Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.2 |
Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Improved player targetting 1.2.0Player's targetting improvements. Items Vault 1.3.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Male |
Race | Ogre |
Class | Brawler |
Level / Exp | 50 / 3201% |
Size | gargantuan |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 156.40599829252 (base 65) |
Dexterity | 121.40599829251 (base 66) |
Constitution | 134.40599829252 (base 38) |
Magic | 28 (base 8) |
Willpower | 20 (base 12) |
Cunning | 81 (base 66) |
Resources
Life | 2123/2417 |
Equilibrium | 20 |
Stamina | 283/311 |
Psi | 110/110 |
Healing Factor | 1.85 |
Regeneration | 455.11317723429 |
Speed
Mental | +20% |
Attack | 0% |
Movement | +7.9936057773011E-11% |
Spell | 0% |
Global | +164.52719409802% |
Vision
Sight | 10 |
Lite | 5 |
See Stealth | 25 |
See Invisible | 25 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Barehand
Damage | 194 |
Accuracy | 64 |
Crit Chance | 79% |
APR | 88 |
Speed | 0.67 |
Offense: Spell
Spellpower | 37.5 |
Crit Chance | 42% |
Speed | 1 |
Offense: Mind
Mindpower | 46.8 |
Crit Chance | 49% |
Speed | 1 |
Offense: Damage Bonus
All | +17% |
Offense: Damage Penetration
All | +15% |
Defense: Base
Armour (hardiness) | -59.635897654975 (90.416666666667%) |
Defense | 60.224475531664 |
Ranged Defense | 63.724475531664 |
Fatigue | 13 |
Physical Save | 75.44604970119 |
Spell Save | 46.663004845193 |
Mental Save | 60.0875 |
Defense: Resistances
All | + 15%( 70%) |
Defense: Immunities
Pinning Resistance | 20% |
Bleed Resistance | 75% |
Confusion Resistance | 10% |
Stun Resistance | 75% |
Instadeath Resistance | 100% |
Silence Resistance | 5% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 26% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 22 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 37 for 14 turns. While Heroism is active, you will only die when reaching -1555 life. However, when below 0 you cannot see how much life you have left. 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 Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 534 and cleanse 1 wound and poison effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (67% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1182 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1113% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Class Talents
Cunning / Tactical | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Technique / Combat techniques | 1.10 |
| 2/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Finishing moves | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Grappling | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Technique / Pugilism | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Technique / Combat veteran | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed discipline | 1.30 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Unarmed training | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 5/5 |
Technique / Combat training | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Field control | 1.00 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.10 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 3/5 |
| 4/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Exploit Weakness |
talent | Elemental Harmony |
talent | Chant of Fortress |
talent | Striking Stance |
beneficial effect | Has a 32% chance to counter attack with a defensive throw when avoiding a melee attack, possibly throwing the target to the ground and stunning it. (2.7 throws remaining) Grappling Defensively |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
beneficial effect | Countering melee attacks: Has a 32% chance to get an automatic counter attack when avoiding a melee attack. (2.1 counters remaining) Counter Attacking |
beneficial effect | Increases your three highest stats by 36 and keeps you from dying even if your life drops to -1524. Heroism |
beneficial effect | A flow of life spins around the target, regenerating 231.51 life per turn. Regeneration |
detrimental effect | The target has been splashed with acid, taking 89.74 acid damage per turn, reducing armour by 123 and attack by 107. Acid Splash |
beneficial effect | The target is in the middle of a combo chain and has earned 4 combo points. 4 Combo |
beneficial effect | Increases global speed by 16%. Elemental Harmony |
beneficial effect | Inscriptions cooldown twice as fast. Writ Large |
beneficial effect | Increases global action speed by 48%. Speed |
beneficial effect | Do not try to resist it! Ogric Wrath |
beneficial effect | The target's defense is increased by 38. Defensive Maneuver |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You 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 Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by Elildalraba the giant green ant. Escort: injured seer (level 2 of Dreadfell) | failed |
You successfully escorted the lost anorithil to the recall portal on level 2 of Old Forest. Escort: lost anorithil (level 2 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Scintillating Caves. Escort: lost anorithil (level 3 of Scintillating Caves)As a reward you improved talent Track (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by cold drake hatchling. Escort: lost sun paladin (level 3 of Daikara) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 of Dreadfell)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 Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You abandoned temporal explorer to death. Escort: temporal explorer (level 1 of Dreadfell) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: temporal explorer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Dream Walk (+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 Shardskin. * 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 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 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: 2332. | 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. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of avoidance. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala has completed an elixir of the savior without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. 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. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You 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 within5 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 defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | 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 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 to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Boots of the Hunter (2 def, 12 armour) Boots of the Hunter (2 def, 12 armour)Requires: - Talent Armour Training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+2 eff.) Armour: +12 Defense: +2 (+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 (+2 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 4 turns (does not use a turn), costing 32 power out of 11/32. 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. |
