











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Bulwark |
| Level / Exp | 50 / 666% |
| Size | huge |
| Lifes / Deaths | Killed by Belebreldawe the hummerhorn at level 20 on the 2nd Dearth 122nd year of Ascendancy at 20:59 0 / 9Killed by elven blood mage at level 24 on the 23rd Dearth 122nd year of Ascendancy at 23:14 Killed by snow giant boulder thrower at level 26 on the 12nd Shortage 122nd year of Ascendancy at 16:00 Killed by snow giant boulder thrower at level 26 on the 12nd Shortage 122nd year of Ascendancy at 17:55 Killed by Zubysetira the spire dragon at level 35 on the 28th Gold 123rd year of Ascendancy at 04:01 Killed by Elandar at level 50 on the 19th Wealth 123rd year of Ascendancy at 16:30 Killed by Elandar at level 50 on the 19th Wealth 123rd year of Ascendancy at 20:54 Killed by Elandar at level 50 on the 19th Wealth 123rd year of Ascendancy at 23:39 Killed by multi-hued drake at level 50 on the 19th Wealth 123rd year of Ascendancy at 23:41 |
Primary Stats
| Strength | 149 (base 57) |
| Dexterity | 79 (base 47) |
| Constitution | 117 (base 60) |
| Magic | 27 (base 10) |
| Willpower | 91 (base 52) |
| Cunning | 62 (base 10) |
Resources
| Life | -464/2331 |
| Mana | 799/799 |
| Stamina | 554/554 |
| Healing Factor | 1.9792334494773 |
| Regeneration | 333.67411214119 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +40% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 50.889385242605 |
| See Invisible | 68.889385242605 |
| ESP Range | 10 |
| ESP Kinds | demon/major, demon/minor |
Offense: Mainhand
| Damage | 208 |
| Accuracy | 72 |
| Crit Chance | 29% |
| APR | 20 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 23 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Mind
| Mindpower | 55 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +8% |
| Light | +8% |
| Temporal | +11% |
| Nature | +22% |
| Physical | +17% |
| Mind | +14% |
| All | +2% |
Offense: Damage Penetration
| Nature | +5% |
| Arcane | +10% |
| Physical | +30% |
| Mind | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 77.723073231957 (93.924050632911%) |
| Defense | 38 |
| Ranged Defense | 49 |
| Fatigue | 0 |
| Physical Save | 83 |
| Spell Save | 81 |
| Mental Save | 70 |
Defense: Resistances
| Acid | + 16%( 70%) |
| Blight | + 62%( 70%) |
| Arcane | + 4%( 70%) |
| Cold | + 45%( 70%) |
| All | -5%( 70%) |
| Darkness | + 70%( 70%) |
| Light | + 54%( 70%) |
| Temporal | + 16%( 70%) |
| Lightning | + 4%( 70%) |
| Physical | + 20%( 70%) |
| Fire | + 5%( 70%) |
| Nature | + 50%( 70%) |
Defense: Immunities
| Stun Resistance | 45% |
| Instadeath Resistance | 100% |
| Blind Resistance | 33% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 31% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 783 life over 5 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 798 damage for 4 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 18. Afterwards you stay out of phase for 6 turns. In this state all new negative status effects duration is reduced by 51%, your defense is increased by 51 and all your resistances by 51%. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Superiority | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Technique / Battle tactics | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 3/5 |
| Technique / Shield defense | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 4/5 |
| 5/5 |
| 4/5 |
| 5/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 4/5 |
| 4/5 |
| 5/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| detrimental effect | The target is on fire, taking 75.90 fire damage per turn. Burning |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | The target burns with darkness, taking 69.08 damage each turn until it dies or runs away. Only Ashes Left |
| beneficial effect | A flow of life spins around the target, regenerating 156.52 life per turn. Regeneration |
| detrimental effect | The target is blinded, unable to see anything. Blinded |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 5 of Dreadfell. Escort: injured seer (level 5 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Dexterity by +1. | done |
You failed to protect the lost anorithil from death by snow giant boulder thrower. Escort: lost anorithil (level 1 of Daikara) | failed |
You failed to protect the lost sun paladin from death by Silikira the venom drake. Escort: lost sun paladin (level 2 of Daikara) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved Dexterity by +2. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
