










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Arcane Blade |
| Level / Exp | 50 / 283% |
| Size | medium |
| Lifes / Deaths | Killed by fire drake at level 16 on the 26th Haze 122nd year of Ascendancy at 11:02 0 / 9Killed by Ungolë at level 32 on the 74th Regrowth 123rd year of Ascendancy at 19:37 Killed by Ukllmswwik the Wise at level 34 on the 11st Pyre 123rd year of Ascendancy at 23:10 Killed by Iradyna at level 44 on the 1st Time of Equilibrium 123rd year of Ascendancy at 14:59 Killed by Zuburama the orc fighter at level 45 on the 5th Haze 123rd year of Ascendancy at 09:16 Killed by orc elite fighter at level 45 on the 5th Haze 123rd year of Ascendancy at 12:06 Killed by Xanobressra the orc berserker at level 45 on the 5th Haze 123rd year of Ascendancy at 13:52 Killed by Grushnak, Battlemaster of the Pride at level 45 on the 6th Haze 123rd year of Ascendancy at 06:22 Killed by multi-hued drake at level 50 on the 9th Decay 123rd year of Ascendancy at 02:33 |
Primary Stats
| Strength | 77 (base 41) |
| Dexterity | 111.84 (base 60) |
| Constitution | 40 (base 11) |
| Magic | 125.84 (base 60) |
| Willpower | 46 (base 16) |
| Cunning | 125.84 (base 64) |
Resources
| Life | -909/1678 |
| Mana | 323/445 |
| Stamina | 356/388 |
| Healing Factor | 1.6642857142857 |
| Regeneration | 11.0675 |
Speed
| Mental | -10% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 5 |
| See Stealth | 50.881143452745 |
| See Invisible | 50.881143452745 |
Offense: Mainhand
| Damage | 139 |
| Accuracy | 78 |
| Crit Chance | 92% |
| APR | 9 |
| Speed | 1.11 |
Offense: Offhand
| Damage | 74 |
| Accuracy | 78 |
| Crit Chance | 95% |
| APR | 11 |
| Speed | 1.11 |
Offense: Spell
| Spellpower | 77 |
| Crit Chance | 56% |
| Speed | 1 |
Offense: Mind
| Mindpower | 51 |
| Crit Chance | 34% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +36% |
| Blight | +51% |
| Arcane | +30% |
| Mind | +30% |
| All | +21% |
| Lightning | +40% |
| Physical | +42% |
| Fire | +31% |
| Darkness | +36% |
Offense: Damage Penetration
| Lightning | +35% |
| Blight | +30% |
| Physical | +85% |
| Mind | +20% |
| All | +10% |
Defense: Base
| Armour (hardiness) | 28.167989427118 (85.376569037657%) |
| Defense | 53 |
| Ranged Defense | 53 |
| Fatigue | 0 |
| Physical Save | 61 |
| Spell Save | 57 |
| Mental Save | 69 |
Defense: Resistances
| Lightning | + 30%( 70%) |
| Physical | + 29%( 70%) |
| Acid | + 28%( 70%) |
| Blight | + 40%( 70%) |
| Arcane | + 19%( 70%) |
| Cold | + 28%( 70%) |
| All | + 15%( 70%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 10% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 652 life over 5 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1438% for 10 turns and instantly restoring 72 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 23 for 10 turns. While Heroism is active, you will only die when reaching -845 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 687 damage for 3 turns. Its effects scale with your Cunning stat. |
Class Talents
| Spell / Air | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Enhancement | 1.20 |
| 3/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Technique / Magical combat | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Spell / Earth | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / Fire | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.10 |
| 3/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Cunning / Dirty fighting | 1.20 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.00 |
| 3/5 |
| 5/5 |
| 2/5 |
| 5/5 |
| Spell / Stone | 1.10 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.10 |
| 1/5 |
| 4/5 |
| 1/5 |
| 3/5 |
| Spell / Aegis | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| Spell / Conveyance | 1.20 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Arcane Feed |
| talent | Arcane Combat |
| talent | Chant of Fortress |
| talent | Inner Power |
| talent | Crystalline Focus |
| talent | Shock Hands |
| talent | Precise Strikes |
| talent | Shielding |
| talent | Fiery Hands |
| detrimental effect | The target is on fire, taking 55.17 fire damage per turn. Burning |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| beneficial effect | Increases your three highest stats by 20 and keeps you from dying even if your life drops to -761. Heroism |
| detrimental effect | Your body is cauterizing, burning for 79.15 damage each turn. Cauterize |
| detrimental effect | The target has been splashed with acid, taking 24.46 acid damage per turn, reducing armour by 35 and attack by 30. Acid Splash |
| detrimental effect | The target is blinded, unable to see anything. Blinded |
| beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+22). Continuum Destabilization |
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 and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by electric eel. Escort: injured seer (level 2 of Old Forest) | failed |
