








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Possessor Bonus Class 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Doomelf |
| Class | Temporal Warden |
| Level / Exp | 50 / 1444% |
| Size | medium |
| Lifes / Deaths | Killed by Colook at level 50 on the 78th Regrowth 124th year of Ascendancy at 17:44 / 1 |
Primary Stats
| Strength | 39 (base 27) |
| Dexterity | 77 (base 63) |
| Constitution | 57 (base 45) |
| Magic | 86 (base 60) |
| Willpower | 54 (base 35) |
| Cunning | 27 (base 16) |
Resources
| Life | -98/1439 |
| Mana | 677/677 |
| Paradox | 203 |
| Healing Factor | 1.8105726872245 |
| Regeneration | 0.45264317180614 |
Speed
| Mental | -1.0003109451873E-11% |
| Attack | -1.0003109451873E-11% |
| Movement | -66.66666666667% |
| Spell | -1.0003109451873E-11% |
| Global | +120.07159452396% |
Vision
| Sight | 10 |
| Lite | -1 |
| Infravision | 5 |
| See Stealth | 53.575092279206 |
| See Invisible | 67.575092279206 |
| ESP Range | 10 |
| ESP Kinds | animal/canine, demon/minor, demon/major |
Offense: Mainhand
| Damage | 224 |
| Accuracy | 62 |
| Crit Chance | 31% |
| APR | 19 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 97 |
| Accuracy | 62 |
| Crit Chance | 34% |
| APR | 16 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 64 |
| Crit Chance | 36% |
| Speed | 1.0000000000001 |
Offense: Mind
| Mindpower | 42 |
| Crit Chance | 22% |
| Speed | 1.0000000000001 |
Offense: Damage Bonus
| Acid | +27% |
| Light | +38% |
| Temporal | +27% |
| Arcane | +37% |
| All | +18% |
Offense: Damage Penetration
| Fire | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 10.5 (30%) |
| Defense | 46 |
| Ranged Defense | 46 |
| Fatigue | 0 |
| Physical Save | 47 |
| Spell Save | 35 |
| Mental Save | 51 |
Defense: Resistances
| Nature | + 31%( 70%) |
| Light | + 53%( 70%) |
| Fire | + 33%( 70%) |
| All | + 22%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 10% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 761 life over 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 720 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 530 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 624 damage for 7 turns. Its effects scale with your Willpower stat. |
Class Talents
| Chronomancy / Threaded Combat | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Bow Threading | 1.30 |
| 2/5 |
| 3/5 |
| 2/5 |
| 3/5 |
| Chronomancy / Stasis | 1.10 |
| 3/5 |
| 3/5 |
| 3/5 |
| 1/5 |
| Chronomancy / Speed Control | 1.30 |
| 3/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Chronomancy / Temporal Combat | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 3/5 |
| Chronomancy / Blade Threading | 1.30 |
| 3/5 |
| 3/5 |
| 2/5 |
| 2/5 |
| Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 2/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 4/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Race / Doomelf | 1.00 |
| 4/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| Chronomancy / Fate Weaving | 1.10 |
| 2/5 |
| 3/5 |
| 2/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Weapon Folding |
| detrimental effect | Reduces global action speed by 15%. Slow |
| detrimental effect | Your body is cauterizing, burning for 88.94 damage each turn. Cauterize |
| beneficial effect | Increases global action speed by 35%. Haste |
| beneficial effect | The target is recovering 26 life each turn. Recovery |
| beneficial effect | The target filled with the spirit of the vorpal bunny! Granting +10% critical chance! Vorpal Bunny! |
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
| beneficial effect | Each melee blow landed has a 49% chance to trigger an additional melee blow (up to once per turn for each weapon). Greater Weapon Focus |
| detrimental effect | The target has been splashed with acid, reducing armour by 30% (4). Armor Corroded |
| beneficial effect | The target filled with the spirit of the bunnies! This looks very very cute! Also whenever you deal damage you have 5% chances to turn into a vorpal bunny, increasing your critical chance by %10. Bunnyficated! |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by warg. Escort: injured seer (level 2 of Trollmire) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Magic by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You failed to protect the repented thief from death by hornet swarm. Escort: repented thief (level 1 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 8 of Dreadfell. Escort: repented thief (level 8 of Dreadfell)As a reward you improved Dexterity by +2. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | 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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
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 hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1171. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Stire of Derth in creating an elixir of avoidance. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of the savior. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope has completed an elixir of foundations without your aid. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You have met what seems to be a future version of yourself. The Way We Weren'tYou were killed by your future self, and thus this event never occured. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Tool | Glorisema the Flashwill [power 13] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 8 mind Changes resistances penetration: +5% fire Talent granted: +10 Void Blast Mental save: +6 (+2 eff.) Equilibrium when hit: +0.16 Psi when hit: +0.12 Mindpower: +12 (+4 eff.) It can be used to reveal the area around you, dispelling darkness (radius 13, power 82 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 10 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | TarrybarPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 34% chance to corrode armour by 30% Changes stats: +7 Mag / +6 Wil Changes resistances: +40% light Changes damage: +9% temporal / +20% light / +9% arcane Mana each turn: +0.20 Vim when firing critical spell: +3.00 Spell crit. chance: +5% Rings can have magical properties. |