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 Magic by +2. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 2564. | 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. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed multi-hued wyrm scale. * You've found the needed ice wyrm tooth. * You've found the needed wretchling eyeball. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * You've found the needed naga tongue. * You've found the needed storm wyrm claw. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You 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 | Sunquick (0 def, 14 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +14 Fatigue: +4% Effects on melee hit: * 31% chance to corrode armour by 30% * 30% chance to blind Damage when hit (Melee): 8 acid Changes damage: +6% acid Stamina each turn: +1.00 Maximum stamina: +36.00 Light radius: +3 Infravision radius: +3 Movement speed: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | SatyrseamInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +2 Defense: +9 (+4 eff.) Ranged Defense: +9 (+3 eff.) Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 20 physical Changes stats: +2 Con Changes resistances: +9% light Changes resistances penetration: +15% physical Physical save: +9 (+2 eff.) Mental save: +11 (+3 eff.) Only die when reaching: -60.00 life Light radius: +3 See stealth: +14 See invisible: +17 Healing mod.: +15% A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Moldsweeper (9 def, 10 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +10 Defense: +9 (+4 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: +4% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 physical Changes stats: +4 Str Changes resistances: +15% blight / +2% physical Changes damage: +9% temporal Only die when reaching: -60.00 life It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 945.1 Physical damage. If the attack hits, the target is confused (44% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Xeredherin the Glintwinnow (0 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical power: +20 (+4 eff.) Armour: +3 Effects on melee hit: * 21% chance to cause random gloom Damage (Melee): 40 mind / 39 darkness / 19 arcane Damage when hit (Melee): 4 light / 4 temporal Changes stats: +6 Str / +9 Mag / +10 Wil Changes resistances: +9% arcane / +3% lightning Changes damage: +6% light Mental save: -5 (-1 eff.) Mindpower: +8 (+3 eff.) Light radius: +1 It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +6 Con / +7 Wil 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 (+3 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns, costing 10 power out of 10/15. This small tree-shaped totem is imbued with powerful healing energies. |
| On fingers | Bethyda the voratun ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +4 Con Changes resistances: +9% blight / +2% physical / +6% lightning Spell save: +20 (+4 eff.) Mental save: +42 (+10 eff.) Stun/Freeze immunity: +45% Life regen: +5.50 Maximum life: +88.00 Maximum stamina: +28.00 Healing mod.: +23% Rings can have magical properties. |
| On fingers | Mayybeth the stralite ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 18% chance to cause random gloom Damage (Melee): 20 bleed Effects on ranged hit: * 18% chance to cause random gloom Damage (Ranged): 17 bleed Changes stats: +3 Str / +9 Cun / +5 Con Changes resistances: +20% darkness / +6% cold Hate when firing a critical mind attack: +3.00 Maximum hate: +13.00 See invisible: +15 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 5.2 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 171% weapon damage. If the attack hits, the target will bleed for 322% weapon damage over 7 turns, and all healing will be reduced by 76%. Rings can have magical properties. |
| Around neck | Beroreran the stralite amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -18% Changes stats: +17 Dex / +2 Mag / +16 Cun / +16 Con Changes resistances: +26% light / +26% darkness Changes resistances penetration: +10% arcane Critical mult.: +15.00% Spell save: +20 (+4 eff.) Blindness immunity: +33% Life regen: +2.40 Stamina each turn: +2.60 Vim when firing critical spell: +4.00 Movement speed: +20% Amulets can have magical properties. |
| In main hand | Barkpride (39.5-55.3 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 39.5 - 55.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * Slows global speed by 47% * 58% chance to cause random gloom Damage (Melee): +19 temporal / +49 mind / +8 nature When wielded/worn: Armour penetration: +12 Fatigue: -4% Damage when hit (Melee): 19 temporal Changes stats: +13 Cun / +14 Wil Changes resistances: +9% nature / +20% temporal Changes resistances penetration: +15% mind / +15% physical Changes damage: +15% physical Grants telepathy: Demon/Minor Demon/Major One-handed war axes. |
| Around waist | drakeskin leather belt 'Poxvortex'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +8 (+2 eff.) Effects on melee hit: * Slows global speed by 15% * 20% chance to disease Damage when hit (Melee): 8 blight Changes stats: +9 Str / +5 Dex / +5 Wil / +5 Cun / +5 Con Changes resistances: +12% cold / +10% fire / +6% darkness / +3% nature Changes resistances penetration: +5% nature Physical save: +27 (+6 eff.) Spell save: +15 (+3 eff.) Mental save: +20 (+5 eff.) Size category: +1 A belt that goes around your waist. |