You successfully escorted the injured seer to the recall portal on level 8 of Dreadfell. Escort: injured seer (level 8 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Norgos Lair. Escort: lone alchemist (level 3 of Norgos Lair)As a reward you improved Magic by +2. | done |
You failed to protect the lone alchemist from death by ghoulking. Escort: lone alchemist (level 5 of Dreadfell) | failed |
You failed to protect the lost anorithil from death by barrow wight. Escort: lost anorithil (level 6 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Dexterity by +2. | 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. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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 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: 1399. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * You've found the needed pouch of bone giant dust. * You've found the needed ritch stinger. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed skeleton mage skull. * You've found the needed sandworm tooth. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed bloated horror heart. * You've found the needed multi-hued wyrm scale. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * You've found the needed xorn fragment. * You've found the needed faerlhing fang. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have sided with Ukllmswwik and killed Slasul. | 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 |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe Grand Corruptor died during the attack before he had time to teach you his ways. | failed |
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 Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 13 power out of 20/20) : Effective talent level: 3.6 Power cost: 13 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
| Light source | Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+3 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+3 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 51 power out of 150/150) : Effective talent level: 4.0 Power cost: 51 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 45.44 cold damage and 53.20 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 7 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
| On head | Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+3 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+3 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On hands | Will of Ul'Gruth (0 def, 15 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +15 Changes stats: +5 Str / +5 Mag Changes resistances penetration: +10% all Changes damage: +15% all Talent masteries: +0.10 Corruption / Wrath +0.10 Corruption / Brutality When used to modify unarmed attacks: Base power: 38.0 - 53.2 Uses stats: 40% Str, 40% Dex, 10% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +7.0% Attack speed: 83% When this weapon hits: Obliterating Smash (20% chance level 3). Your Obliterating Smash can destroy walls. It can be used to activate talent Obliterating Smash (costing 16 power out of 25/25) : Effective talent level: 3.3 Power cost: 16 out of 25/25. Range: 3 Travel Speed: instantaneous Is: a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 151% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 17. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
| Tool | Emelasevena the yew totem of thorny skin [power 40] (15/13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Armour: +4 Changes resistances: +3% physical Changes resistances penetration: +25% physical Critical mult.: +6.00% Physical save: +15 (+4 eff.) Only die when reaching: -80.00 life It can be used to harden the skin for 7 turns increasing armour by 40 and armour hardiness by 50%, putting all charms on cooldown for 13 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | painweaver's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +16 (+4 eff.) Changes damage: +6% all Life regen: +1.00 Maximum life: +71.00 Spellpower: +12 (+3 eff.) Mindpower: +12 (+4 eff.) Healing mod.: +15% Rings can have magical properties. |
| On fingers | gold ring 'Strikekill'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 4 lightning / 4 blight Changes stats: +4 Con Changes resistances: +9% blight / +9% lightning Changes resistances penetration: +15% lightning Changes damage: +9% lightning Spell save: +15 (+5 eff.) Maximum stamina: +25.00 Rings can have magical properties. |
| Around neck | Uredin the stralite amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +2 Str / +3 Dex / +7 Mag / +8 Con Changes resistances penetration: +10% mind Changes damage: +9% mind Physical save: +9 (+2 eff.) Mental save: +30 (+8 eff.) Life regen: +2.20 Maximum life: +64.00 Light radius: +3 Amulets can have magical properties. |