On hands | voratun gauntlets 'Runileg' (0 def, 13 armour) voratun gauntlets 'Runileg' (0 def, 13 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +17.0% Armour: +13 Changes stats: +5 Str / +5 Dex / +4 Cun Changes resistances: +9% nature Talent cooldown: Double Strike (-1 turn) Critical mult.: +18.00% Reduces incoming crit damage: 15.00% Physical save: +13 (+3 eff.) Silence immunity: +5% Life regen: +7.10 Stamina each turn: +2.80 Psi each turn: +0.40 Maximum life: +40.00 Maximum stamina: +39.00 Spell crit. chance: +20% Mental crit. chance: +20% When used to modify unarmed attacks: Base power: 51.0 - 71.4 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +12 Armour Penetration: +22 Physical crit. chance: +35.0% Attack speed: 125% When this weapon hits: Slumber (10% chance level 5). When this weapon hits: Second Wind (10% chance level 1). When this weapon hits: Set Up (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). Damage Shield penetration (this weapon only): +20% Damage (Melee): +18 arcane / +8 light Metal gloves protecting the hands up to the middle of the lower arm. |
On head | Glitterdeath the elven-silk wizard hat (3 def, 0 armour) Glitterdeath the elven-silk wizard hat (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 4 arcane Changes stats: +7 Mag / +10 Con Changes resistances: +9% mind / +20% physical / +3% light / +20% darkness Changes resistances penetration: +20% light Changes damage: +28% temporal / +25% light / +48% physical / +3% mind / +20% arcane / +44% darkness Maximum hate: +14.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 5.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Tool | voratun pickaxe 'Smearrage' (dig speed 2 turns) voratun pickaxe 'Smearrage' (dig speed 2 turns)Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +15 Physical power: +20 (+3 eff.) Effects on melee hit: * Slows global speed by 47% Damage when hit (Melee): 8 nature Changes stats: +3 Str Changes resistances: +12% lightning / +13% fire / +10% darkness / +3% nature Changes resistances penetration: +5% lightning Changes damage: +9% fire Critical mult.: +38.00% Maximum life: +40.00 Maximum stamina: +30.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | voratun ring 'Rharomidil' voratun ring 'Rharomidil'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+4 eff.) Armour penetration: +17 Physical power: +20 (+3 eff.) Defense: +17 (+4 eff.) Effects on melee hit: * 45% chance to corrode armour Changes stats: +3 Str Changes resistances: +30% acid / +30% fire / +27% lightning / +30% cold Changes resistances penetration: +5% blight / +15% physical / +5% acid Changes damage: +6% blight / +7% all Spellpower: +20 (+8 eff.) Mindpower: +20 (+7 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
On fingers | Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
Around neck | Bregirig BregirigInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +20 (+3 eff.) Fatigue: -6% Damage when hit (Melee): 12 temporal Changes resistances penetration: +5% physical Changes damage: +12% arcane / +20% physical Maximum encumbrance: +30 Physical save: +23 (+6 eff.) Spell save: +25 (+8 eff.) Mental save: +25 (+6 eff.) Cut immunity: +70% Stamina each turn: +0.20 Combat speed: +20% Healing mod.: +30% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 305 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Main armor | voratun mail armour 'Chargescar' (5 def, 10 armour) voratun mail armour 'Chargescar' (5 def, 10 armour)Requires: - Strength 48 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +16% Damage when hit (Melee): 22 lightning Changes stats: +13 Str / +2 Mag / +16 Con Changes resistances penetration: +5% lightning Changes damage: +6% blight Reduces incoming crit damage: 15.00% Life regen: +4.00 Maximum life: +290.00 Healing mod.: +25% A suit of armour made of mail. |
Light source | dwarven lantern 'Shockwaker' dwarven lantern 'Shockwaker'Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +12 Physical crit. chance: +6.0% Physical power: +10 (+2 eff.) Defense: +8 (+2 eff.) Ranged Defense: +8 (+2 eff.) Damage when hit (Melee): 8 lightning Changes stats: +7 Wil Changes resistances: +3% lightning Changes resistances penetration: +15% all Critical mult.: +20.00% Physical save: +15 (+4 eff.) Spell save: +29 (+10 eff.) Mental save: +27 (+7 eff.) Light radius: +6 See stealth: +25 See invisible: +25 Healing mod.: +30% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Cloak | Satyrwasp the elven-silk cloak (9 def, 13 armour) Satyrwasp the elven-silk cloak (9 def, 13 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +13 Defense: +9 (+2 eff.) Ranged Defense: +6 (+2 eff.) Damage when hit (Melee): 12 nature Changes stats: +6 Str / +6 Dex / +6 Con Changes resistances: +10% acid / +33% cold / +16% lightning / +12% fire Changes damage: +9% temporal Talent mastery: +0.40 Technique / Combat training Physical save: +14 (+4 eff.) Spell save: -29 (-11 eff.) Mental save: +15 (+4 eff.) Cut immunity: +5% Stun/Freeze immunity: +15% Stamina each turn: +1.50 Mana each turn: -0.60 Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | Beladabeth the Tempestwinnow Beladabeth the TempestwinnowInfused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +26 (+4 eff.) Damage when hit (Melee): 23 mind / 12 lightning Changes stats: +6 Str / +6 Con Changes resistances penetration: +15% mind / +14% physical Changes damage: +8% physical Physical save: +15 (+4 eff.) Spell save: +15 (+5 eff.) Maximum life: +63.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Size category: +2 A belt that goes around your waist. |
Inventory
