










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Ogre |
Class | Sun Paladin |
Level / Exp | 50 / 1755% |
Size | big |
Lifes / Deaths | Killed by Xerekira the stone troll at level 39 on the 25th Pyre 123rd year of Ascendancy at 04:04 / 2Killed by war hound at level 50 on the 69th Regrowth 124th year of Ascendancy at 21:28 |
Primary Stats
Strength | 90 (base 64) |
Dexterity | 76 (base 60) |
Constitution | 67 (base 25) |
Magic | 77 (base 64) |
Willpower | 47 (base 14) |
Cunning | 66 (base 28) |
Resources
Mana | 422/459 |
Equilibrium | 0 |
Life | -264/1662 |
Positive | 16/147 |
Stamina | 297/338 |
Healing Factor | 2.5 |
Regeneration | 8.125 |
Speed
Mental | -10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +76.923076923077% |
Vision
Sight | 8 |
Lite | -18 |
Infravision | 24 |
See Invisible | 14 |
ESP Range | 10 |
ESP Kinds | demon/major, demon/minor, animal/canine |
Offense: Mainhand
Damage | 173 |
Accuracy | 64 |
Crit Chance | 94% |
APR | 32 |
Speed | 1.11 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 48 |
Crit Chance | 28% |
Speed | 1 |
Offense: Mind
Mindpower | 37 |
Crit Chance | 18% |
Speed | 1 |
Offense: Damage Bonus
Acid | +23% |
Light | +21% |
Nature | +20% |
Physical | +44% |
Cold | +21% |
All | +11% |
Offense: Damage Penetration
Physical | +52% |
Nature | +29% |
All | 0% |
Defense: Base
Armour (hardiness) | 2.9976185518827 (89.859154929577%) |
Defense | 27 |
Ranged Defense | 35 |
Fatigue | 18 |
Physical Save | 50 |
Spell Save | 50 |
Mental Save | 15 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 70%( 70%) |
Arcane | + 50%( 70%) |
Cold | + 67%( 70%) |
All | + 45%( 70%) |
Darkness | + 74%( 80%) |
Light | + 60%( 70%) |
Temporal | + 70%( 70%) |
Lightning | + 68%( 70%) |
Physical | + 50%( 70%) |
Fire | + 70%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Pinning Resistance | 41% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Poison Resistance | 15% |
Blind Resistance | 10% |
Silence Resistance | 50% |
Disarm Resistance | 100% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 306 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength 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 600 damage for 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 297 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 30% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Class Talents
Technique / Combat techniques | 1.10 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Celestial / Guardian | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Celestial / Crusader | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Celestial / Sun | 1.30 |
| 1/5 |
| 2/5 |
| 4/5 |
| 0/5 |
Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Shield offense | 1.10 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Combat veteran | 1.10 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.10 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 4/5 |
| 2/5 |
Celestial / Chants | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Shield of Light |
talent | Weapon of Wrath |
talent | Weapon of Light |
talent | Premonition |
talent | Precise Strikes |
talent | Righteous Strength |
detrimental effect | The target is on fire, taking 37.10 fire damage per turn. Burning |
detrimental effect | The gloom reduces the target's global speed by 30%. Slowed by the gloom |
detrimental effect | The target is using a two handed weapon in a single hand, reducing physical power, spellpower and mindpower by 20% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
detrimental effect | Renders a random talent unavailable. No talents will cool down until the effect has worn off. Brainlocked |
beneficial effect | The target is filled with the Sun's fury, next Sun Beam will be instant cast. Sun's Vengeance |
beneficial effect | Reduces nature damage received by 18%. Premonition Shield |
detrimental effect | The target is poisoned, taking 125.71 nature damage per turn. Deadly Poison |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | The target's armour and saves are broken, reducing them by 59. Sunder Armour |