| In off hand | Alurand the Radiancegrind (12 def, 3 armour, 76-91.2 power, 194.5 block)Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 76.0 - 91.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +194 On weapon hit: * 47% chance to inflict 15% damage reduction On weapon crit: * smash the target with your shield crippling them Damage (Melee): +20 acid Burst (radius 2) on crit: +40 light / +39 darkness When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+2 eff.) Armour: +3 Defense: +12 (+5 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Effects on melee hit: * 35% chance to blind Effects when hit in melee: * 17% chance to corrode armour by 30% Damage when hit (Melee): 12 light Changes stats: +6 Con Changes resistances: +20% acid / +30% cold / +21% light / +20% darkness Talent granted: +5 Block Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Handheld deflection devices. |
| Cloak | Betavena (3 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +35 (+9 eff.) Defense: +3 (+2 eff.) Fatigue: -10% Changes stats: +3 Dex / +3 Cun Changes resistances: +20% nature / +20% blight Changes damage: +12% mind Reduces incoming crit damage: 10.00% Mental save: +9 (+2 eff.) Life regen: +2.50 Maximum life: +152.00 Maximum stamina: +40.00 Mindpower: +4 (+2 eff.) Healing mod.: +29% Heals friendly targets nearby when you use a nature summon: +30 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Cuirass of the Dark Lord (0 def, 30 armour)Requires: - Strength 52 - Talent Heavy Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +30 Fatigue: +25% Damage when hit (Melee): 30 physical Changes stats: +10 Str / +10 Con Changes resistances: +20% physical Physical save: +15 (+3 eff.) Life regen: +0.00 Blood Charges: 0 It can be used to drain blood from all creatures within range 5, causing them to bleed for 322.92 physical damage over 4 turns (based on your Physicalpower). For each creature drained (up to 10), the armor gains strength, which fades over 10 turns if it is not fed, costing 25 power out of 15/25. Worn by a villain long forgotten, this armor was powered by the blood of thousands of innocents. Decrepit and old, the dark lord died in solitude, his dominion crumbled, his subjects gone. Only this cuirass remained, dying to finally taste fresh blood again. |
Inventory
Rune of the Rift (514.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 570.54 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
biting gale rune of the duelist (127 cold damage; freeze 3 turns with power 58)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 127.30 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 58 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune of the warrior (475 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 474.50 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.lightning rune (276 lightning damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 9 Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 92.14 to 276.42 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
This item will automatically be transmogrified when you leave the level.savage's voratun ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +5 Con Spell save: +20 (+4 eff.) Maximum stamina: +40.00 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.hateful voratun dagger of vileness (37-48.1 power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.0 - 48.1 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 23% chance to disease Damage (Melee): +24 blight / +16 darkness Damage against: +12% Living Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.voratun dagger 'Flashmalice' (49-63.7 power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 49.0 - 63.7 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Burst (radius 2) on crit: +20 acid When wielded/worn: Effects on melee hit: * 40% chance to daze at end of turn Damage when hit (Melee): 20 acid / 20 lightning Changes resistances: +12% acid Changes resistances penetration: +20% lightning / +30% mind / +15% acid Changes damage: +9% acid Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.flaming voratun greatsword (63-100.8 power, 4 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 63.0 - 100.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +28 fire Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.truestriking voratun greatsword of evisceration (63-100.8 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 63.0 - 100.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 23 bleeding, 73% reduced healing When wielded/worn: Accuracy: +21 (+6 eff.) Armour penetration: +20 Physical crit. chance: +21.0% Physical power: +14 (+3 eff.) Changes resistances penetration: +21% physical Massive two-handed swords. |