heroism infusion of the warrior (+34 for 13 turns, die at -1266) heroism infusion of the warrior (+34 for 13 turns, die at -1266)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 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 nature gift Description: Activate the infusion to increase three of your primary stats by 34 for 13 turns. While Heroism is active, you will only die when reaching -1266 life. However, when below 0 you cannot see how much life you have left. 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 Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the psychic (575% speed; 7 turns) movement infusion of the psychic (575% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 575% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the titan (971% speed; 5 turns) movement infusion of the titan (971% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 971% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the duelist (heal 1005 over 5 turns) regeneration infusion of the duelist (heal 1005 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (67% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1005 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the sneak (heal 829 over 5 turns) regeneration infusion of the sneak (heal 829 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (67% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 829 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of Reflection (absorb and reflect 282 for 5 turns) Rune of Reflection (absorb and reflect 282 for 5 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: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 282 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
controlled phase door rune (range 10) controlled phase door rune (range 10)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 10. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the psychic (range 67) teleportation rune of the psychic (range 67)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 67 with a minimum range of 15. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last 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! Most of them function better with a high Magic score. |
Choker of Dread Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Blindness immunity: +100% Spellpower: +5 (+2 eff.) See invisible: +10 It can be used to summon an elder vampire to your side for 15 turns, costing 60 power out of 60/60. The evilness of undeath radiates from this amulet. |
Unflinching Eye Unflinching EyePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 Activating this item is instant. It can be used to activate talent Arcane Eye (costing 60 power out of 60/60) : Effective talent level: 2.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
steel amulet 'Unradar' steel amulet 'Unradar'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +1 Cun / +2 Dex Teleport immunity: +50% Infravision radius: +2 It can be used to teleport you randomly (rad 35), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
stralite amulet 'Heatwarden' stralite amulet 'Heatwarden'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 8 blight / 12 fire Changes resistances: +26% lightning Changes resistances penetration: +15% mind Changes damage: +3% mind / +12% blight Stun/Freeze immunity: +44% Amulets can have magical properties. |
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, costing 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Aeryba the steel ring Aeryba the steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +4 (+1 eff.) Fatigue: -6% Changes damage: +6% temporal Reduces incoming crit damage: 15.00% Mental save: +9 (+2 eff.) Confusion immunity: +24% Only die when reaching: -40.00 life Rings can have magical properties. |
Brightdare the voratun ring Brightdare the voratun ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +16 Effects on melee hit: * 15% chance to corrode armour * 20% chance to cause random gloom Damage (Melee): 25 bleed Effects on ranged hit: * 20% chance to cause random gloom Damage (Ranged): 25 bleed Damage when hit (Melee): 12 light Changes stats: +8 Str / +2 Mag / +9 Cun Changes resistances penetration: +5% acid Changes damage: +9% acid / +6% light Spell save: +6 (+2 eff.) Stun/Freeze immunity: +50% Life regen: +5.20 Hate when firing a critical mind attack: +3.00 Maximum life: +100.00 Maximum hate: +11.00 Light radius: +1 Healing mod.: +30% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 29%. Rings can have magical properties. |
Elasevea the Balanceripper Elasevea the BalanceripperPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 30% * 50% chance to blind Effects on ranged hit: * 70% chance to blind Damage when hit (Melee): 4 fire Changes resistances: +6% fire / +5% arcane / +18% physical Changes resistances penetration: +5% nature Changes damage: +3% nature / +18% physical Stun/Freeze immunity: +50% Life regen: +4.80 Rings can have magical properties. |
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 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Pugilism +0.30 Technique / Combat training +0.30 Technique / Archery prowess +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Grappling +0.30 Technique / Thuggery +0.30 Technique / Superiority +0.30 Technique / Two-handed weapons +0.30 Technique / Combat techniques +0.30 Technique / Shield offense +0.30 Technique / Archery excellence +0.30 Technique / Two-handed assault +0.30 Technique / Unarmed training +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Combat veteran +0.30 Technique / Dual techniques +0.30 Technique / Shield defense +0.30 Technique / Finishing moves +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Void Orb Void OrbPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+3 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+4 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 6 power out of 6/6) : Effective talent level: 4.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful bolt doing 178.66 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
warrior's voratun ring of speed warrior's voratun ring of speedCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+4 eff.) Armour: +20 Defense: +15 (+4 eff.) Changes stats: +10 Str Movement speed: +25% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 4.4 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 41% for 5 turns. Rings can have magical properties. |
Life Drinker (42-54.6 power, 11 apr) 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 Accuracy bonus: +0.5% APR / acc Armour Penetration: +11 Physical 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 (+5 eff.) Spell crit. chance: +10% Infravision radius: +2 Talent on hit(spell): Blood Grasp (15% chance level 2). It can be used to activate talent Worm Rot (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6 Travel Speed: 600% of base Is: a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 10.39 acid and 11.45 blight damage. If not cleared after five turns it will inflict 58.99 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