detrimental effect | The target has been dominated. It is unable to move and has lost 31 armor and 45 defense. Attacks from Shadow gain 64% damage penetration. Dominated |
detrimental effect | Zone-wide effect: +10% cold damage, -10% cold resistance, -10% physical save, -20% confusion immunity. Grave chill |
beneficial effect | The target ignores pain, reducing all damage taken by 30%. Pain Suppression |
detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the injured seer from death by orc corruptor. Escort: injured seer (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the injured seer to the recall portal on level 2 of Scintillating Caves. Escort: injured seer (level 2 of Scintillating Caves)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Old Forest. Escort: lost anorithil (level 2 of Old Forest)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Scintillating Caves. Escort: repented thief (level 3 of Scintillating Caves)As a reward you improved talent Track (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 3318. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Stire of Derth. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | 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 within1 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Fatigue: +4% Damage when hit (Melee): 20 acid Changes stats: +6 Wil / +5 Con Changes resistances: +14% acid / +36% fire / +15% cold / +15% lightning Changes resistances penetration: +10% physical Blindness immunity: +10% Poison immunity: +15% Silence immunity: +50% Confusion immunity: +54% Stun/Freeze immunity: +50% Mindpower: +9 (+3 eff.) It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 18 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. This item has been sent to the Item's Vault. This object's appearance was changed to Unbreakable Greaves. |
Light source | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 15% chance to inflict 15% damage reduction Changes stats: +21 Cun Changes resistances: +12% nature / +3% darkness Changes resistances penetration: +29% nature Changes damage: +6% acid Physical save: +30 (+10 eff.) Light radius: -16 Infravision radius: +18 Healing mod.: +57% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +7 Con / +10 Wil Changes resistances: +10% light / +15% darkness Changes resistances cap: +10% darkness Changes damage: +10% light Sight radius: -2 Reduce all damage from unseen attackers: 25% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. This item has been sent to the Item's Vault. This object's appearance was changed to Corrupted Gaze. |
On hands | ![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 9 acid Changes stats: +6 Con / +3 Wil Changes resistances: +7% acid / +9% blight Changes damage: +6% acid Physical save: +30 (+10 eff.) Spell save: +15 (+5 eff.) Mental save: +12 (+8 eff.) Disarm immunity: +66% Heals friendly targets nearby when you use a nature summon: +30 Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() Requires: - Level 35 Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Damage when hit (Melee): 4 temporal Changes stats: +3 Str / +3 Dex Changes resistances penetration: +25% physical Changes damage: +12% physical Talent cooldown: Rushing Claws (-1 turn) Talent granted: +4 Rushing Claws Critical mult.: +12.00% 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 13 stamina. Natural totems are made by powerful wilders to store nature power. This item has been sent to the Item's Vault. |
On fingers | ![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-7 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
On fingers | ![]() Requires: - Level 35 Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +11 (+2 eff.) Changes stats: +9 Str / +11 Con Changes resistances: +6% lightning / +6% temporal / +3% light / +9% blight / +3% fire Spell save: +12 (+4 eff.) Disarm immunity: +37% Pinning immunity: +41% Knockback immunity: +40% Maximum life: +38.00 Maximum stamina: +29.00 Rings can have magical properties. This item has been sent to the Item's Vault. |