| On fingers | Goedalath Rock ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Damage when hit (Melee): 34 darkness Changes damage: +9% all Grants telepathy: Demon/Major Demon/Minor Spellpower: +16 (+4 eff.) Infravision radius: +3 See invisible: +14 Healing mod.: +50% Rings can have magical properties. |
| Around waist | Mucustreason the drakeskin leather beltPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +15 Defense: +13 (+5 eff.) Fatigue: -9% Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 8 nature / 8 fire Changes resistances: +12% nature / +15% fire Maximum encumbrance: +47 Physical save: +25 (+9 eff.) Maximum life: +105.00 Maximum mana: +63.00 Maximum stamina: +64.00 Maximum hate: +13.00 Maximum psi: +38.00 Maximum vim: +40.00 Maximum pos.energy: +38.00 Maximum neg.energy: +35.00 Reduces paradox anomalies(equivalent to willpower): +19 A belt that goes around your waist. |
| In main hand | Morrigor (50-70 power, 12 apr)Requires: - Magic 40 Powered by arcane forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 50.0 - 70.0 Uses stat: 170% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * deal 58.91 arcane and 50.74 darkness damage (based on Magic) in a radius 1 around the target On weapon kill: * swallows the victim's soul, gaining a new power When wielded/worn: Talent granted: +1 Soul Purge Spellpower: +24 (+6 eff.) Spell crit. chance: +12% Activating this item is instant. It can be used to activate talent Greater Weapon Focus (costing 15 power out of 4/15) : Effective talent level: 3.0 Power cost: 15 out of 4/15. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on your blows; for 6 turns, each strike you land on your target in melee range has a 49% chance to trigger another, similar strike. This works for all blows, even those from other talents and from shield bashes, but you can gain no more than one extra blow with each weapon during a turn. The chance increases with your Dexterity. This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
| In off hand | Crystalline Voratun dagger (50-65 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 It is part of a set of items. Base power: 50.0 - 65.0 Uses stats: 95% Mag, 45% Dex Damage type: Arcane Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +0.0% Physical power: +12 (+2 eff.) Changes stats: +3 Con / +3 Wil Changes resistances penetration: +0% arcane / +0% physical Changes damage: +10% arcane Spellpower: +12 (+3 eff.) Spell crit. chance: +0% It can be used to recover the Crystal Focus (destroys this weapon), costing 1 power out of 1/1. Sharp, short and deadly. Transformed with the power of the Spellblaze. |
| Cloak | Olukalthostir the elven-silk cloak (16 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +27 (+7 eff.) Defense: +16 (+6 eff.) Fatigue: -10% Effects on melee hit: * 15% chance to corrode armour by 30% Damage when hit (Melee): 12 acid Changes damage: +9% acid Physical save: +23 (+8 eff.) Mental save: +42 (+12 eff.) Only die when reaching: -50.00 life Maximum life: +103.00 Maximum stamina: +40.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +3% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Inventory
Primal Infusion (affinity 15%; cure magical, physical, mental)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 15% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the wizard (heal 265)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: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 265 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the duelist (+17 for 12 turns, die at -760)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: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 17 for 12 turns. While Heroism is active, you will only die when reaching -760 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the psychic (heal 456 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 456 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the wizard (heal 806 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 806 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the wizard (heal 736 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 736 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the wizard (heal 585 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 585 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the duelist (resist 31%; cure physical)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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 31% for 7 turns. Also removes cross-tier effects of the affected types for free. 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. |
wild infusion of the titan (resist 26%; cure magical, physical)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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical 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 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. |
wild infusion of the warrior (resist 20%; cure magical, mental)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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or mental effect and reduce all damage taken by 20% for 6 turns. Also removes cross-tier effects of the affected types for free. 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. |
wild infusion of the wizard (resist 18%; cure magical, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 18% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