This item will automatically be transmogrified when you leave the level. elemental voratun dagger of ruin (37-48.1 power, 9 apr)elemental voratun dagger of ruin (37-48.1 power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.0 - 48.1 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Armour penetration: +12 Physical crit. chance: +12.0% Changes resistances penetration: +13% acid / +14% fire / +13% lightning / +9% cold Critical mult.: +16.00% Sharp, short and deadly. |
Blighted Maul (96-144 power, 22 apr) Blighted Maul (96-144 power, 22 apr)Requires: - Strength 60 Powered by arcane forces 12.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 96.0 - 144.0 Uses stat: 140% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +22 Physical crit. chance: +10.0% Attack speed: 83% On weapon hit: * 50% chance to disease * Blasts creatures in a radius 1 shockwave around your target for 414.32 to 1242.97 physical damage (based on Strength). Damage conversion: 20% blight When wielded/worn: Changes damage: +12% physical Critical mult.: +40.00% Knockback immunity: +30% It can be used to knock away other craatures within radius 4), dealing 1087.42 to 2174.84 physical damage (based on Strength) to each, costing 50 power out of 50/50. The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. |
This item will automatically be transmogrified when you leave the level. glacial voratun mace of torment (47.5-66.5 power, 6 apr)glacial voratun mace of torment (47.5-66.5 power, 6 apr) Requires: - Strength 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 47.5 - 66.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target Burst (radius 2) on crit: +30 ice When wielded/worn: Armour: +14 Changes resistances penetration: +15% cold / +15% mind / +11% darkness Blunt and deadly. |
mossy mindstar of sand (2-2.2 power, 12 apr, mind damage) mossy mindstar of sand (2-2.2 power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 It is part of a set of items. This natural sand should be returned to the wyrm. Base power: 2.0 - 2.2 Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 5 physical Changes resistances: +5% physical Changes resistances penetration: +5% physical Changes damage: +5% physical Mindpower: +2 (+1 eff.) Mental crit. chance: +1% It can be used to activate talent Burrow, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 19 of target armor and 9% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Awakened Staff of Absorption (60-72 power, 60 apr, fire element) Awakened Staff of Absorption (60-72 power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+17 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 200 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." |
Crystal Shard (16-19.2 power, 4 apr, physical element) Crystal Shard (16-19.2 power, 4 apr, physical element)Requires: - Magic 20 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 16.0 - 19.2 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% Damage conversion: 50% blight When wielded/worn: Changes resistances: +10% arcane / +10% blight Changes damage: +18% arcane / +18% blight Damage affinity(heal): +20% arcane Spellpower: +14 (+6 eff.) Spell crit. chance: +4% It can be used to create 2 living shards of crystal to serve you for 10 turns, costing 45 power out of 45/45. This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
This item will automatically be transmogrified when you leave the level. blighted dragonbone vilestaff of channeling (30-36 power, 6 apr, darkness element)blighted dragonbone vilestaff of channeling (30-36 power, 6 apr, darkness element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 20% chance to disease Changes damage: +30% darkness Talent granted: +1 Command Staff Mana each turn: +0.39 Vim when firing critical spell: +2.00 Maximum vim: +40.00 Spellpower: +33 (+12 eff.) Spell crit. chance: +5% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. ethereal dragonbone magestaff (30-36 power, 6 apr, fire element)ethereal dragonbone magestaff (30-36 power, 6 apr, fire element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +24 (+6 eff.) Damage (Melee): 12 % chance of confusion Changes damage: +30% fire Talent granted: +1 Command Staff Spellpower: +23 (+8 eff.) Spell crit. chance: +5% Damage Shield penetration: +50% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. greater dragonbone vilestaff of projection (30-36 power, 6 apr, darkness element)greater dragonbone vilestaff of projection (30-36 power, 6 apr, darkness element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% blight / +30% fire / +30% darkness / +30% acid Talent granted: +1 Command Staff Spellpower: +27 (+10 eff.) Spell crit. chance: +9% It can be used to project a bolt elemental energy from the staff (to range 10) dealing 67.40 to 80.88 darkness damage, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. quick voratun waraxe of the leech (41.5-58.1 power, 6 apr)quick voratun waraxe of the leech (41.5-58.1 power, 6 apr) Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 41.5 - 58.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 111% On weapon hit: * Slows global speed by 16% * leeches stamina from the target When wielded/worn: Accuracy: +12 (+3 eff.) Damage when hit (Melee): 20 nature slow Changes stats: +7 Dex One-handed war axes. |
Arylaith the Squalorbrace Arylaith the SqualorbracePowered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +28 Defense: +30 (+8 eff.) Fatigue: -10% Effects on melee hit: * 15% chance to inflict damage reduction Damage when hit (Melee): 4 arcane Changes resistances penetration: +10% nature Changes damage: +3% blight Critical mult.: +30.00% Maximum encumbrance: +51 Physical save: +44 (+10 eff.) Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +40.00 Spell crit. chance: +1% A belt that goes around your waist. |
Emblem of Evasion Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+5 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% It can be used to activate talent Evasion (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 37% chance to completely evade them and granting you 47 defense for 7 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
Girdle of Preservation Girdle of PreservationInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+4 eff.) Spell save: +15 (+5 eff.) Mental save: +15 (+4 eff.) Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