voratun longsword 'Isalena' (42.5-59.5 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 42.5 - 59.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to disease Damage (Melee): +24 temporal / +8 blight / +8 mind / +20 nature When wielded/worn: Accuracy: +14 (+4 eff.) Physical power: +15 (+3 eff.) Effects on melee hit: * 26% chance to disease Changes stats: +7 Str / +4 Wil / +6 Con Changes resistances: +3% blight Changes resistances penetration: +25% mind / +15% physical Changes damage: +13% physical Grants telepathy: Dragon Disarm immunity: +31% Stamina when hit: +1.80 Sharp, long, and deadly. |
Nerywe the Dazzlesear (53.5-74.9 power, 6 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 53.5 - 74.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Projects up to 1 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +11.0% Damage when hit (Melee): 12 blight Changes resistances penetration: +25% light / +5% blight Changes damage: +9% blight Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.hateful living mindstar of nightfall (16.5-18.15 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar hates not to be wrathful. Base power: 16.5 - 18.2 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +18% darkness Changes resistances penetration: +14% mind / +32% darkness Changes damage: +22% mind / +45% darkness Talent mastery: +0.20 Cursed / Darkness Blindness immunity: +23% Mindpower: +10 (+4 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.Gunne the Brandserpent (41-49.2 power, 8 apr, temporal element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 41.0 - 49.2 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +8 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 fire When wielded/worn: Physical crit. chance: +6.0% Changes stats: +4 Str Changes resistances penetration: +20% darkness / +20% temporal / +20% light / +20% physical Changes damage: +41% temporal / +41% physical / +41% darkness / +41% light Talent granted: +1 Command Staff Life regen: +0.60 Spellpower: +27 (+14 eff.) Spell crit. chance: +5% Healing mod.: +15% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.cruel dragonbone starstaff of illumination (30-36 power, 6 apr, temporal element) Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +13.0% Defense: +13 (+5 eff.) Effects on melee hit: * 18% chance to blind Changes damage: +30% temporal Talent granted: +1 Command Staff Critical mult.: +20.00% Spellpower: +15 (+8 eff.) Spell crit. chance: +5% Light radius: +5 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 44.95 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.dragonbone magestaff 'Nightstar' (42-50.4 power, 6 apr, fire element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 42.0 - 50.4 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +14 Defense: +12 (+5 eff.) Ranged Defense: +12 (+4 eff.) Damage when hit (Melee): 8 darkness Changes resistances: +6% blight / +12% temporal / +9% fire / +3% physical Changes resistances penetration: +20% darkness Changes damage: +42% fire Talent granted: +1 Command Staff Spell save: +20 (+4 eff.) Blindness immunity: +10% Stun/Freeze immunity: +15% Spellpower: +20 (+10 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.ethereal dragonbone starstaff (30-36 power, 6 apr, temporal element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +25 (+9 eff.) Damage (Melee): 10 % chance of confusion Changes damage: +30% temporal Talent granted: +1 Command Staff Spellpower: +20 (+10 eff.) Spell crit. chance: +5% Damage Shield penetration: +50% Staves designed for wielders of magic, by the greats of the art. |
Malediction (55-66 power, 15 apr)Requires: - Strength 55 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 4 Base power: 55.0 - 66.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Curse of Death (10% chance level 3). When this weapon hits: Curse of Vulnerability (10% chance level 3). Lifesteal (this weapon only): +5% Burst (radius 1) on hit: +25 blight When wielded/worn: Changes damage: +20% blight Spellpower: +20 (+10 eff.) Talent on hit(spell): Curse of Impotence (10% chance level 3). Talent on hit(spell): Curse of Defenselessness (10% chance level 3). The land withers and crumbles wherever this cursed axe rests. |
Obsidianoozer (40-56 power, 6 apr)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 40.0 - 56.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 41% chance to inflict 15% damage reduction * 40% chance to disease * 25% chance for lightning to arc to a second target Damage (Melee): +16 lightning / +16 darkness Burst (radius 1) on hit: +8 darkness / +16 blight When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 20 darkness Changes resistances penetration: +20% darkness / +20% blight One-handed war axes. |
