














Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Player AIoo 1.7.4This is a fork of PlayerGAI by Glavius itself a fork of PlayerAI by Charidan. Once you click ALT-F1 (you can change this key with Keybinding) 1.Auto explore You can weight the talent used by the AI by right clicking on your character and clicking on "Define Player-Aioo" at the bottom of the dialog box. It will Stop when your character is low on life, when you are on an Exit, when a dialog box open, or you are blinded. !Warning: Use it at your own risk. This can put your character in a sure death situation! Goal: Known Bug: ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Oozemancer |
| Level / Exp | 50 / 3273% |
| Size | big |
| Lifes / Deaths | no deaths recorded / 0 |
| Antimagic | Follower |
Primary Stats
| Strength | 33 (base 7) |
| Dexterity | 74 (base 36) |
| Constitution | 107 (base 62) |
| Magic | 17 (base 11) |
| Willpower | 153.49862881778 (base 63) |
| Cunning | 110.10677016552 (base 60) |
Resources
| Life | 2645/2645 |
| Equilibrium | 93 |
| Healing Factor | 2.5 |
| Regeneration | 204.76868376635 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 7 |
| See Stealth | 84.561686922671 |
| See Invisible | 90.561686922671 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 176 |
| Accuracy | 71 |
| Crit Chance | 70% |
| APR | 92 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 160 |
| Accuracy | 71 |
| Crit Chance | 72% |
| APR | 62 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 3.2 |
| Crit Chance | 33% |
| Speed | 1 |
Offense: Mind
| Mindpower | 86 |
| Crit Chance | 95% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +47% |
| Light | +9% |
| Physical | +3% |
| Nature | +134% |
| Arcane | +6% |
| Cold | +6% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +20% |
| Acid | +101% |
| Nature | +101% |
| Physical | +5% |
| Cold | +20% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 67 (80.678270784467%) |
| Defense | 63 |
| Ranged Defense | 63 |
| Fatigue | 0 |
| Physical Save | 73 |
| Spell Save | 73 |
| Mental Save | 78 |
Defense: Resistances
| Acid | + 73%( 84%) |
| Blight | + 84%( 84%) |
| Arcane | + 67%( 84%) |
| Cold | + 61%( 84%) |
| All | + 41%( 84%) |
| Physical | + 43%( 84%) |
| Lightning | + 60%( 84%) |
| Light | + 54%( 84%) |
| Temporal | + 57%( 84%) |
| Mind | + 48%( 84%) |
| Darkness | + 47%( 84%) |
| Fire | + 45%( 84%) |
| Nature | + 84%( 84%) |
Defense: Immunities
| Teleport Resistance | 10% |
| Silence Resistance | 10% |
| Bleed Resistance | 73% |
| Confusion Resistance | 45% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 20% |
| Poison Resistance | 100% |
| Blind Resistance | 73% |
Inscriptions (5/5)
| Infusions | Effective talent level: 2.5 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -1166 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1166 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 2.5 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 and physical effect and reduce all damage taken by 47% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 2.5 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 836 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and mental effect and reduce all damage taken by 42% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 2.5 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 25% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 5 each turn for 4 turns. Its effects scale with your Willpower stat. |
Class Talents
| Wild-gift / Oozing blades | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Corrosive blades | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Moss | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Wild-gift / Eyal's fury | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Slime | 1.40 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Ooze | 1.40 |
| 5/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Wild-gift / Mucus | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Wild-gift / Fungus | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 4/5 |
| Cunning / Survival | 1.20 |
| 1/5 |
| 5/5 |
| 2/5 |
| 1/5 |
| Wild-gift / Mindstar mastery | 1.40 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.40 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.40 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Acidic Soil |
| talent | Unstoppable Nature |
| talent | Psiblades |
| talent | Mitosis |
| talent | Antimagic Shield |
| beneficial effect | Nature damage increased by 22%. Natural Acid |
| detrimental effect | You have taken root becoming one with nature. Or at least the ground. Your health, armor, and armor hardiness are improved but you cannot move. You have taken root! |
| beneficial effect | Acid damage increased by 22%. Corrosive Nature |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by Salygatha the master vampire. Escort: injured seer (level 2 of Dreadfell) | failed |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You failed to protect the lone alchemist from death by Xanelle the emperor wight. Escort: lone alchemist (level 3 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 6 of Dreadfell. Escort: lone alchemist (level 6 of Dreadfell)As a reward you improved Willpower by +5. | done |
You failed to protect the lost tinker from death by Ivetha the skeleton warrior. Escort: lost tinker (level 8 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved Constitution by +5. | done |
You failed to protect the repented thief from death by orc assassin. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the repented thief from death by Betabretta the dread. Escort: repented thief (level 4 of Dreadfell) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 3356. | 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. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