Frozen Shroud (12 def, 0 armour) Frozen Shroud (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+3 eff.) Damage when hit (Melee): 60 ice Changes stats: +7 Mag Changes resistances: +25% cold / -15% fire / +8% all It can be used to release a radius 4 chilling blast, instantly dealing 186.03 cold damage and condensing the air into freezing vapors that deal 62.01 cold damage (based on Magic) each turn for 10 turns, costing 30 power out of 30/30. All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
Layysebeth the elven-silk cloak (3 def, 6 armour) Layysebeth the elven-silk cloak (3 def, 6 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +30 (+8 eff.) Armour: +6 Defense: +3 (+1 eff.) Fatigue: -7% Changes stats: +7 Str / +8 Con Changes resistances: +6% darkness Changes resistances penetration: +10% arcane Physical save: +11 (+3 eff.) Spell save: +20 (+7 eff.) Stun/Freeze immunity: +10% Maximum life: +209.00 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. |
Manitar the Glitterseam (3 def, 0 armour) Manitar the Glitterseam (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +10 Defense: +3 (+1 eff.) Effects on melee hit: * Slows global speed by 60% Damage when hit (Melee): 16 light / 4 lightning Changes stats: +6 Cun / +6 Dex Changes resistances: +10% acid / +9% light / +3% darkness / +19% fire / +10% cold / +10% lightning Changes resistances penetration: +5% lightning Physical save: +15 (+4 eff.) Spell save: +20 (+7 eff.) Mental save: +15 (+4 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Wrap of Stone (0 def, 10 armour) Wrap of Stone (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +15% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.10 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+3 eff.) It can be used to activate talent Stone Wall (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 5 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 129.86 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
This item will automatically be transmogrified when you leave the level. marshal's elven-silk cloak of fog (13 def, 0 armour)marshal's elven-silk cloak of fog (13 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +13 (+3 eff.) Changes stats: +6 Str / +5 Con Changes resistances: +25% light / +22% fire Stealth bonus: +14 Physical save: +12 (+3 eff.) Maximum life: +99.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. restorative elven-silk cloak of implacability (3 def, 0 armour)restorative elven-silk cloak of implacability (3 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +20% nature / +20% blight Physical save: +15 (+4 eff.) Mental save: +15 (+4 eff.) Life regen: +3.00 Only die when reaching: -50.00 life Healing mod.: +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Duvoregorandur the silk robe (3 def, 0 armour) Duvoregorandur the silk robe (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +6 Str / +5 Mag / +5 Wil Changes resistances: +9% lightning / +10% physical / +19% darkness / +8% cold / +14% mind Changes damage: +9% lightning / +16% physical / +9% cold Physical save: +15 (+4 eff.) Spell save: +39 (+13 eff.) Mental save: +26 (+6 eff.) Maximum mana: +60.00 Spellpower: +4 (+2 eff.) Spell crit. chance: +4% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. ancient elven-silk robe of alchemy (5 def, 0 armour)ancient elven-silk robe of alchemy (5 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +10 Mag Changes resistances: +19% acid / +20% physical / +20% fire / +20% cold Changes resistances penetration: +15% temporal / +10% physical Changes damage: +15% acid / +20% temporal / +12% cold / +15% fire / +33% physical Talent cooldown: Refit Golem (-6 turns) Reduces paradox anomalies(equivalent to willpower): +14 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Aetherwalk (6 def, 0 armour) Aetherwalk (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +12% arcane Changes resistances cap: +5% arcane Spellpower: +5 (+2 eff.) It can be used to phase door up to range 6, within radius 2 of the target location, costing 24 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
Eden's Guile (2 def, 1 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 (+0 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed, costing 50 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. |
This item will automatically be transmogrified when you leave the level. Shimmermalice the pair of voratun boots (0 def, 7 armour)Shimmermalice the pair of voratun boots (0 def, 7 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +7 Fatigue: +4% Effects on melee hit: * 30% chance to daze Changes stats: +4 Mag Changes resistances: +15% fire / +15% cold Changes resistances penetration: +10% lightning Changes damage: +12% arcane Cut immunity: +15% Disarm immunity: +15% Vim when firing critical spell: +1.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Unbreakable Greaves (8 def, 20 armour) Unbreakable Greaves (8 def, 20 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
This item will automatically be transmogrified when you leave the level. blood-soaked pair of voratun boots of tirelessness (0 def, 5 armour)blood-soaked pair of voratun boots of tirelessness (0 def, 5 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Armour: +5 Fatigue: +4% Stamina each turn: +1.20 Maximum stamina: +33.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. dreamer's pair of voratun boots (0 def, 5 armour)dreamer's pair of voratun boots (0 def, 5 armour) Requires: - Talent Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Physical save: +15 (+4 eff.) Spell save: +15 (+5 eff.) Mental save: +15 (+4 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. insulating pair of drakeskin leather boots of speed (0 def, 5 armour)insulating pair of drakeskin leather boots of speed (0 def, 5 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +15% fire / +15% cold Movement speed: +20% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. wanderer's pair of voratun boots of uncanny dodging (10 def, 5 armour)wanderer's pair of voratun boots of uncanny dodging (10 def, 5 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +10 (+2 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +4% Changes stats: +6 Cun / +6 Con Physical save: +25 (+6 eff.) Mental save: +25 (+6 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Dakhtun's Gauntlets (0 def, 6 armour) Dakhtun's Gauntlets (0 def, 6 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +10.0% Attack speed: 125% When this weapon hits: Greater Weapon Focus (10% chance level 1). When this weapon hits: Displacement Shield (10% chance level 1). Damage (Melee): +20 arcane Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Spellhunt Remnants (6 def, 8 armour) Spellhunt Remnants (6 def, 8 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+2 eff.) Spell save: +15 (+5 eff.) Mindpower: +12 (+4 eff.) Mental crit. chance: +5% Light radius: +1 When used to modify unarmed attacks: Base power: 34.0 - 47.6 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Armour Penetration: +18 Physical crit. chance: +12.0% Attack speed: 125% When this weapon hits: Destroy Magic (100% chance level 5). When this weapon hits: Mana Clash (15% chance level 3). When this weapon hits: Aura of Silence (10% chance level 1). On weapon hit: * 50 arcane resource burn Damage (Melee): +20 silence It can be used to destroy magic in a radius 5 cone, costing 100 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. You feel proud of having fulfilled this ancient duty. |