Around neck | ![]() Requires: - Level 35 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Damage when hit (Melee): 34 darkness Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes damage: +9% all Grants telepathy: Demon/Major Demon/Minor Stun/Freeze immunity: +60% Spellpower: +16 (+4 eff.) Infravision radius: +3 See invisible: +14 Healing mod.: +50% Amulets can have magical properties. This item has been sent to the Item's Vault. |
In main hand | ![]() Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 65.0 - 104.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 49% chance to daze at end of turn On weapon crit: * cripple the target Damage (Melee): +8 lightning / +21 temporal / +4 fire / +27 nature When wielded/worn: Armour penetration: +21 Physical crit. chance: +21.0% Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 8 fire Changes resistances: +6% nature Changes resistances penetration: +17% physical Changes damage: +21% physical Massive two-handed swords. This item has been sent to the Item's Vault. This object's appearance was changed to Warmaster Gnarg's Murderblade. |
Around waist | ![]() Requires: - Level 35 Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+5 eff.) Spell save: +15 (+5 eff.) Mental save: +15 (+10 eff.) Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. This item has been sent to the Item's Vault. |
In off hand | ![]() Requires: - Strength 40 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 50.0 - 60.0 Uses stats: 20% Mag, 100% Str Damage type: Temporal Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +325 When this weapon hits: Turn Back the Clock (25% chance level 3). When wielded/worn: Armour: +4 Defense: +8 (+4 eff.) Ranged Defense: +10 (+5 eff.) Fatigue: +0% Changes resistances: +30% temporal Reduce damage by fixed amount: +20 all Talent granted: +5 Block Spell save: +20 (+7 eff.) Spellpower: +12 (+3 eff.) Slows Projectiles: +50% Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. This item has been sent to the Item's Vault. This object's appearance was changed to The Black Wall. |
Cloak | ![]() Requires: - Level 35 Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +8 (+1 eff.) Armour: +16 Defense: +3 (+1 eff.) Effects on melee hit: * Slows global speed by 36% Changes stats: +3 Dex Changes resistances: +16% blight / +15% nature / +6% lightning Changes damage: +9% nature Physical save: +12 (+4 eff.) Life regen: +3.00 Healing mod.: +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This item has been sent to the Item's Vault. This object's appearance was changed to Wrap of Stone. |
Main armor | ![]() Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +35 Defense: +25 (+12 eff.) Fatigue: +15% Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +20% darkness / +15% blight / +25% fire / +20% cold Talent masteries: +0.20 Corruption / Doom covenant +0.20 Corruption / Wrath +0.20 Corruption / Infernal combat +0.20 Corruption / Oppression Physical save: +15 (+5 eff.) Spell save: +25 (+8 eff.) Confusion immunity: +100% Fear immunity: +100% Light radius: -2 Infravision radius: +3 Shadow Power: +10 Grants physical power equal to your Shadow Power. Activating this item is instant. It can be used to activate talent Link of Pain (costing 15 power out of 7/15) : Effective talent level: 3.6 Power cost: 15 out of 7/15. Range: 7 Travel Speed: instantaneous Is: a spell Description: Using demonic forces you create a link of pain from a source creature to a victim for 6 turns. Each time the source creature takes damage the victim takes 73% of the damage. If the victim dies from the effect you gain a burst of energy, reducing all remaining cooldowns by 1. "Wreckage all about you. Is there anything left inside?" This item has been sent to the Item's Vault. This object's appearance was changed to The Black Plate. |
Inventory
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() Powered 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. |