controlled phase door rune of the titan (range 11)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 11. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the warrior (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: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 10. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune of the duelist (429 fire damage)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: 8 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 429.05 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune of the duelist (358 fire damage)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: 6 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 358.25 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the duelist (absorb 562 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 562 damage for 4 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the wizard (absorb 672 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 672 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the wizard (absorb 605 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 605 damage for 6 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
AbyssswiftInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +8 Damage when hit (Melee): 16 fire Changes stats: +9 Con Changes resistances: +3% physical Only die when reaching: -60.00 life Maximum stamina: +25.00 Amulets can have magical properties. |
Braniruitir the FogdareInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +7 Defense: +9 (+3 eff.) Changes stats: +6 Wil / +5 Con Changes resistances: +9% nature / +3% cold / +12% darkness / +5% arcane Changes resistances cap: +6% all Physical save: +40 (+13 eff.) Spell save: +6 (+3 eff.) Mental save: +12 (+4 eff.) Confusion immunity: +24% Life regen: +2.80 Maximum life: +75.00 Mindpower: +13 (+4 eff.) Amulets can have magical properties. |
GrowripInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Physical power: +7 (+1 eff.) Defense: +5 (+2 eff.) Damage when hit (Melee): 8 blight Changes stats: +12 Lck / +5 Con Changes resistances: +15% nature / +3% blight Changes damage: +8% physical Combat speed: +10% Reduce all damage from unseen attackers: 14% Amulets can have magical properties. |
Infernobreeze the voratun amuletInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 fire Changes stats: +4 Dex / +4 Wil Changes resistances: +11% lightning / +5% arcane Stun/Freeze immunity: +20% Amulets can have magical properties. |
ManuldilInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -7% Changes stats: +5 Str / +5 Dex / +5 Wil / +7 Cun / +8 Con Changes resistances penetration: +15% acid Mental save: +20 (+6 eff.) Life regen: +0.70 Stamina each turn: +0.70 Psi when hit: +0.08 Mindpower: +2 (+0 eff.) Mental crit. chance: +2% Movement speed: +10% Amulets can have magical properties. |
MardyfastCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 4 mind Changes resistances: +3% mind / +6% acid Changes resistances penetration: +10% acid Changes damage: +6% mind Life regen: +1.10 Amulets can have magical properties. |
Radianceravager the gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +10 (+2 eff.) Damage when hit (Melee): 16 light Changes stats: +3 Str Changes resistances: +5% arcane Changes resistances penetration: +10% arcane Talent mastery: +0.28 Chronomancy / Fate Weaving Critical mult.: +9.00% Physical save: +30 (+10 eff.) Healing mod.: +35% Amulets can have magical properties. |
clarifying voratun amulet of constitution (+10)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +10 Con Changes resistances: +19% mind Confusion immunity: +50% Amulets can have magical properties. |
insulating voratun amulet of constitution (+10)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +10 Con Changes resistances: +26% cold / +27% fire Amulets can have magical properties. |
voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
voratun amulet 'Chargebloom'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 34% * 30% chance to daze at end of turn Changes stats: +8 Dex Changes resistances: +3% lightning Changes damage: +6% nature / +12% lightning Talent masteries: +0.40 Chronomancy / Spacetime Folding +0.40 Chronomancy / Threaded Combat Physical save: +24 (+8 eff.) Spell save: +25 (+10 eff.) Mental save: +25 (+8 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets can have magical properties. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Chargetrail the gold ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Cun Changes resistances: +12% lightning / +32% cold Changes damage: +16% cold Critical mult.: +15.00% Mental save: +26 (+8 eff.) Equilibrium when hit: +0.08 Mindpower: +4 (+1 eff.) Mental crit. chance: +4% Rings can have magical properties. |
DarkrupturePowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to disease * 30% chance to corrode armour by 30% Damage when hit (Melee): 4 darkness / 16 blight Changes stats: +5 Con Changes resistances: +6% blight Changes resistances penetration: +10% acid Changes damage: +6% darkness Spell save: +16 (+7 eff.) Blindness immunity: +28% Life regen: +1.70 Maximum life: +84.00 Maximum stamina: +30.00 Infravision radius: +5 See stealth: +19 See invisible: +25 Healing mod.: +24% Rings can have magical properties. |
HarenikInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes resistances: +35% lightning Changes damage: +10% lightning Teleport immunity: +5% Rings can have magical properties. |
Naturewither the stralite ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Damage when hit (Melee): 12 physical Changes stats: +4 Con Changes resistances: +48% nature Changes damage: +27% nature Physical save: +9 (+3 eff.) Only die when reaching: -82.00 life Healing mod.: +15% Rings can have magical properties. |
NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+4 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 25 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
copper ring of frost (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% cold Changes damage: +11% cold Rings can have magical properties. |
copper ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 11% chance to cause random gloom Damage (Melee): 7 bleed Effects on ranged hit: * 11% chance to cause random gloom Damage (Ranged): 5 bleed Changes stats: +2 Cun Hate when firing a critical mind attack: +1.00 Maximum hate: +6.00 It can be used to activate talent Bleeding Edge, 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: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 292% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