restful dwarven-steel gauntlets of dispersion (0 def, 2 armour) restful dwarven-steel gauntlets of dispersion (0 def, 2 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 5 arcane Changes stats: +7 Mag / +5 Wil Changes resistances: +5% arcane Life regen: +1.50 Stamina each turn: +0.70 Maximum stamina: +16.00 When used to modify unarmed attacks: Base power: 18.5 - 25.9 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 125% When this weapon hits: Slumber (10% chance level 3). When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +7 arcane It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
Ce'Nayann the Woewar (7 def, 14 armour) Ce'Nayann the Woewar (7 def, 14 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Armour: +14 Defense: +7 (+2 eff.) Fatigue: +5% Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 4 arcane / 4 blight Changes stats: +7 Str / +7 Wil Changes resistances: +15% physical / +17% darkness / +20% light / +6% arcane / +4% all Changes resistances penetration: +10% blight / +5% arcane / +5% darkness Changes damage: +9% darkness / +6% arcane Physical save: +26 (+6 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Eye of the Forest (8 def, 0 armour) Eye of the Forest (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+3 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 35 power out of 35/35) : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
This item will automatically be transmogrified when you leave the level. Undeathswift the drakeskin leather cap (0 def, 5 armour)Undeathswift the drakeskin leather cap (0 def, 5 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 20% chance to gain 10% of a turn Damage when hit (Melee): 16 nature / 8 temporal Changes stats: +4 Wil Changes resistances: +15% lightning / +15% temporal Changes resistances penetration: +25% nature Changes damage: +3% lightning / +12% temporal / +6% mind Mental crit. chance: +3% A cap made of leather. |
This item will automatically be transmogrified when you leave the level. bladed drakeskin leather cap of fortune (0 def, 5 armour)bladed drakeskin leather cap of fortune (0 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Armour: +5 Fatigue: +5% Damage when hit (Melee): 9 physical Changes stats: +16 Lck / +5 Str Spell crit. chance: +7% Mental crit. chance: +4% It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1736.1 Physical damage. If the attack hits, the target is confused (46% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
This item will automatically be transmogrified when you leave the level. dragonslayer's drakeskin leather cap of precognition (12 def, 5 armour)dragonslayer's drakeskin leather cap of precognition (12 def, 5 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour: +5 Defense: +12 (+3 eff.) Fatigue: +5% Effects when hit in melee: * 16% chance to gain 10% of a turn Changes stats: +6 Cun Changes resistances: +15% acid / +15% fire / +15% lightning / +15% cold A cap made of leather. |
voratun helm 'Blazebutcher' (0 def, 5 armour) voratun helm 'Blazebutcher' (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 8 physical Changes stats: +1 Dex Changes resistances: +12% acid / +23% cold / +11% lightning / +24% fire Changes damage: +12% acid Allows you to breathe in: water Reduces incoming crit damage: 5.00% Light radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Chromatic Harness (10 def, 14 armour) Chromatic Harness (10 def, 14 armour)Requires: - Talent Armour Training Infused by nature 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 (+2 eff.) Fatigue: +16% Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck Changes resistances: +20% lightning / +20% physical / +20% cold / +20% fire / +20% acid Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Fire Breath (-3 turns) Corrosive Breath (-3 turns) Blindness immunity: +50% Stun/Freeze immunity: +25% Knockback immunity: +50% This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
Muckrazor (5 def, 20 armour) Muckrazor (5 def, 20 armour)Requires: - Strength 48 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +20 Defense: +5 (+1 eff.) Fatigue: +7% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 acid Changes stats: +3 Str / +5 Dex / +2 Mag / +4 Cun Changes resistances: +3% acid / +10% physical Changes resistances penetration: +10% nature Physical save: +39 (+9 eff.) Life regen: +4.00 Maximum life: +86.00 Light radius: +1 Healing mod.: +30% A suit of armour made of mail. |
Scale Mail of Kroltar (10 def, 18 armour) Scale Mail of Kroltar (10 def, 18 armour)Requires: - Strength 38 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +18 Defense: +10 (+2 eff.) Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 It can be used to activate talent Inferno (costing 50 power out of 80/80) : Effective talent level: 3.0 Power cost: 50 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a spell Description: Raging flames burn foes and allies alike, doing 41.98 fire damage in a radius of 5 each turn for 8 turns. The damage will increase with your Spellpower. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Behemoth Hide (4 def, 6 armour) 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 (+2 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... |
Death's Embrace (18 def, 18 armour) Death's Embrace (18 def, 18 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Armour Hardiness: +15% Defense: +18 (+4 eff.) Damage when hit (Melee): 15 darkness / 15 cold Changes stats: +5 Dex / +5 Mag / +5 Cun Changes resistances: +30% temporal / +30% darkness / +30% cold Changes damage: +20% darkness / +20% cold Talent masteries: +0.10 Spell / Phantasm +0.10 Spell / Shades +0.10 Cunning / Stealth Critical mult.: +20.00% Stealth bonus: +10 Spellpower: +10 (+4 eff.) Healing mod.: -15% It can be used to turn yourself invisible (power 28, based on Cunning and Magic) for 10 turns, costing 50 power out of 50/50. This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