![]() Erydogorn the Glowripper Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +20 (+4 eff.) Effects on melee hit: * 40% chance to corrode armour by 30% * 35% chance to blind Damage (Melee): 50 light Effects on ranged hit: * 35% chance to blind Damage (Ranged): 47 light Changes stats: +6 Con Changes resistances: +9% light / +9% acid Changes resistances penetration: +25% mind Changes damage: +3% mind / +8% all Spell save: +20 (+7 eff.) Maximum stamina: +40.00 Spellpower: +20 (+5 eff.) Mindpower: +19 (+6 eff.) Light radius: +2 Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +15 Changes stats: +3 Str / +5 Wil / +3 Cun Changes resistances: +18% lightning / +9% cold / +9% light Disease immunity: +20% Silence immunity: +48% Mana each turn: +0.40 Light radius: +3 See invisible: +12 Rings can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+7 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() hateful dwarven-steel dagger (18-23.4 power, 7 apr) Requires: - Dexterity 24 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 18.0 - 23.4 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (Melee): +12 darkness Damage against: +12% Living Sharp, short and deadly. |
![]() plaguebringer's voratun dagger of massacre (50-65 power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 50.0 - 65.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 16% chance to disease Damage (Melee): +16 blight When wielded/worn: Disease immunity: +28% Sharp, short and deadly. |
![]() quick voratun dagger of crippling (38.5-50.05 power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 111% On weapon crit: * cripple the target When wielded/worn: Accuracy: +12 (+2 eff.) Physical crit. chance: +9.0% Changes stats: +5 Dex Sharp, short and deadly. |
![]() mage-hunter's dragonbone longbow of power Requires: - Dexterity 48 - Talent Shoot Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When wielded/worn: Effects on ranged hit: * 38 arcane resource burn Changes stats: +11 Cun / +11 Wil Changes resistances penetration: +32% physical Changes damage: +33% physical Talent mastery: +0.30 Wild-gift / Antimagic Mindpower: +21 (+6 eff.) Longbows are used to shoot arrows at your foes. |
![]() ranger's dragonbone longbow Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When wielded/worn: Changes stats: +11 Dex Longbows are used to shoot arrows at your foes. |
![]() Requires: - Magic 18 - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 It is part of a set of items. If the sun doesn't set, dawn's power lasts forever. Base power: 50.0 - 70.0 Uses stats: 25% Mag, 80% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Crit. chance: +5.0% Attack speed: 100% Damage conversion: 30% light Damage against: +25% Undead / +25% Demon When wielded/worn: Changes resistances penetration: +25% light Changes damage: +18% light Talent masteries: +0.20 Celestial / Sun +0.20 Celestial / Combat +0.20 Celestial / Light Talents cooldown: Healing Light (-2 turns) Suncloak (-3 turns) Providence (-4 turns) Barrier (-2 turns) Spellpower: +10 (+2 eff.) Spell crit. chance: +4% Light radius: +2 It can be used to invoke dawn, inflicting 235.53 light damage in radius 5 (based on Magic) and lighting the area within radius 10, costing 35 power out of 35/35. Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows. |
![]() thorny mindstar 'Lisithra' (14.5-15.95 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. This purifying mindstar will cleanse other mindstars. This harmonious mindstar will complement other natural mindstars. Base power: 14.5 - 16.0 Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% Damage Shield penetration (this weapon only): +30% Burst (radius 2) on crit: +12 physical When wielded/worn: Physical crit. chance: +2.0% Armour: +8 Effects when hit in melee: * 14 arcane resource burn Changes stats: +2 Dex Changes resistances: +7% blight / +6% nature / +6% arcane Changes resistances penetration: +7% nature / +7% arcane Changes damage: +14% nature / +7% arcane Talent mastery: +0.20 Wild-gift / Harmony Disease immunity: +19% Equilibrium when hit: +1.70 Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Activating this item is instant. It can be used to activate talent Destroy Magic, placing all other charms into a 30 cooldown : Effective talent level: 5.