| In main hand | Mercy (35-45.5 power, 9 apr)Requires: - Dexterity 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5 Uses stats: 45% Str, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +15.0% Attack speed: 100% On weapon hit: * deals physical damage equal to 3% of the target's missing health When wielded/worn: Changes stats: +6 Str / +6 Dex Critical mult.: +20.00% This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
| Around waist | drakeskin leather belt 'Strikeorder'Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Armour: +15 Effects on melee hit: * 15% chance to daze at end of turn * 20% chance to disease Damage when hit (Melee): 8 lightning Changes stats: +6 Mag Changes resistances: +9% blight Changes resistances penetration: +20% blight Changes damage: +6% blight Critical mult.: +14.00% Mana each turn: +0.47 Maximum life: +130.00 Maximum mana: +116.00 Maximum stamina: +58.00 Maximum hate: +20.00 Maximum psi: +40.00 Maximum vim: +31.00 Maximum pos.energy: +39.00 Maximum neg.energy: +35.00 Reduces paradox anomalies(equivalent to willpower): +20 It can be used to create a temporary shield that absorbs 392 damage, putting all charms on cooldown for 19 turns. A belt that goes around your waist. |
| In off hand | Life Drinker (42-54.6 power, 11 apr)Requires: - Magic 44 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 42.0 - 54.6 Uses stats: 55% Mag, 35% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +11 Crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes damage: +15% blight / +15% darkness / +15% acid Spellpower: +12 (+3 eff.) Spell crit. chance: +10% Infravision radius: +2 Talent on hit(spell): Blood Grasp (15% chance level 2). It can be used to activate talent Worm Rot (costing 26 power out of 50/50) : Effective talent level: 2.0 Power cost: 26 out of 50/50. Range: 6 Travel Speed: 600% of base Is: a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 22.66 acid and 25.16 blight damage. If not cleared after five turns it will inflict 142.85 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
| Cloak | cashmere cloak of the hunter (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +21 (+5 eff.) Defense: +2 (+1 eff.) Fatigue: -6% Maximum life: +64.00 Maximum stamina: +18.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Ragidedan the Arcbiter (5 def, 14 armour)Requires: - Strength 20 Infused by nature Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +14 Defense: +5 (+2 eff.) Fatigue: +8% Effects on melee hit: * 15% chance to daze at end of turn Changes stats: +18 Cun / +14 Wil Changes resistances: +15% acid / +12% blight / +15% cold / +5% arcane / +9% lightning Changes resistances penetration: +10% lightning Changes damage: +9% arcane / +9% blight Allows you to breathe in: water Mental save: +42 (+11 eff.) Life regen: +3.20 Maximum life: +100.00 Healing mod.: +30% A suit of armour made of leather. |
Inventory
This item will automatically be transmogrified when you leave the level.movement infusion (398% speed; 8 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 398% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of the Rift (334.00 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: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 404.14 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 ability. |
This item will automatically be transmogrified when you leave the level.acid wave rune (252 acid damage; disarm 5 turns with power 22) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 251.60 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 22 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
ErelibersCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +6 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +2 Dex Changes resistances penetration: +20% physical Changes damage: +6% physical Physical save: +18 (+5 eff.) Spell save: +14 (+4 eff.) Mental save: +50 (+12 eff.) Amulets can have magical properties. |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
insulating stralite amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +22% cold / +24% fire Cut immunity: +60% Healing mod.: +17% It can be used to activate talent Heal, placing all other charms into a 23 cooldown : Effective talent level: 2.0 Power cost: 23 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 278 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
serendipitous gold amulet of constitution (+8)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +5 (+2 eff.) Changes stats: +8 Lck / +4 Con Reduce all damage from unseen attackers: 12% Amulets can have magical properties. |
warrior's gold amulet of dexterity (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Dex Changes resistances: +7% physical Stamina each turn: +0.20 Amulets can have magical properties. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 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. |