This item will automatically be transmogrified when you leave the level. spiked voratun plate armour of the deep (9 def, 22 armour)spiked voratun plate armour of the deep (9 def, 22 armour) Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +22 Defense: +9 (+2 eff.) Fatigue: +26% Damage when hit (Melee): 20 physical Changes resistances: +13% acid / +15% cold Allows you to breathe in: water A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. crackling voratun shield of crushing (12 def, 3 armour, 197.5 block)crackling voratun shield of crushing (12 def, 3 armour, 197.5 block) Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Armour: +3 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Effects when hit in melee: * 18% chance to daze Changes stats: +6 Dex Changes resistances: +20% lightning Talent granted: +5 Block Handheld deflection devices. |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 100 power out of 100/100. The very essence of bearness! |
agate 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. |
onyx 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. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 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. |
Bethutira (dig speed 9 turns) Bethutira (dig speed 9 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Fatigue: -10% Effects on melee hit: * 45% chance to corrode armour Damage when hit (Melee): 8 physical Changes stats: +8 Str / +1 Con Changes resistances: +14% darkness Changes resistances penetration: +23% physical Changes damage: +6% temporal Damage affinity(heal): +15% darkness Reduces incoming crit damage: 18.00% Physical save: +10 (+2 eff.) Infravision radius: +9 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scorchwisp (dig speed 7 turns) Scorchwisp (dig speed 7 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Armour: +5 Defense: +8 (+2 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +15 Str / +1 Mag / +10 Wil Changes resistances: +9% physical Changes damage: +12% fire Grants telepathy: Humanoid/Orc Reduces incoming crit damage: 10.00% Lowers spell cool-downs by: 10% Mental crit. chance: +15% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolรซ Mummified Egg-sac of UngolรซInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
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. |
jade 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. |
turquoise turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
dwarven lantern 'Xeryra' dwarven lantern 'Xeryra'Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Changes resistances: +5% arcane / +3% light Reduces incoming crit damage: 5.00% Physical save: +39 (+9 eff.) Blindness immunity: +49% Poison immunity: +5% Cut immunity: +10% Disarm immunity: +5% Confusion immunity: +19% Light radius: +9 See stealth: +19 See invisible: +25 Healing mod.: +57% It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 5.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 49 for 8 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
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, costing 10 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, costing 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, costing 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, 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) 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 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 Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Runed 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 (+3 eff.) Dull red runes are etched all over this blackened skull. |
2 bloodstone 2 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Gwai's Burninator Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 448.56 fire damage (based on Magic), costing 50 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
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), costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 365.04 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
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), 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. |
quiet voratun torque of psychoportation [power 64] (30 cooldown) quiet voratun torque of psychoportation [power 64] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Talent cooldown: Silence (+5 turn) Talent granted: +5 Silence It can be used to teleport randomly (rad 64), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
Cyrorinne the Demonoath [power 3] (10 cooldown) Cyrorinne the Demonoath [power 3] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Effects on melee hit: * 40% chance to corrode armour Damage when hit (Melee): 4 acid Changes resistances: +3% darkness / +12% acid Talent granted: +3 Lay Web It can be used to remove up to 3 poisons or diseases from a target within range 6 (based on Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
Honeywood Chalice 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 (+2 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. |
The Guardian's Totem The Guardian's TotemInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 18 nature slow Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+7 eff.) Mindpower: +8 (+3 eff.) It can be used to call forth an immobile antimagic pillar for 15 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.), costing 35 power out of 35/35. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
Tree of Life Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+2 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns, costing 10 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
Uronik the Shimmercut [power 183] (49 cooldown) Uronik the Shimmercut [power 183] (49 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 15% chance to daze Damage when hit (Melee): 8 fire Changes resistances: +12% mind / +6% fire Changes resistances penetration: +10% lightning / +10% fire Changes damage: +9% lightning Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle It can be used to harden the skin for 7 turns increasing armour by 183 and armour hardiness by 70%, putting all charms on cooldown for 49 turns. Natural totems are made by powerful wilders to store nature power. |