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: The target has a 8% chance (stacking to a maximum of 70%) to fail to cast any spell. At level 2 magical effects may be disrupted, at level 3 magical sustains may be disrupted, and at level 5 magical constructs and undead may be stunned. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Infernorain the drakeskin leather sling Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 5 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 On weapon hit: * 53% chance to disease Damage (Ranged): +25 lightning Burst (radius 1) on hit: +6 blight / +4 fire / +10 darkness Burst (radius 2) on crit: +6 fire When wielded/worn: Changes resistances: +15% fire Changes resistances penetration: +20% fire Changes damage: +12% lightning / +6% fire / +30% darkness Slings are used to hurl stones or metal shots at your foes. |
![]() Mesin the dragonbone magestaff (30-36 power, 6 apr, fire element) Requires: - Magic 48 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +8 Defense: +27 (+13 eff.) Ranged Defense: +12 (+5 eff.) Effects on melee hit: * 20% chance to blind Changes resistances: +4% physical Changes damage: +30% fire Talent granted: +1 Command Staff Vim when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +13 Maximum life: +30.00 Maximum mana: +80.00 Spellpower: +25 (+6 eff.) Spell crit. chance: +10% Light radius: +5 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 87.29 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() insidious orichalcum trident of erosion (54-86.4 power, 16 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 54.0 - 86.4 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +84 insidious poison / +28 temporal / +28 nature A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() drakeskin leather belt 'Ivyldavena' Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +5 (+1 eff.) Changes resistances: +3% physical / +21% blight / +12% temporal / +6% arcane / +9% mind Critical mult.: +15.00% Spell save: +6 (+2 eff.) Poison immunity: +20% Knockback immunity: +15% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A belt that goes around your waist. |
![]() Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +28 (+5 eff.) Armour penetration: +30 Defense: +3 (+1 eff.) Damage when hit (Melee): 12 arcane Changes stats: +6 Str / +6 Con Changes resistances: +6% arcane Changes resistances penetration: +25% acid Changes damage: +6% acid / +9% arcane Critical mult.: +52.00% Stealth bonus: +26 Physical save: +15 (+5 eff.) Maximum life: +93.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +4 Defense: +5 (+2 eff.) Changes stats: +2 Str / +3 Dex Changes resistances: +28% cold Changes resistances penetration: +20% mind Changes damage: +19% cold / +20% arcane / +20% mind Stamina each turn: +1.40 Psi each turn: +1.00 Maximum life: +30.00 Maximum mana: +93.00 Maximum psi: +40.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Requires: - Strength 48 - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Physical crit. chance: +19.0% Physical power: +47 (+9 eff.) Armour: +20 Defense: +5 (+2 eff.) Fatigue: +16% Changes stats: +20 Str / +2 Dex / +20 Mag / +20 Wil Changes resistances: +47% lightning / +13% physical / +13% acid / +13% cold / +6% arcane / +13% fire Spellpower: +49 (+12 eff.) Spell crit. chance: +20% Mindpower: +50 (+14 eff.) Mental crit. chance: +20% Infravision radius: +2 See invisible: +18 A suit of armour made of mail. |
![]() Chaluruigorn (5 def, 16 armour) Requires: - Strength 20 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +16 Defense: +5 (+2 eff.) Fatigue: +8% Changes stats: +5 Wil Changes resistances: +32% darkness / +15% mind / +20% light Physical save: +40 (+12 eff.) Spell save: +40 (+12 eff.) Mental save: +12 (+8 eff.) Stun/Freeze immunity: +20% Light radius: +4 A suit of armour made of leather. |
![]() rejuvenating rough leather armour of Toknor (1 def, 2 armour) Requires: - Strength 10 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+1 eff.) Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Critical mult.: +12.00% Life regen: +3.20 Stamina each turn: +0.90 A suit of armour made of leather. |