Hettakan the SearusherInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +28% lightning / +24% fire / +6% light / +15% physical Changes resistances penetration: +5% fire Changes damage: +14% lightning / +30% fire / +15% physical Rings can have magical properties. |
Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+3 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 17.08 cold and 20.00 physical damage (based on Willpower) each turn and knocking opponents back, costing 38 power out of 60/60. This azure ring seems to be always moist to the touch. |
copper ring 'Aerylramina'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Changes stats: +3 Wil Changes damage: +6% physical Critical mult.: +9.00% Mental save: +6 (+2 eff.) Life regen: +0.80 Maximum stamina: +20.00 Rings can have magical properties. |
gold ring of wardingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +10% acid / +13% fire / +13% cold / +15% lightning Rings can have magical properties. |
marksman's steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Disarm immunity: +25% Pinning immunity: +20% Knockback immunity: +20% Maximum life: +23.00 Rings can have magical properties. |
painweaver's stralite ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +5 (+1 eff.) Changes damage: +6% all Life regen: +0.50 Maximum life: +45.00 Spellpower: +11 (+3 eff.) Mindpower: +10 (+3 eff.) Healing mod.: +14% Rings can have magical properties. |
rogue's copper ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Mental save: +6 (+2 eff.) Confusion immunity: +22% Rings can have magical properties. |
rogue's gold ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +4 Cun Stun/Freeze immunity: +20% Life regen: +1.30 Rings can have magical properties. |
savage's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Con Spell save: +10 (+3 eff.) Maximum stamina: +10.00 Rings can have magical properties. |
savage's stralite ring of aether (+12%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +3 Con Changes resistances: +12% arcane Changes damage: +12% arcane Spell save: +14 (+4 eff.) Maximum stamina: +14.00 Rings can have magical properties. |
savior's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical save: +10 (+3 eff.) Spell save: +13 (+4 eff.) Mental save: +13 (+3 eff.) Life regen: +1.60 Maximum life: +81.00 Healing mod.: +19% Rings can have magical properties. |
solipsist's steel ring of lifeInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Cun / +5 Wil Life regen: +1.00 Maximum life: +53.00 Mindpower: +7 (+2 eff.) Healing mod.: +11% Rings can have magical properties. |
stralite ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Life regen: +1.10 Maximum life: +77.00 Healing mod.: +22% Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.voratun ring 'Woedredge' Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +6 Defense: +10 (+3 eff.) Ranged Defense: +10 (+3 eff.) Damage when hit (Melee): 8 darkness Changes resistances: +36% acid Changes damage: +18% acid Physical save: +33 (+8 eff.) Mental save: +15 (+4 eff.) Blindness immunity: +10% Disarm immunity: +20% Confusion immunity: +20% Stun/Freeze immunity: +15% Rings can have magical properties. |
warrior's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.Glaresteel (76-114 power, 4 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 76.0 - 114.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +20 acid When wielded/worn: Armour: +6 Damage when hit (Melee): 12 light Changes stats: +5 Con Changes resistances penetration: +15% light Physical save: +18 (+5 eff.) Light radius: +3 Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.arcing voratun battleaxe of phasing (55.5-83.25 power, 24 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 55.5 - 83.3 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +24 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage Shield penetration (this weapon only): +76% Damage (Melee): +21 lightning Massive two-handed battleaxes. |
Airlore the voratun dagger (50.5-65.65 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 50.5 - 65.7 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +16 acid When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +24 Damage when hit (Melee): 16 lightning Changes stats: +5 Mag / +2 Con Changes resistances: +6% acid Changes resistances penetration: +22% physical Changes damage: +6% acid / +10% physical Grants telepathy: Dragon Sharp, short and deadly. |
Hellwing the voratun dagger (48.5-63.05 power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 48.5 - 63.1 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance to corrode armour by 30% Damage (Melee): +12 temporal / +16 nature Burst (radius 2) on crit: +16 fire When wielded/worn: Armour penetration: +10 Damage when hit (Melee): 12 fire Changes resistances: +15% fire Changes resistances penetration: +22% acid / +12% physical Changes damage: +12% physical Life regen: +2.00 Sharp, short and deadly. |