quick elven-wood totem of healing [power 115] (13 cooldown) quick elven-wood totem of healing [power 115] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to heal a target within range 6 (based on Willpower) for 115, putting all charms on cooldown for 13 turns. Natural totems are made by powerful wilders to store nature power. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings, costing 30 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. |
diamond 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. |
moonstone moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By Cyqieqaraqk the Ogre Brawler level 37
63rd Dusk 123rd year of Ascendancy at 22:15 see stats
By Cyqieqaraqk the Ogre Brawler level 33
2nd Flare 123rd year of Ascendancy at 05:00 see stats
By Cyqieqaraqk the Ogre Brawler level 37
62nd Dusk 123rd year of Ascendancy at 02:00 see stats
By Cyqieqaraqk the Ogre Brawler level 49
6th Regrowth 124th year of Ascendancy at 21:20 see stats
By Cyqieqaraqk the Ogre Brawler level 43
25th Haze 123rd year of Ascendancy at 19:47 see stats
By Cyqieqaraqk the Ogre Brawler level 50
15th Pyre 124th year of Ascendancy at 16:08 see stats
By Cyqieqaraqk the Ogre Brawler level 50
14th Regrowth 124th year of Ascendancy at 07:57 see stats
By Cyqieqaraqk the Ogre Brawler level 41
14th Haze 123rd year of Ascendancy at 15:24 see stats
By Cyqieqaraqk the Ogre Brawler level 30
32nd Pyre 123rd year of Ascendancy at 20:21 see stats
By Cyqieqaraqk the Ogre Brawler level 50
23rd Pyre 124th year of Ascendancy at 15:11 see stats
By Cyqieqaraqk the Ogre Brawler level 8
10th Mirth 122nd year of Ascendancy at 15:08 see stats
By Cyqieqaraqk the Ogre Brawler level 39
9th Haze 123rd year of Ascendancy at 06:25 see stats
By Cyqieqaraqk the Ogre Brawler level 36
14th Dusk 123rd year of Ascendancy at 04:59 see stats
By Cyqieqaraqk the Ogre Brawler level 23
33rd Regrowth 123rd year of Ascendancy at 01:53 see stats
By Cyqieqaraqk the Ogre Brawler level 50
68th Pyre 124th year of Ascendancy at 06:07 see stats
By Cyqieqaraqk the Ogre Brawler level 23
42nd Regrowth 123rd year of Ascendancy at 00:21 see stats
By Cyqieqaraqk the Ogre Brawler level 35
13rd Dusk 123rd year of Ascendancy at 02:38 see stats
By Cyqieqaraqk the Ogre Brawler level 43
42nd Haze 123rd year of Ascendancy at 00:43 see stats
By Cyqieqaraqk the Ogre Brawler level 50
56th Pyre 124th year of Ascendancy at 13:00 see stats
By Cyqieqaraqk the Ogre Brawler level 33
2nd Flare 123rd year of Ascendancy at 05:23 see stats
By Cyqieqaraqk the Ogre Brawler level 10
6th Dusk 122nd year of Ascendancy at 23:13 see stats
By Cyqieqaraqk the Ogre Brawler level 20
35th Haze 122nd year of Ascendancy at 16:13 see stats
By Cyqieqaraqk the Ogre Brawler level 30
28th Pyre 123rd year of Ascendancy at 07:30 see stats
By Cyqieqaraqk the Ogre Brawler level 40
9th Haze 123rd year of Ascendancy at 06:25 see stats
By Cyqieqaraqk the Ogre Brawler level 50
13rd Regrowth 124th year of Ascendancy at 11:51 see stats
By Cyqieqaraqk the Ogre Brawler level 47
78th Haze 123rd year of Ascendancy at 07:41 see stats
By Cyqieqaraqk the Ogre Brawler level 50
37th Pyre 124th year of Ascendancy at 00:43 see stats
By Cyqieqaraqk the Ogre Brawler level 45
62nd Haze 123rd year of Ascendancy at 06:25 see stats
By Cyqieqaraqk the Ogre Brawler level 50
68th Pyre 124th year of Ascendancy at 06:06 see stats
By Cyqieqaraqk the Ogre Brawler level 50
54th Regrowth 124th year of Ascendancy at 11:50 see stats
By Cyqieqaraqk the Ogre Brawler level 20
37th Haze 122nd year of Ascendancy at 01:21 see stats
By Cyqieqaraqk the Ogre Brawler level 29
14th Pyre 123rd year of Ascendancy at 16:31 see stats
By Cyqieqaraqk the Ogre Brawler level 37
61st Dusk 123rd year of Ascendancy at 19:43 see stats
By Cyqieqaraqk the Ogre Brawler level 29
27th Pyre 123rd year of Ascendancy at 06:50 see stats
By Cyqieqaraqk the Ogre Brawler level 40
9th Haze 123rd year of Ascendancy at 16:05 see stats
By Cyqieqaraqk the Ogre Brawler level 33
2nd Flare 123rd year of Ascendancy at 05:00 see stats
By Cyqieqaraqk the Ogre Brawler level 23
33rd Regrowth 123rd year of Ascendancy at 11:18 see stats
By Cyqieqaraqk the Ogre Brawler level 9
3rd Flare 122nd year of Ascendancy at 18:00 see stats
By Cyqieqaraqk the Ogre Brawler level 33
2nd Flare 123rd year of Ascendancy at 05:00 see stats
By Cyqieqaraqk the Ogre Brawler level 49
7th Regrowth 124th year of Ascendancy at 22:45 see stats
By Cyqieqaraqk the Ogre Brawler level 38
1st Haze 123rd year of Ascendancy at 20:54 see stats
By Cyqieqaraqk the Ogre Brawler level 20
41st Haze 122nd year of Ascendancy at 00:43 see stats
By Cyqieqaraqk the Ogre Brawler level 20
44th Haze 122nd year of Ascendancy at 07:35 see stats
By Cyqieqaraqk the Ogre Brawler level 45
61st Haze 123rd year of Ascendancy at 14:53 see stats
By Cyqieqaraqk the Ogre Brawler level 24
52nd Regrowth 123rd year of Ascendancy at 13:25 see stats
By Cyqieqaraqk the Ogre Brawler level 25
67th Regrowth 123rd year of Ascendancy at 05:27 see stats
By Cyqieqaraqk the Ogre Brawler level 13
26th Dusk 122nd year of Ascendancy at 17:05 see stats
By Cyqieqaraqk the Ogre Brawler level 36
60th Dusk 123rd year of Ascendancy at 12:53 see stats
Log
Cyqieqaraqk uses Blinding Speed.
Cyqieqaraqk speeds up.
Cyqieqaraqk performs a melee critical strike against Argoniel!
Cyqieqaraqk performs a melee critical strike against Argoniel!
Argoniel shrugs off the critical damage!
Argoniel casts Dark Surprise.
Argoniel resists the mind attack!
Quest 'Falling Toward Apotheosis' is done! (Press 'j' to see the quest log)
Personal New Achievement: Portal master (Madness (Roguelike) difficulty)!
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Cyqieqaraqk leeches life from Argoniel!
Cyqieqaraqk hits Argoniel for 710 physical, 8 light, 15 arcane, , , 338 physical, 8 light, 15 arcane, , , 17 lightning, 10 temporal, 3 light, 10 fire, 13 nature, 3 arcane, 9 mind (1158 total damage).
Argoniel hits Cyqieqaraqk for 394 healing, 4 healing, (34 resist armour), 296 physical, (10 resist armour), 0 darkness, (12 resist armour), 0 mind, 2 healing (296 total damage) [400 healing].
Cyqieqaraqk killed Argoniel!
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
Personal New Achievement: Evil denied (Madness (Roguelike) difficulty)!
Saving done.
Saving done.
Saving game...
Cyqieqaraqk deactivates Striking Stance.
Cyqieqaraqk stops regenerating health quickly.
Cyqieqaraqk isn't moving as defensively anymore.
Cyqieqaraqk deactivates Exploit Weakness.
Cyqieqaraqk deactivates Chant of Fortress.
Cyqieqaraqk slows down.
Cyqieqaraqk is free from the acid.
Cyqieqaraqk calms down.
Cyqieqaraqk deactivates Elemental Harmony.