![]() voratun shield of cold resistance (+29%) (12 def, 3 armour, 69.5-83.4 power, 199.5 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 69.5 - 83.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +200 When wielded/worn: Armour: +3 Defense: +12 (+6 eff.) Ranged Defense: +12 (+5 eff.) Fatigue: +14% Changes resistances: +29% cold Talent granted: +5 Block Handheld deflection devices. |
![]() Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 79.0 - 110.6 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +40 Crit. chance: +23.0% Capacity: 21 On weapon hit: * Slows global speed by 51% Travel speed: +200% Damage (Ranged): +16 physical / +32 nature When wielded/worn: Ammo reloads per turn: +3 Arrows are used with bows to pierce your foes to death. |
![]() inquisitor's quiver of dragonbone arrows of gravity (18/18, 53-74.2 power, 18 apr) Requires: - Dexterity 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 53.0 - 74.2 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 18 On weapon hit: * 10% chance to crush the target On weapon crit: * burns latent spell energy Damage (Ranged): +30 gravity / +35 manaburn arcane Arrows are used with bows to pierce your foes to death. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() dream-smith's voratun pickaxe (dig speed 12 turns) Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str Changes damage: +14% mind / +15% fire Mental save: +11 (+8 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str Changes resistances penetration: +19% physical When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Requires: - Level 15 Infused 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. This item has been sent to the Item's Vault. |
![]() Requires: - Level 15 Infused 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 1/100. The very heart of the lost land of Poosh. What did Kelad need with it? This item has been sent to the Item's Vault. |
![]() Requires: - Level 15 Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+3 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) : Effective talent level: 4.0 Power cost: 80 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 24.53 cold damage and 29.20 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 5 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. This item has been sent to the Item's Vault. |
![]() burglar's dwarven lantern of illusion Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Defense: +15 (+7 eff.) Changes stats: +11 Cun Physical save: +20 (+6 eff.) Spell save: +20 (+7 eff.) Mental save: +20 (+12 eff.) Light radius: -6 Infravision radius: +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 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. |
![]() 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. |
![]() Powered 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. |
![]() pouch of voratun shots of accuracy (20/20, 55-66 power, 6 apr) Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 55.0 - 66.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +22 Armour Penetration: +6 Crit. chance: +7.0% Capacity: 20 Shots are used with slings to pummel your foes to death. |
![]() Requires: - Level 15 Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Physical power: +6 (+1 eff.) Changes resistances penetration: +10% physical Critical mult.: +12.00% Physical save: +30 (+10 eff.) Mana when firing critical spell: +3.00 Spell crit. chance: +2% Damage Shield penetration: +50% It can be used to teleport randomly (rad 42), putting all charms on cooldown for 30 turns. When used: 100% chance to regenerate 6 psi. Torques are made by powerful psionics to store psionic powers. This item has been sent to the Item's Vault. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Talent cooldown: Silence (-1 turn) Talent granted: +5 Silence 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. |