Razorblade, the Cursed Waraxe (58-81.2 power, 16 apr)Requires: - Strength 42 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 58.0 - 81.2 Uses stat: 100% Str Damage type: Physical bleed Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +16 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Str / +4 Dex Changes damage: +10% physical See invisible: +5 This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
This item will automatically be transmogrified when you leave the level.Searhunter (39.5-55.3 power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.5 - 55.3 Uses stat: 100% Str Damage type: Fire Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +28 cold / +28 fire Burst (radius 1) on hit: +24 fire When wielded/worn: Damage when hit (Melee): 12 nature / 12 fire Changes resistances: +9% light Changes resistances penetration: +20% fire Changes damage: +9% nature / +21% fire One-handed war axes. |
This item will automatically be transmogrified when you leave the level.insidious stralite waraxe of daylight (29.5-41.3 power, 5 apr) Requires: - Strength 35 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 29.5 - 41.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% Damage (Melee): +17 light / +47 insidious poison Damage against: +25% Undead One-handed war axes. |
This item will automatically be transmogrified when you leave the level.quick dwarven-steel waraxe (19-26.6 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 19.0 - 26.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 111% When wielded/worn: Accuracy: +11 (+3 eff.) Changes stats: +3 Dex One-handed war axes. |
Hydra's Bite (56-61.6 power, 7 apr)Requires: - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 4 It must be held with both hands. Base power: 56.0 - 61.6 Uses stat: 110% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Crit. chance: +14.0% Attack speed: 125% When this weapon hits: Lightning Breath (10% chance level 1). When this weapon hits: Poison Breath (10% chance level 1). When this weapon hits: Acid Breath (10% chance level 1). On weapon hit: * hit up to two adjacent enemies When wielded/worn: Changes damage: +12% acid / +12% nature / +12% lightning This three-headed stralite flail strikes with the power of a hydra. With each attack it lashes out, hitting everyone around you. |
This item will automatically be transmogrified when you leave the level.drakeskin leather belt of the giants Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Spell save: +15 (+3 eff.) Size category: +1 A belt that goes around your waist. |
elven-silk cloak 'Ragondil' (3 def, 4 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +19 (+5 eff.) Armour penetration: +16 Armour: +4 Defense: +3 (+2 eff.) Changes stats: +5 Str / +14 Dex / +9 Cun / +4 Con Changes resistances: +6% blight Changes resistances penetration: +10% physical Changes damage: +6% physical Talent mastery: +0.30 Technique / Combat training Spell save: -22 (-6 eff.) Stamina each turn: +0.90 Mana each turn: -0.57 Maximum life: +10.00 Healing mod.: +10% 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.mindwoven elven-silk robe of frost (+30%) (5 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes resistances: +30% cold Changes damage: +20% cold Mental save: +29 (+7 eff.) Mindpower: +6 (+2 eff.) Mental crit. chance: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.Coalwhisper (10 def, 5 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +10 (+4 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +4% Effects on melee hit: * 27% chance to disease * 30% chance to inflict 15% damage reduction Changes resistances: +9% blight / +21% darkness / +12% acid Changes resistances penetration: +20% darkness / +15% acid Changes damage: +12% blight Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Unbreakable Greaves (8 def, 20 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+3 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Hellbrawn (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes resistances: +6% darkness Reduces incoming crit damage: 15.00% Mental save: +30 (+8 eff.) Poison immunity: +5% Confusion immunity: +10% Life regen: +1.70 Stamina each turn: +1.10 Maximum stamina: +16.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Hat of Arcane Understanding (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Only supremacy of the arcane can release its full power. When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +20% arcane Talent mastery: +0.20 Spell / Meta Talent cooldown: Disruption Shield (-10 turns) Mana each turn: +2.00 A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