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 Agrimley the hermit. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision 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 mysticism. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of 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. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+0 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 70% (based on Cunning) Activation costs 26 power out of 22/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
| Quiver | Arkul's Siege Arrows (14/14, 180% power, 100 apr)Requires: - Strength 30 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Power: 180% Range: 1.4x Uses stats: 70% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +100 Crit. chance: +10.0% Capacity: 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. |
| Light source | TidestreakInfused by nature Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 8% Changes resistances: +6% acid / +21% cold / +3% all Changes damage: +6% cold Spell save: +9 (+3 eff.) Mental save: +13 (+3 eff.) Maximum life: +60.00 Light radius: +5 See stealth: +15 See invisible: +21 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Hat (8 def, 14 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +14 Defense: +8 (+2 eff.) Fatigue: +5% Effects on melee hit: * 20 arcane resource burn Changes stats: +6 Str / +16 Wil Changes resistances: +23% lightning / +14% temporal / +15% blight / +6% fire / +3% acid / +7% all Changes resistances penetration: +30% acid Changes damage: +15% nature Physical save: +15 (+4 eff.) Mental save: +24 (+5 eff.) Light radius: +2 A cap made of leather. |
| On hands | Spellhunt Remnants (6 def, 8 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+1 eff.) Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +25% nature Changes damage: +25% nature Spell save: +15 (+4 eff.) Maximum life: +100.00 Mindpower: +12 (+2 eff.) Mental crit. chance: +15% Light radius: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 197.16 arcane damage and stunned) Activation costs 52 power out of 17/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
| Tool | Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+1 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns Activation costs 6 power out of 13/15. This small tree-shaped totem is imbued with powerful healing energies. |
| On fingers | RangInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +9 Con Changes resistances: +3% blight / +12% cold / +12% nature / +12% temporal Changes resistances penetration: +5% acid Changes damage: +9% light Physical save: +36 (+9 eff.) Spell save: +18 (+5 eff.) Mental save: +33 (+7 eff.) Confusion immunity: +45% Life regen: +20.00 Maximum life: +72.00 Light radius: +2 Healing mod.: +20% Rings make your fingers look great! |
| On fingers | Jetreign the voratun ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+5 eff.) Changes stats: +10 Dex / +14 Wil / +10 Cun Changes resistances penetration: +20% darkness Changes damage: +6% arcane Critical mult.: +10.00% Mental save: +16 (+4 eff.) Life regen: +15.00 Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +10 Maximum life: +74.00 Healing mod.: +20% Rings make your fingers look great! |
| Around neck | AmmyInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +16 Defense: +24 (+6 eff.) Changes stats: +10 Dex Changes resistances: +6% blight / +9% mind / +9% light Changes resistances cap: +14% all Talent mastery: +0.30 Technique / Combat training Reduces incoming crit damage: 15.00% Physical save: +54 (+12 eff.) Silence immunity: +10% Disarm immunity: +20% Only die when reaching: -60.00 life Amulets make your neck look great! |
| In main hand | Eyal's Will (124% power, 85 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Power: 124% Range: 1.1x Uses stats: 121% Wil, 40% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +85 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +20 Wil Changes resistances: +25% blight / +15% nature Changes resistances penetration: +20% nature / +10% acid Changes damage: +20% nature / +10% acid Talent mastery: +0.10 Wild-gift / Mindstar mastery Talent granted: +3 Ooze Spit Mindpower: +36 (+7 eff.) Mental crit. chance: +9% It can be used to activate talent Slime Wave (costing 16 power out of 30/30) : Effective talent level: 4.5 Power cost: 16 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 9, doing 206.79 slime damage for 15 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. |
| Around waist | BeltingCrafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +30.0% Physical power: +10 (+3 eff.) Changes stats: +12 Dex / +6 Wil / +12 Cun Changes resistances: +3% mind / +3% physical Changes resistances penetration: +20% cold Physical save: +6 (+2 eff.) Spell save: +12 (+3 eff.) Mental save: +15 (+3 eff.) Disease immunity: +24% Teleport immunity: +10% Maximum life: +110.00 Mental crit. chance: +30% Size category: +1 A belt that goes around your waist. |
| In off hand | Oozing Heart (115% power, 55 apr, nature slow damage)Requires: - Willpower 36 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Power: 115% Range: 1.1x Uses stats: 103% Wil, 62% Cun Damage type: Nature slow Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +55 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +30 manaburn arcane When wielded/worn: Changes stats: +4 Cun / +12 Wil Changes resistances: +12% arcane / +12% blight Changes damage: +18% nature / +15% acid Talent masteries: +0.10 Wild-gift / Slime +0.10 Wild-gift / Ooze Spell save: +15 (+4 eff.) Mindpower: +25 (+5 eff.) Mental crit. chance: +8% It can be used to activate talent Ooze Spit (costing 11 power out of 16/20) : Effective talent level: 3.5 Power cost: 11 out of 16/20. Range: 10 Travel Speed: 800% of base Description: Spit slime at your target doing 291.20 nature damage and slowing it down by 30% for 3 turns. The damage will increase with the Dexterity stat This mindstar oozes a thick, caustic liquid. Magic seems to die around it. |