gold ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings can have magical properties. |
gold ring 'Cyrytha'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +4 Changes stats: +6 Str / +7 Con Changes resistances: +6% lightning Reduces incoming crit damage: 10.00% Mental save: +9 (+3 eff.) Blindness immunity: +45% Disarm immunity: +25% Knockback immunity: +10% Rings can have magical properties. |
marksman's voratun ring of lightning (+30%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Changes resistances: +30% lightning Changes damage: +15% lightning Rings can have magical properties. |
mule's gold ring of fire (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -6% Changes resistances: +24% fire Changes damage: +12% fire Maximum encumbrance: +29 Rings can have magical properties. |
mule's gold ring of light (+30%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -6% Changes resistances: +30% light Changes damage: +15% light Maximum encumbrance: +22 Rings can have magical properties. |
psionicist's stralite ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Wil Mental save: +12 (+4 eff.) Rings can have magical properties. |
savior's voratun ring of corrosion (+30%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +30% acid Changes damage: +15% acid Physical save: +16 (+6 eff.) Spell save: +14 (+6 eff.) Mental save: +13 (+4 eff.) Rings can have magical properties. |
sneakthief's gold ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +23 (+6 eff.) Armour penetration: +8 Defense: +9 (+3 eff.) Changes stats: +4 Cun / +6 Dex It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
stralite ring0.10 Encumbrance. Type: jewelry / ring ; tier 4 Rings can have magical properties. |
stralite ring 'Phlegmpassion'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +15 (+4 eff.) Armour penetration: +15 Armour: +10 Defense: +15 (+5 eff.) Damage when hit (Melee): 20 nature Spell save: +30 (+11 eff.) Mental save: +30 (+9 eff.) Poison immunity: +10% Disease immunity: +15% Teleport immunity: +15% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
stralite ring 'Polimiba'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes resistances: +28% nature / +5% arcane Changes resistances penetration: +10% mind Changes damage: +14% nature Critical mult.: +5.00% Mental save: +12 (+4 eff.) Stun/Freeze immunity: +32% Life regen: +1.60 Mindpower: +9 (+3 eff.) Heals friendly targets nearby when you use a nature summon: +20 Rings can have magical properties. |
voratun ring 'Chaluldir'Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +31 (+8 eff.) Armour penetration: +14 Armour: +2 Defense: +14 (+5 eff.) Changes stats: +9 Cun / +9 Dex Changes resistances: +3% mind / +3% nature Mental save: +30 (+9 eff.) Disarm immunity: +42% Confusion immunity: +5% Pinning immunity: +41% Knockback immunity: +65% Maximum life: +50.00 It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
voratun dagger 'Cuthemas' (48-62.4 power, 9 apr)Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 48.0 - 62.4 Uses stats: 45% Dex, 95% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown On weapon crit: * wounds the target for 7 turns: 23 bleeding, 72% reduced healing Damage (Melee): +8 mind When wielded/worn: Physical crit. chance: +12.0% Physical power: +9 (+2 eff.) Effects on melee hit: * Slows global speed by 31% Changes resistances: +3% acid / +3% nature / +6% lightning Changes damage: +3% mind Spell save: +20 (+8 eff.) Sharp, short and deadly. |
voratun dagger 'Ulfenik' (49.5-64.35 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 49.5 - 64.4 Uses stats: 45% Dex, 95% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 16% chance to inflict 15% damage reduction * 40% chance to gain 10% of a turn (3/turn limit) * 20% chance to curse the target On weapon crit: * wounds the target for 7 turns: 23 bleeding, 72% reduced healing Damage Shield penetration (this weapon only): +10% When wielded/worn: Physical crit. chance: +10.0% Physical power: +12 (+2 eff.) Changes stats: +3 Mag / +7 Wil Maximum vim: +20.00 Sharp, short and deadly. |
voratun longsword 'Windtitan' (55-77 power, 6 apr)Requires: - Magic 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 55.0 - 77.0 Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 111% On weapon hit: * 30% chance to daze at end of turn Burst (radius 1) on hit: +12 nature Burst (radius 2) on crit: +8 nature When wielded/worn: Accuracy: +14 (+4 eff.) Changes stats: +3 Str / +8 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances: +6% cold Changes resistances penetration: +14% lightning / +10% nature Spell save: +9 (+4 eff.) Sharp, long, and deadly. |
Bethetha the voratun mace (59-82.6 power, 6 apr)Requires: - Magic 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 59.0 - 82.6 Uses stat: 150% Mag Damage type: Mind Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +20 nature / +20 temporal When wielded/worn: Physical crit. chance: +14.0% Damage when hit (Melee): 4 mind Changes resistances: +3% lightning / +6% darkness / +9% nature / +5% arcane Changes damage: +18% mind Blunt and deadly. |
Awakened Staff of Absorption (60-72 power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 180% 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 Wil / +10 Mag Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+12 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, 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." |
Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+7 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. 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 and reflexes allow you to anticipate attacks against you, granting you a 34% chance to evade melee and ranged attacks and 38 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
Githa the drakeskin leather beltPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +15 Defense: +15 (+5 eff.) Damage when hit (Melee): 4 blight Changes stats: +5 Wil / +8 Mag Changes resistances: +15% cold / +15% fire Changes resistances penetration: +10% blight / +10% mind Critical mult.: +15.00% Physical save: +25 (+9 eff.) Maximum mana: +40.00 Maximum vim: +20.00 Spell crit. chance: +6% Mindpower: +8 (+2 eff.) A belt that goes around your waist. |
Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Vileswift (14 def, 15 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +15 Defense: +14 (+5 eff.) Effects on melee hit: * Slows global speed by 30% Changes resistances: +7% acid / +29% cold / +10% fire / +13% lightning Physical save: +16 (+6 eff.) Spell save: +30 (+11 eff.) Mental save: +17 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Tulugoran the Kilnhash (10 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Physical power: +5 (+1 eff.) Armour: +5 Defense: +10 (+4 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: +5% Changes stats: +3 Wil Changes resistances: +22% darkness / +25% temporal Changes resistances penetration: +20% temporal / +20% darkness / +14% physical Changes damage: +6% blight / +3% fire Critical mult.: +10.00% Spell save: +9 (+4 eff.) Spellpower on spell critical (stacks up to 3 times): +6 Defense after a teleport: +30 Resist all after a teleport: +20% New effects duration reduction after a teleport: +26% A pair of boots made of leather. |
voratun gauntlets 'Murktouch' (0 def, 8 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Changes resistances: +12% nature / +5% arcane Spell save: +3 (+1 eff.) Mental save: +10 (+3 eff.) Disarm immunity: +10% Pinning immunity: +10% Only die when reaching: -60.00 life Maximum life: +46.00 Metal gloves protecting the hands up to the middle of the lower arm. |
Ulfoziladil the drakeskin leather cap (0 def, 9 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +9 Fatigue: +5% Damage when hit (Melee): 12 acid / 8 temporal Changes stats: +17 Str / +16 Dex Changes resistances: +6% acid Changes resistances penetration: +15% blight Changes damage: +3% blight / +6% temporal Infravision radius: +4 A cap made of leather. |
Woethorn (3 def, 5 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +5% Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +6 Str Changes resistances: +12% darkness Stun/Freeze immunity: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
drakeskin leather cap 'Umbraspawn' (8 def, 13 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Armour: +13 Defense: +8 (+3 eff.) Fatigue: +5% Changes stats: +13 Str / +12 Wil / +8 Cun Changes resistances: +7% all / +15% physical Changes resistances penetration: +10% darkness Changes damage: +6% lightning Grants telepathy: Humanoid/Orc Physical save: +26 (+9 eff.) Mindpower: +6 (+2 eff.) A cap made of leather. |
Belovea (9 def, 40 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +40 Defense: +9 (+3 eff.) Fatigue: +26% Damage when hit (Melee): 20 blight Changes stats: +2 Mag / +2 Wil Changes resistances: +11% acid / +13% cold / +3% mind / +10% physical Changes damage: +3% blight Allows you to breathe in: water Physical save: +15 (+5 eff.) Spell save: +10 (+5 eff.) Spellpower: +2 (+1 eff.) A suit of armour made of metal plates. |
Crystalline Voratun plate armour (18.7 def, 32.3 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 It is part of a set of items. When wielded/worn: Armour: +32 Defense: +18 (+7 eff.) Fatigue: +26% Changes stats: +8 Mag / +8 Con / +12 Lck Changes resistances: +35% arcane / +15% physical Physical save: +25 (+9 eff.) Spell save: +35 (+13 eff.) Blindness immunity: +0% Poison immunity: +60% Disease immunity: +60% Stun/Freeze immunity: +0% It can be used to recover the Crystal Heart (destroys this armour), costing 1 power out of 1/1. A suit of armour made of metal plates. Transformed with the power of the Spellblaze. |
Lavaobsidian (9 def, 32 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Accuracy: +2 (+1 eff.) Physical crit. chance: +1.0% Armour: +32 Defense: +9 (+3 eff.) Fatigue: +26% Changes stats: +9 Str / +6 Con Changes resistances: +10% acid / +7% physical / +17% light / +10% fire / +13% cold / +10% lightning / +19% darkness Changes resistances penetration: +5% light / +15% fire Physical save: +20 (+7 eff.) Maximum life: +100.00 Maximum stamina: +5.00 A suit of armour made of metal plates. |
The Titan's Quiver (18/18, 62-86.8 power, 20 apr)Requires: - Magic 30 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 62.0 - 86.8 Uses stats: 120% Mag, 50% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +20 Crit. chance: +8.0% Capacity: 18 On weapon crit: * pin the target to the nearest wall These massive arrows are honed to a vicious sharpness, and appear to be nearly unbreakable. They seem more like spikes than any arrow you've ever seen. |
quiver of dragonbone arrows 'Gunahek' (18/18, 54.5-76.3 power, 21 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 54.5 - 76.3 Uses stats: 70% Dex, 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +21 Crit. chance: +11.0% Capacity: 18 On weapon hit: * Random elemental explosion * 10% chance to knock the target back Damage (Ranged): +4 blight / +30 cold / +95 physical Burst (radius 1) on hit: +8 physical When wielded/worn: Ammo reloads per turn: +2 Arrows are used with bows to pierce your foes to death. |
quiver of dragonbone arrows 'Issurablek' (0/19, 95.5-133.7 power, 38 apr)Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 95.5 - 133.7 Uses stats: 70% Dex, 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +38 Crit. chance: +11.0% Capacity: 19 On weapon hit: * 10% chance to stun, blind, pin, or confuse the target Travel speed: +200% Damage (Ranged): +29 temporal / +8 arcane / +18 physical Burst (radius 1) on hit: +4 physical Burst (radius 2) on crit: +4 physical When wielded/worn: Ammo reloads per turn: +2 Arrows are used with bows to pierce your foes to death. |
quiver of dragonbone arrows 'Torilathavon' (22/22, 51.5-72.1 power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 51.5 - 72.1 Uses stats: 70% Dex, 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +26.0% Capacity: 22 On weapon hit: * 20% chance to disease * Random elemental explosion On weapon crit: * cripple the target * wounds the target for 7 turns: 23 bleeding, 72% reduced healing * splashes the target with acid Damage (Ranged): +30 acid / +4 temporal / +8 blight / +24 bleed Burst (radius 1) on hit: +12 blight / +8 temporal Burst (radius 2) on crit: +8 blight Arrows are used with bows to pierce your foes to death. |