![]() Requires: - Level 25 Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 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 13 turns. Torques are made by powerful psionics to store psionic powers. This item has been sent to the Item's Vault. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 light Changes stats: +4 Wil Changes resistances: +15% light Mana each turn: +0.12 Vim when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +80.00 Maximum vim: +53.00 It can be used to reveal the area around you, dispelling darkness (radius 15, power 81 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to disarm traps (112 bonus disarm power, based on Magic) along a range 4 line, putting all charms on cooldown for 20 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+5 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+7 eff.) When used to imbue an object: Defense: +10 (+5 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+7 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
By JaR the OgrPal the Ogre Sun Paladin level 38
21st Pyre 123rd year of Ascendancy at 03:52 see stats
By JaR the OgrPal the Ogre Sun Paladin level 22
37th Haze 122nd year of Ascendancy at 08:46 see stats
By JaR the OgrPal the Ogre Sun Paladin level 37
1st Time of Balance 123rd year of Ascendancy at 14:01 see stats
By JaR the OgrPal the Ogre Sun Paladin level 31
32nd Regrowth 123rd year of Ascendancy at 12:55 see stats
By JaR the OgrPal the Ogre Sun Paladin level 42
37th Pyre 123rd year of Ascendancy at 20:58 see stats
By JaR the OgrPal the Ogre Sun Paladin level 45
31st Dusk 123rd year of Ascendancy at 14:22 see stats
By JaR the OgrPal the Ogre Sun Paladin level 50
38th Haze 123rd year of Ascendancy at 16:52 see stats
By JaR the OgrPal the Ogre Sun Paladin level 41
33rd Pyre 123rd year of Ascendancy at 19:45 see stats
By JaR the OgrPal the Ogre Sun Paladin level 39
26th Pyre 123rd year of Ascendancy at 09:58 see stats
By JaR the OgrPal the Ogre Sun Paladin level 50
44th Haze 123rd year of Ascendancy at 02:13 see stats
By JaR the OgrPal the Ogre Sun Paladin level 20
22nd Haze 122nd year of Ascendancy at 04:12 see stats
By JaR the OgrPal the Ogre Sun Paladin level 50
60th Haze 123rd year of Ascendancy at 12:30 see stats
By JaR the OgrPal the Ogre Sun Paladin level 43
24th Dusk 123rd year of Ascendancy at 03:26 see stats
By JaR the OgrPal the Ogre Sun Paladin level 40
28th Pyre 123rd year of Ascendancy at 23:57 see stats
By JaR the OgrPal the Ogre Sun Paladin level 38
12nd Pyre 123rd year of Ascendancy at 02:30 see stats
By JaR the OgrPal the Ogre Sun Paladin level 29
14th Regrowth 123rd year of Ascendancy at 13:26 see stats
By JaR the OgrPal the Ogre Sun Paladin level 24
77th Haze 122nd year of Ascendancy at 08:19 see stats
By JaR the OgrPal the Ogre Sun Paladin level 19
3rd Haze 122nd year of Ascendancy at 00:55 see stats
By JaR the OgrPal the Ogre Sun Paladin level 32
43rd Regrowth 123rd year of Ascendancy at 23:47 see stats
By JaR the OgrPal the Ogre Sun Paladin level 50
60th Regrowth 124th year of Ascendancy at 05:18 see stats
By JaR the OgrPal the Ogre Sun Paladin level 44
24th Dusk 123rd year of Ascendancy at 12:21 see stats
By JaR the OgrPal the Ogre Sun Paladin level 50
2nd Decay 123rd year of Ascendancy at 16:21 see stats
By JaR the OgrPal the Ogre Sun Paladin level 22
37th Haze 122nd year of Ascendancy at 09:14 see stats
By JaR the OgrPal the Ogre Sun Paladin level 46
31st Dusk 123rd year of Ascendancy at 20:48 see stats
By JaR the OgrPal the Ogre Sun Paladin level 50
66th Haze 123rd year of Ascendancy at 03:30 see stats
By JaR the OgrPal the Ogre Sun Paladin level 10
14th Dusk 122nd year of Ascendancy at 02:26 see stats
By JaR the OgrPal the Ogre Sun Paladin level 20
3rd Haze 122nd year of Ascendancy at 03:49 see stats
By JaR the OgrPal the Ogre Sun Paladin level 30
14th Regrowth 123rd year of Ascendancy at 21:04 see stats
By JaR the OgrPal the Ogre Sun Paladin level 40
28th Pyre 123rd year of Ascendancy at 14:25 see stats
By JaR the OgrPal the Ogre Sun Paladin level 50
9th Haze 123rd year of Ascendancy at 07:33 see stats
By JaR the OgrPal the Ogre Sun Paladin level 38
21st Pyre 123rd year of Ascendancy at 06:47 see stats
By JaR the OgrPal the Ogre Sun Paladin level 50
1st Regrowth 124th year of Ascendancy at 16:54 see stats