| Cloak | Badrasta the elven-silk cloak (3 def, 8 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Armour: +8 Defense: +3 (+0 eff.) Changes stats: +11 Str / +13 Con Changes resistances: +17% nature / +20% blight Changes resistances penetration: +5% physical Changes damage: +3% physical Physical save: +14 (+4 eff.) Life regen: +9.00 Stamina each turn: +1.00 Maximum life: +106.00 Healing mod.: +19% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Tarrynarirain (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +9 Con Changes resistances: +9% lightning / +12% light / +28% blight / +9% darkness / +13% all Changes damage: +14% nature Spell save: +6 (+2 eff.) Poison immunity: +44% Disease immunity: +44% Life regen: +9.30 Maximum life: +155.00 Maximum hate: +4.00 Healing mod.: +43% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
healing infusion of the psychic (heal 360; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 360 then cleanse 1 wound, poison, and disease effect. 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 nature talent. |
This item will automatically be transmogrified when you leave the level.healing infusion of the titan (heal 312; cd 15) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 312 then cleanse 1 wound, poison, and disease effect. 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 nature talent. |
heroism infusion of the titan (die at -723; dur 8; cd 32)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -723 life. The duration and life will increase by 1% for every 1% life you have lost (currently 723 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. 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 nature talent. Press to compare to your current inscriptions |
movement infusion of the sneak (speed 1022%; cd 16)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1022% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the sneak (speed 1079%; cd 17)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1079% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the sneak (speed 736%; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 736% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level.wild infusion (res 21%; magical, physical; dur 3; cd 16) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 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 and physical effect and reduce all damage taken by 21% for 3 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
Rune of the Rift (763.99 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 763.99 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
AryruimasInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +6% temporal / +10% light / +12% darkness Physical save: +3 (+1 eff.) Blindness immunity: +23% Confusion immunity: +10% Life regen: +2.00 Amulets make your neck look great! |
insulating copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% fire / +11% cold Amulets make your neck look great! |
Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+1 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 18 power out of 35/35) : Effective talent level: 4.9 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 578 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
PoruthaInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +1 Str / +1 Mag / +3 Cun Changes resistances: +11% temporal Critical mult.: +10.00% Physical save: +14 (+4 eff.) Spell save: +12 (+3 eff.) Mental save: +11 (+3 eff.) Pinning immunity: +22% Knockback immunity: +23% Maximum psi: +30.00 Amulets make your neck look great! |
The Far-HandPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 19 power out of 36/36) : Effective talent level: 5.5 Power cost: 19 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (103). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 6 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. |
copper agate ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Changes resistances: +6% nature / +6% blight Poison immunity: +12% Disease immunity: +11% Rings make your fingers look great! |
titan's copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Physical save: +4 (+1 eff.) Rings make your fingers look great! |
titan's copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+2 eff.) Rings make your fingers look great! |
titan's copper ring of perseveranceInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+2 eff.) Stun/Freeze immunity: +21% Life regen: +2.00 Rings make your fingers look great! |
Bogstone the steel ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +22% acid / +11% physical / +3% nature Changes resistances penetration: +10% physical Changes damage: +11% acid / +11% physical Stun/Freeze immunity: +24% Life regen: +3.00 Only die when reaching: -60.00 life Rings make your fingers look great! |
Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+2 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 25.83 cold and 25.10 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 31 power out of 60/60. This azure ring seems to be always moist to the touch. |
Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 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. |
MnemonicInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+4 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+2 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 16 power out of 30/30) : Effective talent level: 3.5 Power cost: 16 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 4 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