Icy Kill (35-45.5 power, 10 apr)Requires: - Dexterity 42 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Crit. chance: +15.0% Attack speed: 100% On weapon crit: * freezes the target On weapon kill: * explodes a frozen creature (damage scales with willpower) Damage (Melee): +30 cold When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes damage: +25% cold Hate per kill: +4.00 Ice block penetration: +50% As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
Shantiz the Stormblade (15-19.5 power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stat: 100% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
Spellblaze Shard (20-26 power, 10 apr)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +10 blight / +10 fire burn Burst (radius 2) on crit: +20 infective blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Umbral Razor (25-32.5 power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 45% Str, 10% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Crit. chance: +9.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 6 power out of 10/10) : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 207.31 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
This item will automatically be transmogrified when you leave the level.lifebinding dragonbone vilestaff of illumination (30-36 power, 6 apr, blight element) Requires: - Magic 48 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +14 (+5 eff.) Effects on melee hit: * 16% chance to blind Changes stats: +6 Con Changes damage: +30% blight Talent granted: +1 Command Staff Life regen: +1.50 Spellpower: +23 (+5 eff.) Spell crit. chance: +5% Light radius: +4 Healing mod.: +30% It can be used to activate talent Illuminate, placing all other charms into a 4 cooldown : Effective talent level: 2.0 Power cost: 4 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 143.72 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.elemental orichalcum trident (52.5-84 power, 16 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 52.5 - 84.0 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Changes resistances penetration: +16% acid / +19% fire / +17% cold / +21% lightning A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level.thunderous orichalcum trident of shearing (54.5-87.2 power, 16 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 54.5 - 87.2 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 38% chance to daze at end of turn When wielded/worn: Armour penetration: +16 Changes stats: +5 Str / +6 Dex / +6 Mag / +6 Wil / +5 Cun / +6 Con Changes resistances penetration: +17% lightning / +16% physical Changes damage: +21% physical A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
balancing drakeskin leather belt of valianceCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Changes stats: +5 Dex / +5 Wil / +4 Cun Mental save: +10 (+3 eff.) Maximum life: +84.00 Mental crit. chance: +12% A belt that goes around your waist. |
insulating hardened leather belt of resilienceInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +5% cold / +5% fire Maximum life: +45.00 A belt that goes around your waist. |
monstrous hardened leather belt of dampeningInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +7 (+1 eff.) Changes stats: +5 Str / +4 Con Changes resistances: +7% acid / +8% fire / +7% cold / +7% lightning Physical save: +9 (+2 eff.) Size category: +1 A belt that goes around your waist. |
Salurin the Flametorrent (8 def, 0 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +2 Str / +4 Wil / +4 Cun / +3 Con Changes resistances: +15% light / +13% fire Changes resistances penetration: +5% temporal / +5% fire Changes damage: +12% fire Stealth bonus: +9 Mental crit. chance: +6% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 70% (based on Cunning), costing 32 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
insulating pair of hardened leather boots of tirelessness (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +7% cold / +8% fire Stamina each turn: +0.50 Maximum stamina: +13.00 A pair of boots made of leather. |
invigorating pair of drakeskin leather boots of invasion (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Physical power: +4 (+1 eff.) Armour: +5 Fatigue: -2% Changes resistances penetration: +10% physical Stamina each turn: +0.60 Maximum life: +35.00 Movement speed: +10% A pair of boots made of leather. |
invigorating pair of drakeskin leather boots of uncanny dodging (2 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +2 (+1 eff.) Ranged Defense: +7 (+2 eff.) Fatigue: -2% Stamina each turn: +0.90 Maximum life: +45.00 Movement speed: +10% A pair of boots made of leather. |