voratun helm 'Deepsravager' (0 def, 11 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +11 Fatigue: +5% Effects on melee hit: * 15% chance to inflict 15% damage reduction Damage when hit (Melee): 12 darkness Changes stats: +5 Cun / +5 Wil Changes resistances: +15% lightning / +15% temporal Changes resistances penetration: +20% darkness Changes damage: +12% mind / +6% lightning Physical save: +25 (+5 eff.) Mindpower: +6 (+2 eff.) Infravision radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.warlord's drakeskin leather cap (0 def, 5 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Armour: +5 Fatigue: +5% Changes stats: +7 Str / +7 Wil Changes resistances: +15% physical Physical save: +15 (+3 eff.) A cap made of leather. |
This item will automatically be transmogrified when you leave the level.Breezebait (5 def, 10 armour) Requires: - Strength 48 - Talent Heavy Armour Training Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +16% Changes stats: +2 Dex / +13 Mag / +3 Wil / +4 Cun / +5 Con Changes resistances: +20% darkness / +15% nature / +20% light Changes resistances penetration: +15% lightning Grants telepathy: Humanoid/Orc Light radius: +3 Infravision radius: +4 A suit of armour made of mail. |
Chromatic Harness (10 def, 14 armour)Requires: - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 (+4 eff.) Fatigue: +16% Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck Changes resistances: +20% lightning / +20% physical / +20% cold / +20% acid / +20% fire Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Corrosive Breath (-3 turns) Fire Breath (-3 turns) Blindness immunity: +50% Stun/Freeze immunity: +25% Knockback immunity: +50% This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
This item will automatically be transmogrified when you leave the level.fortifying voratun mail armour (5 def, 10 armour) Requires: - Strength 48 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +16% Changes stats: +7 Str / +7 Con Maximum life: +100.00 A suit of armour made of mail. |
Behemoth Hide (4 def, 6 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +4 (+2 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +10% Changes stats: +2 Str / +2 Con Maximum encumbrance: +20 Knockback immunity: +10% Life regen: +0.70 Stamina each turn: +0.70 Maximum life: +45.00 Maximum stamina: +43.00 Size category: +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
This item will automatically be transmogrified when you leave the level.Blazestreaker (5 def, 27 armour) Requires: - Strength 20 Infused by nature 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +27 Defense: +5 (+2 eff.) Fatigue: +8% Damage (Melee): 10 fire Damage (Ranged): 10 fire Damage when hit (Melee): 12 temporal Changes stats: +3 Cun Changes resistances: +15% acid / +30% physical / +14% cold / +30% fire / +15% temporal Changes resistances penetration: +10% fire Changes damage: +12% mind Allows you to breathe in: water Mental save: +9 (+2 eff.) Maximum life: +56.00 Maximum psi: +20.00 A suit of armour made of leather. |
Cracklemight (18 def, 16 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +18 (+7 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: +26% Damage when hit (Melee): 8 lightning Changes resistances: +10% mind Changes resistances penetration: +20% lightning Spell save: +9 (+1 eff.) Mental save: +55 (+13 eff.) Stun/Freeze immunity: +10% A suit of armour made of metal plates. |
Deepssting the stralite plate armour (7 def, 13 armour)Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+3 eff.) Fatigue: +26% Effects on melee hit: * 20% chance to disease * 15% chance to inflict 15% damage reduction Damage when hit (Melee): 16 darkness / 8 blight Changes resistances: +12% blight Changes resistances penetration: +15% blight / +15% darkness Changes damage: +6% darkness / +6% blight Life regen: +3.30 Maximum life: +88.00 Healing mod.: +26% A suit of armour made of metal plates. This object's appearance was changed to iron plate armour. |
The Black Plate (25 def, 35 armour)Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +35 Defense: +25 (+9 eff.) Fatigue: +15% Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +20% darkness / +15% blight / +25% fire / +20% cold Talent masteries: +0.20 Corruption / Doom covenant +0.20 Corruption / Infernal combat +0.20 Corruption / Oppression +0.20 Corruption / Wrath Physical save: +15 (+3 eff.) Spell save: +25 (+5 eff.) Confusion immunity: +100% Fear immunity: +100% Light radius: -2 Infravision radius: +3 Shadow Power: +10 Grants physical power equal to your Shadow Power. Activating this item is instant. It can be used to activate talent Link of Pain (costing 15 power out of 15/15) : Effective talent level: 3.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Is: a spell Description: Using demonic forces you create a link of pain from a source creature to a victim for 6 turns. Each time the source creature takes damage the victim takes 70% of the damage. If the victim dies from the effect you gain a burst of energy, reducing all remaining cooldowns by 1. "Wreckage all about you. Is there anything left inside?" |