By JaR the OgrPal the Ogre Sun Paladin level 43
22nd Dusk 123rd year of Ascendancy at 08:55 see stats
By JaR the OgrPal the Ogre Sun Paladin level 50
16th Regrowth 124th year of Ascendancy at 07:45 see stats
By JaR the OgrPal the Ogre Sun Paladin level 18
45th Dusk 122nd year of Ascendancy at 08:40 see stats
By JaR the OgrPal the Ogre Sun Paladin level 28
2nd Wintertide 123rd year of Ascendancy at 19:18 see stats
By JaR the OgrPal the Ogre Sun Paladin level 22
46th Haze 122nd year of Ascendancy at 00:12 see stats
By JaR the OgrPal the Ogre Sun Paladin level 19
2nd Haze 122nd year of Ascendancy at 10:34 see stats
By JaR the OgrPal the Ogre Sun Paladin level 40
29th Pyre 123rd year of Ascendancy at 02:31 see stats
By JaR the OgrPal the Ogre Sun Paladin level 22
37th Haze 122nd year of Ascendancy at 08:46 see stats
By JaR the OgrPal the Ogre Sun Paladin level 7
1st Dusk 122nd year of Ascendancy at 17:56 see stats
By JaR the OgrPal the Ogre Sun Paladin level 22
37th Haze 122nd year of Ascendancy at 08:46 see stats
By JaR the OgrPal the Ogre Sun Paladin level 30
14th Regrowth 123rd year of Ascendancy at 21:27 see stats
By JaR the OgrPal the Ogre Sun Paladin level 7
4th Dusk 122nd year of Ascendancy at 07:55 see stats
By JaR the OgrPal the Ogre Sun Paladin level 47
47th Dusk 123rd year of Ascendancy at 11:25 see stats
By JaR the OgrPal the Ogre Sun Paladin level 23
47th Haze 122nd year of Ascendancy at 05:57 see stats
By JaR the OgrPal the Ogre Sun Paladin level 19
1st Haze 122nd year of Ascendancy at 21:12 see stats
By JaR the OgrPal the Ogre Sun Paladin level 13
26th Dusk 122nd year of Ascendancy at 15:41 see stats
By JaR the OgrPal the Ogre Sun Paladin level 39
25th Pyre 123rd year of Ascendancy at 04:05 see stats
By JaR the OgrPal the Ogre Sun Paladin level 36
80th Regrowth 123rd year of Ascendancy at 05:10 see stats
Log
War hound hits JaR the OgrPal for (20 resist armour), 415 physical, 6 healing (415 total damage) [6 healing].
JaR the OgrPal receives 44 healing from Shield of Light.
JaR the OgrPal hits War hound for 2 temporal, 8 fire, 10 acid, 32 darkness (52 total damage).
JaR the OgrPal receives 2078 healing.
Rotting Disease from Porokira the orc summoner hits Stone golem for 180 blight damage.
Porokira the orc summoner uses Pride of the Orcs.
Porokira the orc summoner receives 700 healing from Pride of the Orcs.
JaR the OgrPal leeches life from Stone golem!
Stone golem hits JaR the OgrPal for (20 resist armour), 192 physical, 16 healing (192 total damage) [16 healing].
JaR the OgrPal receives 44 healing from Shield of Light.
JaR the OgrPal hits Stone golem for 4 temporal, 8 fire, 21 acid, 32 darkness (64 total damage).
Nerynn the orc high pyromancer's cleansing fire area effect hits JaR the OgrPal for (14 resist armour), 0 fire (0 total damage).
Nerynn the orc high pyromancer uses Throwing Knives.
Greater Weapon Focus from Nerynn the orc high pyromancer performs a melee critical strike against JaR the OgrPal!
JaR the OgrPal resists the terror!
Shadow casts Shadow Flames.
Shadow casts Shadow Lightning.
Ritch flamespitter spits flames!
Ritch flamespitter's mind surges with critical power!
Greater Weapon Focus from Nerynn the orc high pyromancer hits JaR the OgrPal for (20 resist armour), 247 physical (247 total damage).
Nerynn the orc high pyromancer's Throwing Knife hits JaR the OgrPal for (20 resist armour), 189 physical (189 total damage).
Shadow hits JaR the OgrPal for (20 resist armour), 186 fire (186 total damage).
Shadow hits JaR the OgrPal for (20 resist armour), 361 lightning (361 total damage).
Shield of Light hits JaR the OgrPal for 44 healing, 44 healing, 44 healing, 44 healing, 44 healing (0 total damage) [221 healing].
Ritch flamespitter hits JaR the OgrPal for (20 resist armour), 268 fire (268 total damage).
JaR the OgrPal hits Nerynn the orc high pyromancer for 1 temporal, 2 fire, 6 acid, 11 darkness, 1 temporal, 2 fire, 6 acid, 11 darkness (42 total damage).
Heart of Poosh =heal= is still recharging.
Orc berserker uses Orcish Fury.
Orc berserker enters a state of bloodlust.
Saving game...