pair of rough leather boots 'Koratobar' (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Armour: +1 Fatigue: +1% Changes stats: +2 Dex / +3 Con Changes resistances penetration: +15% physical Critical mult.: +10.00% Hate when firing a critical mind attack: +2.00 Spellpower: +4 (+1 eff.) A pair of boots made of leather. |
heroic hardened leather gloves of the juggernaut (0 def, 6 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +6 Changes stats: +2 Con Physical save: +12 (+3 eff.) Spell save: +3 (+1 eff.) Mental save: +10 (+3 eff.) Disarm immunity: +23% Maximum life: +60.00 When used to modify unarmed attacks: Base power: 22.5 - 24.8 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +3 Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Battle Shout (10% chance level 3). Damage (Melee): +9 physical Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 19 cooldown : Effective talent level: 3.6 Power cost: 19 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 30% and provides a 16% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic iron gauntlets of dispersion (0 def, 5 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +5 Damage (Melee): 5 arcane Changes stats: +4 Wil / +4 Mag Changes resistances: +4% arcane Mental save: +6 (+2 eff.) Maximum life: +43.00 When used to modify unarmed attacks: Base power: 15.5 - 21.7 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +4 Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Battle Shout (10% chance level 1). When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +5 arcane It can be used to activate talent Disperse Magic, placing all other charms into a 13 cooldown : Effective talent level: 3.0 Power cost: 13 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
heroic voratun gauntlets of regeneration (0 def, 8 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Mental save: +10 (+3 eff.) Life regen: +2.90 Stamina each turn: +1.20 Psi each turn: +0.37 Maximum life: +60.00 When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +8 Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Battle Shout (10% chance level 5). When this weapon hits: Second Wind (10% chance level 1). Metal gloves protecting the hands up to the middle of the lower arm. |
naturalist's voratun gauntlets of the iron hand (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 15 nature Changes stats: +4 Str / +4 Wil / +4 Con Changes resistances: +8% nature Changes damage: +5% nature Talent mastery: +0.20 Technique / Grappling Disarm immunity: +43% When used to modify unarmed attacks: Base power: 28.5 - 39.9 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Disarm (10% chance level 5). When this weapon hits: Poison Breath (10% chance level 5). Burst (radius 2) on crit: +10 nature Metal gloves protecting the hands up to the middle of the lower arm. |
sand rough leather gloves of strength (+3) (0 def, 7 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +7 Damage (Melee): 6 physical Changes stats: +3 Str Changes damage: +4% physical When used to modify unarmed attacks: Base power: 11.5 - 12.7 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Sand Breath (10% chance level 1). Burst (radius 1) on hit: +6 physical Burst (radius 2) on crit: +5 physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
The Black Crown (0 def, 15 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +15 Fatigue: +5% Changes stats: +10 Con / +10 Wil Changes resistances: +20% darkness / +20% blight Talent masteries: +0.20 Corruption / Demon seeds +0.20 Corruption / Demonic pact Physical save: +0 (+0 eff.) Spell save: +0 (+0 eff.) Mental save: +0 (+0 eff.) Shadow Power: +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
dwarven-steel helm of the depths (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +10% cold Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Aerimitira the stralite mail armour (4 def, 8 armour)Requires: - Strength 38 - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +25% Changes stats: +8 Str / +5 Con Changes resistances: +7% physical / +26% darkness / +8% fire / -14% light / +20% temporal Changes resistances penetration: +10% blight Physical save: +6 (+2 eff.) Spell save: +7 (+3 eff.) Mental save: +8 (+2 eff.) Mana when firing critical spell: +2.00 Spellpower: +2 (+0 eff.) Light radius: +1 Damage Shield penetration: +20% 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 Track, placing all other charms into a 19 cooldown : Effective talent level: 2.2 Power cost: 19 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 42 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
iron mail armour of the deep (2 def, 5 armour)Requires: - Strength 14 - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +5 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +5% acid / +5% cold Allows you to breathe in: water A suit of armour made of mail. |
