123rd year of Ascendancy at 18:23 see stats
By julchiar the Shalore Skirmisher level 47
10th Haze 123rd year of Ascendancy at 07:39 see stats
By julchiar the Shalore Skirmisher level 50
10th Decay 123rd year of Ascendancy at 07:32 see stats
By julchiar the Shalore Skirmisher level 50
58th Regrowth 125th year of Ascendancy at 02:51 see stats
By julchiar the Shalore Skirmisher level 50
9th Flare 124th year of Ascendancy at 14:57 see stats
By julchiar the Shalore Skirmisher level 50
46th Regrowth 125th year of Ascendancy at 16:48 see stats
By julchiar the Shalore Skirmisher level 46
6th Haze 123rd year of Ascendancy at 06:02 see stats
By julchiar the Shalore Skirmisher level 40
77th Pyre 123rd year of Ascendancy at 08:55 see stats
By julchiar the Shalore Skirmisher level 40
43rd Pyre 123rd year of Ascendancy at 12:31 see stats
By julchiar the Shalore Skirmisher level 11
2nd Flare 122nd year of Ascendancy at 03:55 see stats
By julchiar the Shalore Skirmisher level 44
1st Haze 123rd year of Ascendancy at 10:38 see stats
By julchiar the Shalore Skirmisher level 31
20th Regrowth 123rd year of Ascendancy at 21:15 see stats
By julchiar the Shalore Skirmisher level 22
24th Haze 122nd year of Ascendancy at 11:55 see stats
By julchiar the Shalore Skirmisher level 50
46th Regrowth 125th year of Ascendancy at 16:48 see stats
By julchiar the Shalore Skirmisher level 50
10th Decay 124th year of Ascendancy at 02:31 see stats
By julchiar the Shalore Skirmisher level 22
22nd Haze 122nd year of Ascendancy at 05:16 see stats
By julchiar the Shalore Skirmisher level 41
2nd Summertide 123rd year of Ascendancy at 02:23 see stats
By julchiar the Shalore Skirmisher level 21
19th Haze 122nd year of Ascendancy at 10:54 see stats
By julchiar the Shalore Skirmisher level 50
3rd Decay 124th year of Ascendancy at 15:51 see stats
By julchiar the Shalore Skirmisher level 50
49th Haze 123rd year of Ascendancy at 15:20 see stats
By julchiar the Shalore Skirmisher level 42
48th Dusk 123rd year of Ascendancy at 22:56 see stats
By julchiar the Shalore Skirmisher level 50
10th Decay 123rd year of Ascendancy at 16:33 see stats
By julchiar the Shalore Skirmisher level 50
23rd Pyre 124th year of Ascendancy at 18:49 see stats
By julchiar the Shalore Skirmisher level 10
7th Mirth 122nd year of Ascendancy at 21:15 see stats
By julchiar the Shalore Skirmisher level 20
75th Dusk 122nd year of Ascendancy at 23:22 see stats
By julchiar the Shalore Skirmisher level 30
16th Regrowth 123rd year of Ascendancy at 02:25 see stats
By julchiar the Shalore Skirmisher level 40
42nd Pyre 123rd year of Ascendancy at 08:39 see stats
By julchiar the Shalore Skirmisher level 50
17th Haze 123rd year of Ascendancy at 09:01 see stats
By julchiar the Shalore Skirmisher level 50
26th Pyre 124th year of Ascendancy at 19:26 see stats
By julchiar the Shalore Skirmisher level 50
23rd Pyre 124th year of Ascendancy at 04:48 see stats
By julchiar the Shalore Skirmisher level 29
66th Haze 122nd year of Ascendancy at 02:10 see stats
By julchiar the Shalore Skirmisher level 50
68th Regrowth 124th year of Ascendancy at 19:41 see stats
By julchiar the Shalore Skirmisher level 30
17th Regrowth 123rd year of Ascendancy at 01:45 see stats
By julchiar the Shalore Skirmisher level 19
74th Dusk 122nd year of Ascendancy at 12:15 see stats
By julchiar the Shalore Skirmisher level 44
1st Haze 123rd year of Ascendancy at 15:29 see stats
By julchiar the Shalore Skirmisher level 50
46th Regrowth 125th year of Ascendancy at 16:47 see stats
By julchiar the Shalore Skirmisher level 10
8th Mirth 122nd year of Ascendancy at 13:17 see stats
By julchiar the Shalore Skirmisher level 42
48th Dusk 123rd year of Ascendancy at 23:29 see stats
By julchiar the Shalore Skirmisher level 21
77th Dusk 122nd year of Ascendancy at 02:54 see stats
By julchiar the Shalore Skirmisher level 40
65th Pyre 123rd year of Ascendancy at 04:43 see stats
By julchiar the Shalore Skirmisher level 50
46th Regrowth 125th year of Ascendancy at 16:48 see stats
By julchiar the Shalore Skirmisher level 38
23rd Pyre 123rd year of Ascendancy at 16:22 see stats
By julchiar the Shalore Skirmisher level 18
55th Dusk 122nd year of Ascendancy at 04:12 see stats
By julchiar the Shalore Skirmisher level 50
9th Regrowth 124th year of Ascendancy at 04:41 see stats
By julchiar the Shalore Skirmisher level 40
64th Pyre 123rd year of Ascendancy at 09:29 see stats
By julchiar the Shalore Skirmisher level 21
22nd Haze 122nd year of Ascendancy at 00:34 see stats
By julchiar the Shalore Skirmisher level 15
30th Dusk 122nd year of Ascendancy at 15:23 see stats
By julchiar the Shalore Skirmisher level 37
15th Pyre 123rd year of Ascendancy at 01:13 see stats
Log
Julchiar picks up ( .): moonstone.
Julchiar picks up ( .): fire opal.
Julchiar picks up ( .): pearl.
Julchiar picks up ( .): moonstone.
Julchiar picks up ( .): pearl.
Julchiar picks up ( .): bloodstone.
Julchiar picks up (C.): voratun amulet.
Julchiar picks up ( .): Atamathon's Ruby Eye.
Lore found: Atamathon's Ruby Eye
You can read all your collected lore in the game menu, by pressing Escape.
Ran for 6 turns (stop reason: dialog is displayed).
Julchiar activates Secrets of the Eternals.
Talent Rune: Shatter Afflictions is ready to use.
Resting starts...
Rested for 9 turns (stop reason: all resources and life at maximum).
Talent Grace of the Eternals is ready to use.
There is an exit to the worldmap here (press '' or right click to use).
Ran for 21 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
There is a Golem Graveyard here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.