This item will automatically be transmogrified when you leave the level.pixie's voratun ring of speed Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+5 eff.) Defense: +13 (+3 eff.) Changes stats: +5 Cun / +7 Mag Spellpower: +14 (+2 eff.) Movement speed: +25% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 21 cooldown : Effective talent level: 3.5 Power cost: 21 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 32% for 5 turns. Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.flaming voratun battleaxe of torment (167% power, 4 apr) Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 168% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (radius 1) on hit: +27 fire Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.truestriking voratun greatmaul (181% power, 4 apr) Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 182% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +35 (+12 eff.) Armour penetration: +21 Changes resistances penetration: +21% physical Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.balanced dwarven-steel greatsword of massacre (161% power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 161% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +16 (+6 eff.) Defense: +14 (+3 eff.) Disarm immunity: +42% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.caustic stralite greatsword of erosion (157% power, 3 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 158% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +20 nature Damage (radius 2) on crit: +52 acid / +47 nature When wielded/worn: Armour penetration: +19 Changes resistances penetration: +30% acid / +24% nature Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.Vilekarma (153% power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 153% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 19% chance to reduce strength, dexterity, and constitution by 5 * 10% chance to slow global speed by 74% * Create an explosion dealing 15 acid damage (1/turn) Damage (Melee): +16 darkness / +17 blight / +20 arcane When wielded/worn: Armour penetration: +13 Physical crit. chance: +15.0% Changes resistances: +7% arcane / +6% darkness Changes resistances penetration: +30% acid / +20% nature Changes damage: +30% acid / +12% arcane Critical mult.: +28.00% Disease immunity: +34% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.enhanced stralite mace of massacre (160% power, 5 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Power: 161% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +11 Str / +10 Dex / +9 Mag / +11 Wil / +11 Cun / +11 Con Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.voratun mace 'Lisotha' (156% power, 21 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 156% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +21 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage Shield penetration (this weapon only): +20% When wielded/worn: Accuracy: +23 (+8 eff.) Changes stats: +12 Str / +2 Dex / +1 Cun Changes resistances: +5% arcane Changes resistances penetration: +25% blight Changes damage: +6% arcane / +14% physical Critical mult.: +10.00% Mana when firing critical spell: +1.00 See invisible: +9 Damage Shield penetration: +40% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.truestriking voratun waraxe of erosion (150% power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 150% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +20 nature When wielded/worn: Accuracy: +25 (+9 eff.) Armour penetration: +15 Changes resistances penetration: +15% physical One-handed war axes. |
This item will automatically be transmogrified when you leave the level.voratun waraxe 'Hailslice' (151% power, 11 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 151% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +11 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 27% chance to reduce all saves and defense by 45 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +12 arcane When wielded/worn: Physical crit. chance: +15.0% Damage when hit (Melee): 10 physical Changes stats: +4 Dex Changes resistances: +21% cold Changes resistances penetration: +20% cold Changes damage: +36% arcane / +15% physical Physical save: +18 (+5 eff.) Maximum stamina: +40.80 One-handed war axes. |
This item will automatically be transmogrified when you leave the level.voratun waraxe 'Korachak' (150% power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 151% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (radius 1) on hit: +27 blight Damage (radius 2) on crit: +27 blight When wielded/worn: Accuracy: +15 (+5 eff.) Defense: +15 (+3 eff.) Changes stats: +20 Wil / +7 Cun / +5 Con Changes resistances penetration: +30% arcane Disarm immunity: +50% Spell crit. chance: +11% One-handed war axes. |
This item will automatically be transmogrified when you leave the level.Frozendash the voratun dagger (148% power, 9 apr) Requires: - Dexterity 48 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 149% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +20 darkness Damage against: +20% Living When wielded/worn: Effects on melee hit: * 27% chance to reduce strength, dexterity, and constitution by 5 Changes resistances: +27% darkness / +41% cold Changes resistances penetration: +25% arcane Changes damage: +12% blight / +27% cold / +12% arcane Physical save: +15 (+4 eff.) Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.balanced voratun dagger of erosion (146% power, 9 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 146% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +20 nature When wielded/worn: Accuracy: +15 (+5 eff.) Defense: +14 (+3 eff.) Disarm immunity: +50% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.flaming voratun dagger of phasing (148% power, 34 apr) Requires: - Dexterity 48 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 148% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +34 Crit. chance: +10.0% Attack speed: 100% Damage Shield penetration (this weapon only): +18% Damage (radius 1) on hit: +15 fire Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.drakeskin leather sling 'Airobsidian' Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 5 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 On weapon hit: * 27% chance to reduce strength, dexterity, and constitution by 5 Damage (Ranged): +27 blight / +20 cold Damage (radius 2) on crit: +16 lightning When wielded/worn: Changes stats: +6 Con Changes resistances: +21% blight Changes resistances penetration: +20% lightning Changes damage: +12% blight / +22% cold Mana each turn: +0.16 Maximum mana: +100.00 Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.penetrating stralite steamgun Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Powered by arcane forces Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +12 Attack speed: 100% Firing range: +9 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Changes resistances penetration: +21% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level.steady stralite steamgun of acid Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +12 Attack speed: 100% Firing range: +9 Travel speed: +600% Damage (Ranged): +17 acid Attacks use: 2.0 Steam When wielded/worn: Accuracy: +13 (+5 eff.) Physical crit. chance: +6.0% Changes damage: +20% acid Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level.runic voratun steamgun Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Powered by arcane forces Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Attack speed: 100% Firing range: +10 When this weapon hits: Arcane Vortex (10% chance level 5). Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Changes stats: +7 Mag Changes damage: +15% arcane Spellpower: +13 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level.deadly quiver of dragonbone arrows of wind (21/21, 186% power, 18 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Power: 186% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +3.0% Capacity: 21 On weapon hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 127 physical damage Travel speed: +200% Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level.pouch of steel shots of crippling (13/17, 116% power, 2 apr) Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Power: 116% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +13.5% Capacity: 17 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level.hateful pouch of dwarven-steel shots of crippling (19/19, 143% power, 3 apr) Requires: - Dexterity 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Power: 144% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +15.0% Capacity: 19 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Ranged): +20 darkness Damage against: +14% Living Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level.pouch of voratun shots 'Cyriwe' (22/22, 166% power, 6 apr) Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Power: 166% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +7.0% Capacity: 22 Turns elapse between self-loadings: 2 On weapon hit: * 27% chance to reduce armor by 8% Damage (Ranged): +27 temporal Damage (radius 1) on hit: +27 temporal Damage (radius 2) on crit: +27 acid / +27 temporal Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level.living steel shield of lightning resistance (+14%) (0 def, 4 armour, 110% power, 41.5 block) Requires: - Shield usage training - Strength 16 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Power: 110% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +42 Damage (Melee): +14 nature When wielded/worn: Armour: +4 Fatigue: +8% Changes resistances: +14% blight / +14% nature / +21% lightning Talent granted: +1 Block Maximum life: +59.00 Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.wrathful voratun shield of shrapnel (0 def, 10 armour, 181% power, 204 block) Requires: - Shield usage training - Strength 48 Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Power: 181% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +204 Damage (radius 2) on crit: +33 light / +36 fire When wielded/worn: Armour: +10 Fatigue: +8% On shield block: * Cause enemies within radius 6 to bleed for 178 physical damage over 5 turns (1/turn) * Deals 15 light and fire damage to each enemy blocked Changes resistances: +14% light / +15% fire Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.shimmering elven-silk robe of Angolwen (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +6 Mag / +5 Wil Changes resistances: +15% all Changes damage: +30% arcane Silence immunity: +45% Spellpower on spell critical (stacks up to 3 times): +7 Maximum mana: +110.00 Spellpower: +20 (+2 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.duelist's drakeskin leather armour of the hero (27 def, 18 armour) Requires: - Strength 20 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Defense: +27 (+6 eff.) Fatigue: +8% Changes stats: +9 Str / +17 Dex / +9 Mag / +9 Wil / +19 Cun Maximum life: +62.00 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.prismatic dwarven-steel mail armour of acid resistance (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+0 eff.) Fatigue: +12% Changes resistances: +21% acid / +16% light / +15% darkness A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.stralite mail armour of delving (4 def, 8 armour) Requires: - Heavy armour training - Strength 38 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +12% Changes stats: +9 Str Changes resistances: +18% darkness / +13% physical Light radius: +2 It can be used to activate talent Track, placing all other charms into a 16 cooldown : Effective talent level: 4.2 Power cost: 16 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 32 for 7 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.fearforged voratun plate armour of clarity (0 def, 16 armour) Requires: - Massive armour training - Strength 60 Powered by arcane forces Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +37% Changes stats: +10 Con Changes resistances: -20% light / +13% fire / +15% darkness / +10% mind Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +35 (+7 eff.) A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.insulating drakeskin leather belt of the mystic Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes resistances: +15% fire / +7% cold Mental save: +15 (+3 eff.) Spellpower: +10 (+1 eff.) A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.regal elven-silk cloak of the Shaloren (3 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +3 Mag / +7 Wil Mental save: +13 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.Airglean the pair of drakeskin leather boots (40 def, 14 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +14 Defense: +40 (+10 eff.) Changes resistances: +9% temporal / +27% fire Changes damage: +12% lightning / +21% arcane Reduces incoming crit damage: 20.00% Cut immunity: +27% Stun/Freeze immunity: +27% Maximum hate: +8.00 Spell crit. chance: +11% Infravision radius: +3 Damage Shield penetration: +40% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.reinforced