Xanorin the Serpentshaper (7 def, 22 armour)Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +22 Defense: +7 (+3 eff.) Fatigue: +17% Effects on melee hit: * Slows global speed by 39% Damage when hit (Melee): 20 nature Changes stats: +8 Cun / +7 Wil Changes resistances: +27% lightning / +9% temporal / +3% nature / +6% arcane Changes resistances penetration: +5% arcane Changes damage: +9% nature Physical save: +13 (+3 eff.) Mental save: +20 (+5 eff.) A suit of armour made of metal plates. |
Sanguine Shield (14 def, 4 armour, 40-48 power, 220 block)Requires: - Strength 39 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 40.0 - 48.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +9.0% Block value: +220 Lifesteal (this weapon only): +8% When wielded/worn: Armour: +4 Defense: +14 (+5 eff.) Ranged Defense: +14 (+4 eff.) Fatigue: +19% Changes stats: +10 Con Changes resistances: +25% blight Talent granted: +5 Block Life regen: +5.00 Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. |
Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 100 power out of 100/100. The very essence of bearness! |
This item will automatically be transmogrified when you leave the level.Strikemark the quiver of dragonbone arrows (23/23, 56-78.4 power, 18 apr) Requires: - Dexterity 48 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 56.0 - 78.4 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 23 On weapon hit: * 54% chance to daze at end of turn Damage (Ranged): +81 insidious poison / +28 lightning Burst (radius 1) on hit: +12 lightning / +36 mind Burst (radius 2) on crit: +24 lightning Arrows are used with bows to pierce your foes to death. |
456 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. |
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. |
2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Goedalath RockPowered by arcane forces 0.10 Encumbrance. [Unique] Type: gem / demonic ; tier 5 When carried: Damage when hit (Melee): 34 healing Mental save: -18 (-4 eff.) Life regen: -2.00 Light radius: -2 Healing mod.: -50% When used to imbue an object: Physical power: +12 (+2 eff.) Damage when hit (Melee): 34 darkness Changes damage: +9% all Grants telepathy: Demon/Major Demon/Minor Spellpower: +16 (+8 eff.) Infravision radius: +3 See invisible: +14 Healing mod.: +50% Latent Damage Type: Shadowflame A small rock that seems from beyond this world, vibrating with a fierce energy. It feels warped and terrible and evil... and yet oh so powerful. |
iron pickaxe 'Iveldalaith' (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +1 Str / +4 Dex / +2 Cun Grants telepathy: Dragon Maximum stamina: +5.00 Mindpower: +2 (+1 eff.) Mental crit. chance: +2% Infravision radius: +3 Healing mod.: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
This item will automatically be transmogrified when you leave the level.voratun pickaxe 'Haladig' (dig speed 17 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +13 Armour: +6 Damage when hit (Melee): 12 blight Changes stats: +9 Str / +4 Mag / +3 Wil Changes resistances: +12% blight / +12% temporal / +4% physical Physical save: +15 (+3 eff.) Disease immunity: +25% Disarm immunity: +20% When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 5.2 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +103 accuracy and allowing you to attack creatures you cannot see without penalty for the next 6 turns. Allows you to dig a wall, remove a tree, create ways. |
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. |
Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+6 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) : Effective talent level: 4.0 Power cost: 80 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 12.53 cold damage and 14.37 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
This item will automatically be transmogrified when you leave the level.Flareidol the dwarven lantern Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 16 fire Changes resistances: +15% mind / +27% fire Changes resistances penetration: +25% light / +15% fire Changes damage: +21% mind / +12% arcane / +21% light Mental save: +15 (+4 eff.) Light radius: +8 See stealth: +25 See invisible: +22 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Voruvena the DazzlebaneCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +3 Cun Changes resistances: +6% light Grants telepathy: All Light radius: +6 Healing mod.: +30% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
YvoraPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 12 arcane / 57 fire Changes resistances: +15% blight / +19% fire / +15% darkness Changes resistances penetration: +10% blight / +14% all Changes damage: +6% blight Spell save: +6 (+1 eff.) Maximum vim: +20.00 Spellpower: +6 (+3 eff.) Spell crit. chance: +5% Light radius: +5 Infravision radius: +6 See invisible: +15 Damage Shield penetration: +20% The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 36 blight damage or heals 53 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 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, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