Behemoth Hide (4 def, 6 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +4 (+1 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +10% Changes stats: +2 Str / +2 Con Maximum encumbrance: +20 Knockback immunity: +10% Life regen: +0.70 Stamina each turn: +0.70 Maximum life: +45.00 Maximum stamina: +43.00 Size category: +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Breath of Eyal (10 def, 10 armour)Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +10 Defense: +10 (+3 eff.) Fatigue: +20% Changes resistances: +20% lightning / +20% temporal / +20% light / +20% fire / +20% nature / +20% acid / +20% blight / +20% cold / +15% arcane / +20% darkness Spell save: +20 (+6 eff.) Mindpower: +10 (+3 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
reinforced leather armour 'Galobar' (7 def, 13 armour)Requires: - Strength 18 Powered by arcane forces Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+2 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +8% Damage (Melee): 12 acid / 12 fire Damage when hit (Melee): 9 acid / 8 fire Changes stats: +4 Cun / +4 Wil Changes resistances: +18% acid / +1% physical / +10% light / +16% fire / +5% arcane / +10% darkness Mental save: +14 (+4 eff.) Confusion immunity: +5% Teleport immunity: +5% A suit of armour made of leather. |
volcanic drakeskin leather armour of Eyal (5 def, 18 armour)Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Defense: +5 (+2 eff.) Fatigue: +8% Damage (Melee): 8 fire Damage (Ranged): 7 fire Changes resistances: +19% physical / +13% fire Life regen: +2.10 Maximum life: +51.00 Healing mod.: +27% A suit of armour made of leather. |
volcanic hardened leather armour of fire resistance (3 def, 15 armour)Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +15 Defense: +3 (+1 eff.) Fatigue: +8% Damage (Melee): 7 fire Damage (Ranged): 7 fire Changes resistances: +15% physical / +36% fire A suit of armour made of leather. |
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. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
nightwalker's dwarven lantern of healthInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Physical power: +7 (+1 eff.) Changes stats: +5 Wil Critical mult.: +10.00% Maximum life: +61.00 Light radius: +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
preserving alchemist's lamp of healthInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +3 Con Changes resistances: +10% blight Life regen: +2.90 Maximum life: +46.00 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 128 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (4/4)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 851.07 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 16 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Honeywood ChaliceInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+3 eff.) Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
2 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. |
2 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Iradyna the Cornac Arcane Blade level 28
37th Regrowth 123rd year of Ascendancy at 20:49 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Iradyna the Cornac Arcane Blade level 47
22nd Haze 123rd year of Ascendancy at 20:00 see stats
Arachnophobia
Destroyed the spydric menace.By Iradyna the Cornac Arcane Blade level 33
75th Regrowth 123rd year of Ascendancy at 00:23 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By Iradyna the Cornac Arcane Blade level 41
51st Dusk 123rd year of Ascendancy at 18:06 see stats
Brave new world
Went to the Far East and took part in the war.By Iradyna the Cornac Arcane Blade level 31
69th Regrowth 123rd year of Ascendancy at 09:41 see stats
Bringer of Doom
Killed a Bringer of Doom.By Iradyna the Cornac Arcane Blade level 20
47th Haze 122nd year of Ascendancy at 13:56 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Iradyna the Cornac Arcane Blade level 13
61st Dusk 122nd year of Ascendancy at 04:55 see stats
Destroyer of the creation
Killed Slasul.By Iradyna the Cornac Arcane Blade level 33
11st Pyre 123rd year of Ascendancy at 14:49 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Iradyna the Cornac Arcane Blade level 30
64th Regrowth 123rd year of Ascendancy at 11:18 see stats
Dragon's Greed
Amassed 8000 gold pieces.By Iradyna the Cornac Arcane Blade level 41
56th Dusk 123rd year of Ascendancy at 01:58 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By Iradyna the Cornac Arcane Blade level 29
47th Regrowth 123rd year of Ascendancy at 08:51 see stats
Exterminator
Killed 1000 creatures.By Iradyna the Cornac Arcane Blade level 17
31st Haze 122nd year of Ascendancy at 10:58 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Iradyna the Cornac Arcane Blade level 28
46th Regrowth 123rd year of Ascendancy at 16:26 see stats
Fear of Fours
Killed all four bosses of the Slime Tunnels.By Iradyna the Cornac Arcane Blade level 50
59th Haze 123rd year of Ascendancy at 19:11 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Iradyna the Cornac Arcane Blade level 24