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. |
aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Abyssmalice (dig speed 18 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +15 Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +9 Str Changes resistances: +9% blight / +12% acid Changes resistances penetration: +15% fire Changes damage: +30% blight When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 2.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 3 turns. Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe 'Festerzephyr,' (dig speed 11 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Physical crit. chance: +12.0% Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +13 Str / +9 Wil / +6 Cun Changes resistances: +3% acid / +6% nature / +3% lightning Reduces incoming crit damage: 10.00% Mental crit. chance: +14% Infravision radius: +8 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Lifebinding EmeraldInfused by nature 0.00 Encumbrance. [Plot Item] Type: gem / green ; tier 5 When wielded/worn: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Life regen: +2.00 Healing mod.: +30% When used to imbue an object: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Stun/Freeze immunity: +30% Life regen: +2.00 Healing mod.: +30% Latent Damage Type: Nature A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
4 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 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. |
Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
dwarven lantern 'Ragyran'Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Defense: +24 (+8 eff.) Fatigue: -6% Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Changes stats: +10 Cun / +4 Mag Changes resistances: +3% temporal Physical save: +40 (+13 eff.) Spell save: +39 (+14 eff.) Mental save: +38 (+11 eff.) Maximum life: +75.00 Light radius: -3 Infravision radius: +11 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +12 Defense: +12 (+4 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+4 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+3 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 18 power out of 35/35) : Effective talent level: 2.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 21 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
2 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of 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)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 641.92 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 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. |
Borathel the Jetsteel [power 79] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Physical power: +6 (+1 eff.) Armour: +4 Changes stats: +3 Str / +3 Dex / +5 Con Changes resistances: +6% darkness Maximum life: +30.00 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 79 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
Geserin the voratun torque of charged psionic shield [power 161] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Armour: +4 Changes stats: +3 Str / +4 Con Talent cooldown: Silence (-1 turn) Talents granted: +5 Telekinetic Blast +4 Silence Reduces incoming crit damage: 10.00% Blindness immunity: +10% Disease immunity: +15% Confusion immunity: +25% It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 161 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 11 psi. Torques are made by powerful psionics to store psionic powers. |
Zasalen [power 4] (10 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes resistances: +5% arcane / +3% temporal Changes resistances penetration: +5% arcane Changes damage: +3% arcane Talent granted: +5 Telekinetic Blast Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to absorb and nullify at most 4 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 10 turns. Torques are made by powerful psionics to store psionic powers. |
hateful voratun torque of thermal psionic shield [power 161] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 161 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 11 hate. Torques are made by powerful psionics to store psionic powers. |
psionic voratun torque of charged psionic shield [power 141] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 141 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 9 psi. Torques are made by powerful psionics to store psionic powers. |
stralite torque of kinetic psionic shield 'Boltstrider' [power 131] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Armour penetration: +3 Physical crit. chance: +4.0% Armour: +2 Damage when hit (Melee): 12 nature Changes stats: +2 Con Changes resistances: +15% lightning Maximum wards: +3 physical / +5 mind / +4 darkness Changes resistances penetration: +10% lightning Changes damage: +6% nature Talent granted: +1 Ward Critical mult.: +12.00% It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 131 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
voratun torque of kinetic psionic shield [power 149] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 149 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
dragonbone totem of cure ailments [power 5] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to remove up to 5 poisons or diseases from a target within range 8 (based on Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
elven-wood totem of thorny skin 'Daimikalthomas' [power 147] (39 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +3 Str / +3 Wil Talent cooldown: Rushing Claws (-1 turn) Talent granted: +3 Rushing Claws Light radius: +3 Infravision radius: +1 It can be used to harden the skin for 7 turns increasing armour by 147 and armour hardiness by 60%, putting all charms on cooldown for 39 turns. Natural totems are made by powerful wilders to store nature power. |