pair of voratun boots (0 def, 13 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +13 Fatigue: +4% Changes resistances: +15% acid / +15% fire / +12% lightning / +15% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.scholar's pair of voratun boots of tirelessness (0 def, 5 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Stamina each turn: +1.10 Maximum stamina: +22.00 Spellpower: +13 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.polar iron gauntlets of strength (+3) (0 def, 1 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +8 (+3 eff.) Armour: +1 Fatigue: +1% Damage (Melee): 7 cold Changes stats: +3 Str Changes resistances: +6% cold Changes damage: +5% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level.insulating elven-silk wizard hat of the mind (+14%) (3 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes resistances: +14% fire / +20% mind / +15% cold Changes damage: +20% mind A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.shielding elven-silk wizard hat of light (+30%) (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +10 Mag Changes resistances: +30% light Changes damage: +20% light Spell save: +13 (+4 eff.) A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.stabilizing hardened leather cap of dexterity (+7) (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +7 Dex Physical save: +18 (+5 eff.) A cap made of leather. |
This item will automatically be transmogrified when you leave the level.leafwalker's drakeskin leather cap of the bounder (0 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +9 Str / +9 Dex Changes resistances: +14% nature Spell save: +7 (+2 eff.) Maximum life: +110.00 Healing mod.: +20% It can be used to activate talent Skullcracker, placing all other charms into a 11 cooldown : Effective talent level: 4.5 Power cost: 11 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 130.8 Physical damage. If the attack hits, the target is confused (43% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
This item will automatically be transmogrified when you leave the level.voratun helm of the bounder (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +8 Str / +9 Dex It can be used to activate talent Skullcracker, placing all other charms into a 11 cooldown : Effective talent level: 4.5 Power cost: 11 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 130.8 Physical damage. If the attack hits, the target is confused (43% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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. |
opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+4 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+4 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
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. |
3 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. |
3 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. |
2 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 16 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
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. |
2376 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
35 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
Poxbender the brass lanternInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Wil Changes resistances penetration: +15% nature Changes damage: +5% mind Mental save: +9 (+2 eff.) Equilibrium when hit: +0.04 Mindpower: +5 (+1 eff.) Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(185 power, based on Willpower) Activation costs 6 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
preserving brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Con Changes resistances: +6% blight Life regen: +2.00 Maximum life: +45.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +2 Infravision radius: +7 It can be used to cleanse your mind of up to 3 (based on Magic) detrimental mental effects Activation costs 21 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
preserving alchemist's lamp of healthInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +3 Con Changes resistances: +7% blight Life regen: +2.00 Maximum life: +45.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
WHamInfused by nature Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +9 (+3 eff.) Changes stats: +7 Wil Changes resistances: +3% temporal / +3% blight / +15% cold / +9% fire / +3% all Critical mult.: +14.00% Physical save: +18 (+5 eff.) Spell save: +14 (+4 eff.) Mental save: +15 (+3 eff.) Poison immunity: +24% Confusion immunity: +20% Light radius: +5 See stealth: +20 See invisible: +25 Healing mod.: +45% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Yvyramira the dwarven lanternCrafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +27 Defense: +15 (+3 eff.) Changes resistances: +12% acid / +5% physical / +3% nature Changes resistances penetration: +28% all Physical save: +20 (+5 eff.) Spell save: +14 (+4 eff.) Mental save: +18 (+4 eff.) Blindness immunity: +50% Disarm immunity: +20% Confusion immunity: +30% Life regen: +4.00 Light radius: +15 See stealth: +25 See invisible: +23 It can be used to activate talent Track, placing all other charms into a 21 cooldown : Effective talent level: 4.2 Power cost: 21 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 32 for 7 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