4th Regrowth 123rd year of Ascendancy at 04:14 see stats
Level 10
Got a character to level 10.By Iradyna the Cornac Arcane Blade level 10
11st Dusk 122nd year of Ascendancy at 22:23 see stats
Level 20
Got a character to level 20.By Iradyna the Cornac Arcane Blade level 20
46th Haze 122nd year of Ascendancy at 09:48 see stats
Level 30
Got a character to level 30.By Iradyna the Cornac Arcane Blade level 30
59th Regrowth 123rd year of Ascendancy at 18:07 see stats
Level 40
Got a character to level 40.By Iradyna the Cornac Arcane Blade level 40
12nd Dusk 123rd year of Ascendancy at 06:15 see stats
Level 50
Got a character to level 50.By Iradyna the Cornac Arcane Blade level 50
46th Haze 123rd year of Ascendancy at 08:37 see stats
Orcrist
Killed the leaders of the Orc Pride.By Iradyna the Cornac Arcane Blade level 49
40th Haze 123rd year of Ascendancy at 11:11 see stats
Race through fire
Raced through the fires of the Charred Scar to stop the Sorcerers.By Iradyna the Cornac Arcane Blade level 50
49th Haze 123rd year of Ascendancy at 13:01 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Iradyna the Cornac Arcane Blade level 13
29th Dusk 122nd year of Ascendancy at 22:20 see stats
Size matters
Did over 600 damage in one attack.By Iradyna the Cornac Arcane Blade level 50
5th Decay 123rd year of Ascendancy at 17:47 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Iradyna the Cornac Arcane Blade level 31
64th Regrowth 123rd year of Ascendancy at 17:53 see stats
That was close
Killed your target while having only 1 life left.By Iradyna the Cornac Arcane Blade level 45
5th Haze 123rd year of Ascendancy at 12:01 see stats
The Arena
Unlocked Arena mode.By Iradyna the Cornac Arcane Blade level 11
18th Dusk 122nd year of Ascendancy at 08:19 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Iradyna the Cornac Arcane Blade level 45
6th Haze 123rd year of Ascendancy at 01:23 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Iradyna the Cornac Arcane Blade level 21
75th Haze 122nd year of Ascendancy at 09:27 see stats
The secret city
Discovered the truth about mages.By Iradyna the Cornac Arcane Blade level 18
40th Haze 122nd year of Ascendancy at 06:19 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By Iradyna the Cornac Arcane Blade level 35
43rd Pyre 123rd year of Ascendancy at 17:29 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Iradyna the Cornac Arcane Blade level 21
74th Haze 122nd year of Ascendancy at 11:00 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Iradyna the Cornac Arcane Blade level 25
24th Regrowth 123rd year of Ascendancy at 20:11 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Iradyna the Cornac Arcane Blade level 17
30th Haze 122nd year of Ascendancy at 22:39 see stats
Unstoppable
Returned from the dead.By Iradyna the Cornac Arcane Blade level 45
6th Haze 123rd year of Ascendancy at 06:23 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Iradyna the Cornac Arcane Blade level 27
35th Regrowth 123rd year of Ascendancy at 19:25 see stats
Log
Iradyna's Earthen Missiles hits Argoniel for 140 physical, 23 physical (163 total damage).
Iradyna's Earthen Missiles hits Argoniel for 140 physical, 23 physical (163 total damage).
Iradyna's Earthen Missiles hits Argoniel for 140 physical, 23 physical (163 total damage).
Iradyna's Earthen Missiles hits Argoniel for 140 physical, 23 physical (163 total damage).
Iradyna's Earthen Missiles hits Argoniel for 140 physical, 23 physical (163 total damage).
Iradyna's Earthen Missiles hits Argoniel for 265 physical, 44 physical (310 total damage).
Iradyna's Blood Grasp drains life from Argoniel!
Iradyna receives 348 healing from Argoniel.
Iradyna's Blood Grasp hits Argoniel for 418 blight damage.
Elandar feels pain again.
Greater multi-hued wyrm breathes sand!
Iradyna loses sight!
Something hits Something for 193 physical damage.
Something hits Something for 202 physical damage.
Greater multi-hued wyrm hits Iradyna for 283 physical damage.
Something hits Something for 141 darkness damage.
Something hits Iradyna for 249 darkness damage.
Iradyna shrugs off the effect 'Curse of Vulnerability'!
Something drains life from Iradyna!
Iradyna shrugs off the effect 'Dazed'!
Something drains life from Iradyna!
Something hits Iradyna for 85 blight, 8 nature, 15 temporal, 17 acid, 14 fire, 23 blight, 40 lightning, 32 blight, 17 acid, 14 fire, 23 blight (289 total damage).
Acid Splash from Argoniel hits Iradyna for 21 acid damage.
Cauterize hits Iradyna for 80 fire damage.
Burning from Elandar hits Iradyna for 86 fire damage.
Iradyna hits Something for 11 healing, 13 lightning, 5 blight, 11 healing, 13 lightning, 5 blight (36 total damage) [22 healing].
Iradyna casts Phase Door.
Select a target to teleport...
Saving game...































































































