forceful dragonbone totem of cure ailments [power 4] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to remove up to 4 poisons or diseases from a target within range 8 (based on Willpower), putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 12 stamina. Natural totems are made by powerful wilders to store nature power. |
yew totem of healing [power 140] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to heal a target within range 8 (based on Willpower) for 140, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
bright dragonbone wand of conjuration [power 421] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to fire a bolt of a random element with (base) damage 210 to 421, putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 8 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
defiled dragonbone wand of trap destruction [power 111] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Maximum vim: +13.00 It can be used to disarm traps (111 bonus disarm power, based on Magic) along a range 3 line, putting all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
warded dragonbone wand of conjuration [power 535] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Maximum wards: +5 lightning / +5 temporal / +5 blight / +5 fire / +5 cold Talent granted: +1 Ward It can be used to fire a bolt of a random element with (base) damage 267 to 535, putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
3 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. |
5 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+4 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+4 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 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. |
4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Nightmare (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Colook the Doomelf Temporal Warden level 33
24th Pyre 123rd year of Ascendancy at 20:41 see stats
Against all odds (Nightmare (Roguelike) difficulty)
Killed Ukruk in the ambush.By Colook the Doomelf Temporal Warden level 33
23rd Pyre 123rd year of Ascendancy at 07:15 see stats
Arachnophobia (Nightmare (Roguelike) difficulty)
Destroyed the spydric menace.By Colook the Doomelf Temporal Warden level 36
41st Pyre 123rd year of Ascendancy at 12:31 see stats
Back and there again (Nightmare (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Colook the Doomelf Temporal Warden level 42
63rd Dusk 123rd year of Ascendancy at 19:13 see stats
Brave new world (Nightmare (Roguelike) difficulty)
Went to the Far East and took part in the war.By Colook the Doomelf Temporal Warden level 35
38th Pyre 123rd year of Ascendancy at 00:47 see stats
Bringer of Doom (Nightmare (Roguelike) difficulty)
Killed a Bringer of Doom.By Colook the Doomelf Temporal Warden level 26
15th Regrowth 123rd year of Ascendancy at 10:17 see stats
Can you bear it? So much bearness! (Nightmare (Roguelike) difficulty)
Killed Borius in the Bearscape.By Colook the Doomelf Temporal Warden level 25
5th Allure 123rd year of Ascendancy at 19:50 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Colook the Doomelf Temporal Warden level 17
41st Haze 122nd year of Ascendancy at 21:04 see stats
Destroyer's bane (Nightmare (Roguelike) difficulty)
Killed Golbug the Destroyer.By Colook the Doomelf Temporal Warden level 34
34th Pyre 123rd year of Ascendancy at 11:13 see stats
Don't Poosh it! (Nightmare (Roguelike) difficulty)
Killed Kelad in the lost land of Poosh.By Colook the Doomelf Temporal Warden level 29
53rd Regrowth 123rd year of Ascendancy at 01:23 see stats
Don't mind the slimy smell (Nightmare (Roguelike) difficulty)
Have 400 walls on the sludgenest turn into hostile creatures.By Colook the Doomelf Temporal Warden level 50
41st Regrowth 124th year of Ascendancy at 11:43 see stats
Dragon's Greed (Nightmare (Roguelike) difficulty)
Amassed 8000 gold pieces.By Colook the Doomelf Temporal Warden level 48
61st Haze 123rd year of Ascendancy at 22:46 see stats
Evil denied (Nightmare (Roguelike) difficulty)
Won ToME by preventing the Void portal from opening.By Colook the Doomelf Temporal Warden level 50
24th Regrowth 124th year of Ascendancy at 01:06 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Colook the Doomelf Temporal Warden level 17
54th Haze 122nd year of Ascendancy at 18:36 see stats
Eye of the storm (Nightmare (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Colook the Doomelf Temporal Warden level 25
1st Regrowth 123rd year of Ascendancy at 01:50 see stats
Fear of Fours (Nightmare (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By Colook the Doomelf Temporal Warden level 50
5th Regrowth 124th year of Ascendancy at 13:12 see stats
Gem of the Moon (Nightmare (Roguelike) difficulty)
Completed the Master Jeweler quest with Limmir.By Colook the Doomelf Temporal Warden level 50
66th Haze 123rd year of Ascendancy at 19:17 see stats
Got eggs? (Nightmare (Roguelike) difficulty)
Finish the Pikataclysm event.By Colook the Doomelf Temporal Warden level 21
76th Haze 122nd year of Ascendancy at 14:14 see stats
Hell has no fury like a demon scorned! (Nightmare (Roguelike) difficulty)
Escaped the Searing Halls.By Colook the Doomelf Temporal Warden level 5
77th Pyre 122nd year of Ascendancy at 00:58 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Colook the Doomelf Temporal Warden level 23
3rd Decay 122nd year of Ascendancy at 22:31 see stats
Impossible Death (Nightmare (Roguelike) difficulty)
Got killed by your future self.By Colook the Doomelf Temporal Warden level 27
17th Regrowth 123rd year of Ascendancy at 09:29 see stats
In the company of slimes (Nightmare (Roguelike) difficulty)
Have 500 walls on the sludgenest turn into hostile creatures.By Colook the Doomelf Temporal Warden level 50
73rd Regrowth 124th year of Ascendancy at 23:06 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Colook the Doomelf Temporal Warden level 10
9th Mirth 122nd year of Ascendancy at 00:56 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Colook the Doomelf Temporal Warden level 20