dwarven lantern 'Tarribers'Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +21 Defense: +11 (+2 eff.) Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 5 Changes stats: +3 Wil Changes resistances penetration: +15% blight / +21% all Changes damage: +18% mind Physical save: +12 (+3 eff.) Spell save: +14 (+4 eff.) Mental save: +20 (+4 eff.) Light radius: +8 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Mummified Egg-sac of UngolรซInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 42 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. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Festerblur the voratun pickaxe (dig speed 11 turns)Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Effects on melee hit: * 27% chance to slow global speed by 74% Damage when hit (Melee): 12 light Changes stats: +3 Str Changes resistances penetration: +20% temporal / +25% arcane / +34% nature Changes damage: +21% temporal / +15% arcane / +13% fire / +40% nature / +15% mind Mental save: +15 (+3 eff.) Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+2 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 11 power out of 25/25) : Effective talent level: 4.5 Power cost: 11 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 24 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 104 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 (0/1)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 626.96 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 13 power out of 10/25. This rod carved out of a giant spider fang continuously drips venom. |
Daimygrim [power 59] (13 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Armour: +6 Defense: +25 (+6 eff.) Changes stats: +3 Wil Changes resistances penetration: +15% acid Spell save: +18 (+5 eff.) Maximum life: +100.00 Mental crit. chance: +6% It can be used to setup a psionic shield, reducing all damage taken by 59 for 5 turns Activation puts all charms on cooldown for 13 turns. When used: * Reduce fatigue by 33% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level.Coal's kiss the voratun torque of mindblast [power 470] (8 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Changes stats: +11 Wil Changes resistances penetration: +34% mind Changes damage: +15% darkness Critical mult.: +15.00% Mana each turn: +0.28 Spellpower on spell critical (stacks up to 3 times): +14 Spellpower: +41 (+4 eff.) Spell crit. chance: +3% It can be used to blast the opponent's mind dealing 470 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 8 turns. Torques are made by powerful psionics to store psionic powers. |
Urthethel the voratun torque of psionic shield [power 117] (13 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 21% chance to reduce all saves and defense by 45 Damage when hit (Melee): 4 arcane Changes resistances: +6% mind / +9% acid Changes resistances penetration: +5% arcane / +10% mind Changes damage: +9% acid It can be used to setup a psionic shield, reducing all damage taken by 117 for 5 turns Activation puts all charms on cooldown for 13 turns. When used: * Reduce fatigue by 60% for 2 turns. * Increase the duration of 2 beneficial effects by 3. * Gain a 40% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level.supercharged voratun torque of gale force [power 645] (11 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to project a gust of wind in a cone knocking all creatures back 17 spaces and dealing 664 physical damage Activation puts all charms on cooldown for 11 turns. Torques are made by powerful psionics to store psionic powers. |
quick yew totem of stinging [power 236] (7 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to sting an enemy dealing 552 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 7 turns. Natural totems are made by powerful wilders to store nature power. |
Honeywood ChaliceInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+3 eff.) Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
Branogorn the dragonbone totem of healing [power 554] (8 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 21% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Str / +3 Dex Changes resistances: +9% acid Changes resistances penetration: +15% acid See invisible: +6 It can be used to heal yourself and all friendly characters within 10 spaces for 554 Activation puts all charms on cooldown for 8 turns. When used: * Reduce 3 talent cooldowns by 2. * Gain a 36% chance to evade weapon attacks for 2 turns. * Increase all damage by 30% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
The Guardian's TotemInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects when hit in melee: * 18% chance to slow global speed by 74% Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+5 eff.) Mindpower: +8 (+1 eff.) It can be used to call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.) Activation costs 26 power out of 50/50. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
This item will automatically be transmogrified when you leave the level.extending dragonbone totem of thorny skin [power 81] (11 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to harden the skin for 7 turns increasing armour by 81 and armour hardiness by 70% Activation puts all charms on cooldown for 11 turns. When used: * Increase the duration of 3 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level.extending dragonbone wand of shielding [power 560] (11 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to create a shield absorbing up to 560 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 11 turns. When used: * Increase the duration of 3 beneficial effects by 3. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
This item will automatically be transmogrified when you leave the level.focusing dragonbone wand of shielding [power 560] (11 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to create a shield absorbing up to 560 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 11 turns. When used: * Reduce 3 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
This item will automatically be transmogrified when you leave the level.quick dragonbone wand of shielding [power 500] (8 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to create a shield absorbing up to 500 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 8 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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 (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Boozy the Cornac Oozemancer level 41
3rd Pyre 123rd year of Ascendancy at 21:15 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Boozy the Cornac Oozemancer level 50
4th Haze 123rd year of Ascendancy at 13:57 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Boozy the Cornac Oozemancer level 41
80th Regrowth 123rd year of Ascendancy at 02:33 see stats
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Boozy the Cornac Oozemancer level 22
44th Dusk 122nd year of Ascendancy at 22:09 see stats
Arachnophobia (Insane (Roguelike) difficulty)
Destroyed the spydric menace.By Boozy the Cornac Oozemancer level 45
16th Pyre 123rd year of Ascendancy at 15:38 see stats
Back and there again (Insane (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Boozy the Cornac Oozemancer level 50
66th Dusk 123rd year of Ascendancy at 22:18 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Boozy the Cornac Oozemancer level 43
13rd Pyre 123rd year of Ascendancy at 00:39 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Boozy the Cornac Oozemancer level 32
8th Decay 122nd year of Ascendancy at 16:17 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Boozy the Cornac Oozemancer level 14
5th Dusk 122nd year of Ascendancy at 12:52 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Boozy the Cornac Oozemancer level 42
9th Pyre 123rd year of Ascendancy at 04:16 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Boozy the Cornac Oozemancer level 32
8th Decay 122nd year of Ascendancy at 18:03 see stats
Evil denied (Insane (Roguelike) difficulty)
Won ToME by preventing the Void portal from opening.By Boozy the Cornac Oozemancer level 50
74th Haze 123rd year of Ascendancy at 23:41 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Boozy the Cornac Oozemancer level 24
79th Dusk 122nd year of Ascendancy at 19:23 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Boozy the Cornac Oozemancer level 27
16th Haze 122nd year of Ascendancy at 20:26 see stats
Fear of Fours (Insane (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By Boozy the Cornac Oozemancer level 50
66th Haze 123rd year of Ascendancy at 18:11 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Boozy the Cornac Oozemancer level 35
24th Regrowth 123rd year of Ascendancy at 10:10 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Boozy the Cornac Oozemancer level 10
6th Mirth 122nd year of Ascendancy at 02:09 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Boozy the Cornac Oozemancer level 20
36th Dusk 122nd year of Ascendancy at 04:42 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Boozy the Cornac Oozemancer level 30
29th Haze 122nd year of Ascendancy at 15:28 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Boozy the Cornac Oozemancer level 40
77th Regrowth 123rd year of Ascendancy at 19:07 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Boozy the Cornac Oozemancer level 50
41st Dusk 123rd year of Ascendancy at 16:10 see stats
Orcrist (Insane (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By Boozy the Cornac Oozemancer level 50
37th Haze 123rd year of Ascendancy at 03:05 see stats
Race through fire (Insane (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Boozy the Cornac Oozemancer level 50
50th Haze 123rd year of Ascendancy at 21:49 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Boozy the Cornac Oozemancer level 32
53rd Haze 122nd year of Ascendancy at 20:58 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Boozy the Cornac Oozemancer level 50
25th Haze 123rd year of Ascendancy at 22:18 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Boozy the Cornac Oozemancer level 21
37th Dusk 122nd year of Ascendancy at 18:52 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Boozy the Cornac Oozemancer level 43
9th Pyre 123rd year of Ascendancy at 08:37 see stats
Tactical master (Insane (Roguelike) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Boozy the Cornac Oozemancer level 50
74th Haze 123rd year of Ascendancy at 23:40 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Boozy the Cornac Oozemancer level 10
9th Mirth 122nd year of Ascendancy at 22:49 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Boozy the Cornac Oozemancer level 50
17th Haze 123rd year of Ascendancy at 17:43 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Boozy the Cornac Oozemancer level 32
8th Decay 122nd year of Ascendancy at 18:25 see stats
The Sun Still Shines (Insane (Roguelike) difficulty)
Aeryn survived the last battle.By Boozy the Cornac Oozemancer level 50
74th Haze 123rd year of Ascendancy at 23:41 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Boozy the Cornac Oozemancer level 47
42nd Pyre 123rd year of Ascendancy at 10:28 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Boozy the Cornac Oozemancer level 23
62nd Dusk 122nd year of Ascendancy at 20:25 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Boozy the Cornac Oozemancer level 16
20th Dusk 122nd year of Ascendancy at 23:14 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Boozy the Cornac Oozemancer level 40
79th Regrowth 123rd year of Ascendancy at 12:25 see stats
Log
Argoniel shrugs off Boozy's 'Poison'!
Boozy hits Argoniel for 1074 nature damage.
Argoniel casts Epidemic.
Argoniel's spell attains critical power!
Argoniel's spell attains critical power!
High Sun Paladin Aeryn resists Argoniel's 'Epidemic'!
Argoniel receives 177 healing from Blood Splash.
Quasit is not dazed anymore.
Something hits Quasit for 123 nature damage.
Talent Ooze Spit is ready to use.
High Sun Paladin Aeryn slows down.
Poison from Boozy hits Argoniel for 322 nature damage.
Spydric Poison from Boozy hits Argoniel for 87 nature damage.
Searing Sight hits Argoniel for 15 light damage.
Boozy uses Acidbeam.
Boozy's mind surges with critical power!
Quest 'Falling Toward Apotheosis' is done! (Press 'j' to see the quest log)
New Achievement: Tactical master (Insane (Roguelike) difficulty)!
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Boozy hits Argoniel for 674 acid damage.
Boozy killed Argoniel!
Talent Reclaim is ready to use.
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
New Achievement: Evil denied (Insane (Roguelike) difficulty)!
New Achievement: The Sun Still Shines (Insane (Roguelike) difficulty)!
Saving game...
Saving done.































































































































