69th Haze 122nd year of Ascendancy at 08:50 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By Colook the Doomelf Temporal Warden level 30
64th Regrowth 123rd year of Ascendancy at 03:25 see stats
Level 40 (Nightmare (Roguelike) difficulty)
Got a character to level 40.By Colook the Doomelf Temporal Warden level 40
29th Dusk 123rd year of Ascendancy at 06:07 see stats
Level 50 (Nightmare (Roguelike) difficulty)
Got a character to level 50.By Colook the Doomelf Temporal Warden level 50
65th Haze 123rd year of Ascendancy at 17:34 see stats
Mad slime dash (Nightmare (Roguelike) difficulty)
Have 300 walls on the sludgenest turn into hostile creatures.By Colook the Doomelf Temporal Warden level 50
40th Regrowth 124th year of Ascendancy at 02:46 see stats
Once bitten, twice shy (Nightmare (Roguelike) difficulty)
Escaped the Anteroom of Agony.By Colook the Doomelf Temporal Warden level 24
10th Decay 122nd year of Ascendancy at 14:08 see stats
Oozemancer (Nightmare (Roguelike) difficulty)
Destroyed the corrupted oozemancer.By Colook the Doomelf Temporal Warden level 42
79th Dusk 123rd year of Ascendancy at 10:22 see stats
Orcrist (Nightmare (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By Colook the Doomelf Temporal Warden level 50
3rd Regrowth 124th year of Ascendancy at 15:12 see stats
Pest Control (Nightmare (Roguelike) difficulty)
Killed 1000 reproducing vermin.By Colook the Doomelf Temporal Warden level 50
38th Regrowth 124th year of Ascendancy at 05:46 see stats
Portal reaver (Nightmare (Roguelike) difficulty)
Fought the two Sorcerers and closed two invocation portals.By Colook the Doomelf Temporal Warden level 50
24th Regrowth 124th year of Ascendancy at 01:05 see stats
Race through fire (Nightmare (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Colook the Doomelf Temporal Warden level 45
41st Haze 123rd year of Ascendancy at 06:50 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Colook the Doomelf Temporal Warden level 12
69th Dusk 122nd year of Ascendancy at 20:36 see stats
Shasshhiy'Kaish (Nightmare (Roguelike) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Colook the Doomelf Temporal Warden level 50
59th Regrowth 124th year of Ascendancy at 21:39 see stats
Size is everything (Nightmare (Roguelike) difficulty)
Did over 1500 damage in one attack.By Colook the Doomelf Temporal Warden level 49
65th Haze 123rd year of Ascendancy at 08:52 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Colook the Doomelf Temporal Warden level 35
35th Pyre 123rd year of Ascendancy at 02:25 see stats
Sliders (Nightmare (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Colook the Doomelf Temporal Warden level 35
34th Pyre 123rd year of Ascendancy at 13:55 see stats
Slime killer party (Nightmare (Roguelike) difficulty)
Have 200 walls on the sludgenest turn into hostile creatures.By Colook the Doomelf Temporal Warden level 50
38th Regrowth 124th year of Ascendancy at 22:48 see stats
Slimefest (Nightmare (Roguelike) difficulty)
Have 100 walls on the sludgenest turn into hostile creatures.By Colook the Doomelf Temporal Warden level 42
1st Time of Equilibrium 123rd year of Ascendancy at 14:26 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Colook the Doomelf Temporal Warden level 10
1st Summertide 122nd year of Ascendancy at 19:03 see stats
The Legend of Garkul (Nightmare (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Colook the Doomelf Temporal Warden level 50
3rd Regrowth 124th year of Ascendancy at 20:47 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Colook the Doomelf Temporal Warden level 8
1st Mirth 122nd year of Ascendancy at 23:12 see stats
There and back again (Nightmare (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Colook the Doomelf Temporal Warden level 37
65th Pyre 123rd year of Ascendancy at 12:30 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Colook the Doomelf Temporal Warden level 27
17th Regrowth 123rd year of Ascendancy at 04:19 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Colook the Doomelf Temporal Warden level 17
53rd Haze 122nd year of Ascendancy at 07:24 see stats
Vampire crusher (Nightmare (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Colook the Doomelf Temporal Warden level 32
22nd Pyre 123rd year of Ascendancy at 00:45 see stats
Log
Colook repels an attack from Colook.
Colook hits Colook for 215 physical, 23 temporal, 6 fire, 6 nature, 11 acid, 3 mind, 31 darkness (299 total damage).
Colook speeds up.
Colook has recovered!
Colook receives 48 healing.
Colook parries the attack with his dual weapons!
Colook repels an attack from Colook.
Colook slows down.
Colook resists the mind attack!
Colook's temporal clone warps space-time to equip: dragonbone longbow 'Tempestbringer'
high-capacity quiver of dragonbone arrows.
Colook hits Colook for 129 arcane, 23 temporal, 6 fire, 6 nature, 11 acid, 3 mind, 31 darkness (213 total damage).
Colook parries the attack with his dual weapons!
Colook repels an attack from Colook.
Colook performs a melee critical strike against Colook!
Colook resists the mind attack!
Colook hits Colook for 183 arcane, 23 temporal, 6 fire, 6 nature, 11 acid, 3 mind, 31 darkness, 48 healing (266 total damage) [48 healing].
Colook is wreathed in flames on the brink of death!
Colook resists the mind attack!
Colook resists the mind attack!
Colook's temporal clone warps space-time to equip: dragonbone longbow 'Tempestbringer'
high-capacity quiver of dragonbone arrows.
Colook performs a melee critical strike against Colook!
Colook resists the mind attack!
Colook hits Colook for 0 physical, 0 temporal, 0 fire, 0 nature, 0 acid, 0 mind, 0 darkness, 0 arcane, 0 temporal, 0 fire, 0 nature, 0 acid, 0 mind, 0 darkness (0 total damage).
Greater Weapon Focus from Colook hits Colook for 0 physical, 0 temporal, 0 fire, 0 nature, 0 acid, 0 mind, 0 darkness (0 total damage).
Colook receives 48 healing.
Saving game...




































































































