6 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (2/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 375.76 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 61/75. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
yew totem of healing 'Breezespawner' [power 152] (17/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +6% temporal Talent cooldown: Rushing Claws (-1 turn) Talent granted: +3 Rushing Claws Physical save: +38 (+8 eff.) Spell save: +30 (+6 eff.) Cut immunity: +15% Only die when reaching: -40.00 life It can be used to heal a target within range 9 (based on Willpower) for 152, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
3 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+4 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+4 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 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. |
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Belgore the Dwarf Bulwark level 32
30th Shortage 122nd year of Ascendancy at 18:44 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Belgore the Dwarf Bulwark level 23
7th Dearth 122nd year of Ascendancy at 06:39 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Belgore the Dwarf Bulwark level 32
28th Shortage 122nd year of Ascendancy at 21:09 see stats
Arachnophobia (Insane (Adventure) difficulty)
Destroyed the spydric menace.By Belgore the Dwarf Bulwark level 41
19th Stralite 123rd year of Ascendancy at 11:44 see stats
Back and there again (Insane (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Belgore the Dwarf Bulwark level 50
44th Profit 123rd year of Ascendancy at 22:27 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Belgore the Dwarf Bulwark level 40
14th Stralite 123rd year of Ascendancy at 19:09 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Belgore the Dwarf Bulwark level 25
1st Loss 122nd year of Ascendancy at 12:12 see stats
Can you bear it? So much bearness! (Insane (Adventure) difficulty)
Killed Borius in the Bearscape.By Belgore the Dwarf Bulwark level 34
10th Gold 123rd year of Ascendancy at 12:29 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Belgore the Dwarf Bulwark level 24
22nd Dearth 122nd year of Ascendancy at 02:38 see stats
Destroyer of the creation (Insane (Adventure) difficulty)
Killed Slasul.By Belgore the Dwarf Bulwark level 44
24th Voratun 123rd year of Ascendancy at 22:58 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Belgore the Dwarf Bulwark level 38
11st Stralite 123rd year of Ascendancy at 05:36 see stats
Don't Poosh it! (Insane (Adventure) difficulty)
Killed Kelad in the lost land of Poosh.By Belgore the Dwarf Bulwark level 32
11st Iron 123rd year of Ascendancy at 23:14 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Belgore the Dwarf Bulwark level 31
27th Shortage 122nd year of Ascendancy at 16:31 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Belgore the Dwarf Bulwark level 18
26th Wealth 122nd year of Ascendancy at 22:42 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Belgore the Dwarf Bulwark level 35
18th Gold 123rd year of Ascendancy at 22:47 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Belgore the Dwarf Bulwark level 50
9th Wealth 123rd year of Ascendancy at 18:54 see stats
Flooder (Insane (Adventure) difficulty)
Defeated Ukllmswwik while doing his own quest.By Belgore the Dwarf Bulwark level 44
25th Voratun 123rd year of Ascendancy at 01:13 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Belgore the Dwarf Bulwark level 23
7th Dearth 122nd year of Ascendancy at 06:06 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Belgore the Dwarf Bulwark level 10
30th Voratun 122nd year of Ascendancy at 14:07 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Belgore the Dwarf Bulwark level 20
28th Wealth 122nd year of Ascendancy at 16:24 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Belgore the Dwarf Bulwark level 30
24th Shortage 122nd year of Ascendancy at 09:43 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Belgore the Dwarf Bulwark level 40
11st Stralite 123rd year of Ascendancy at 23:38 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Belgore the Dwarf Bulwark level 50
42nd Profit 123rd year of Ascendancy at 04:47 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Belgore the Dwarf Bulwark level 50
8th Wealth 123rd year of Ascendancy at 17:19 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Belgore the Dwarf Bulwark level 47
14th Profit 123rd year of Ascendancy at 02:54 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Belgore the Dwarf Bulwark level 24
28th Dearth 122nd year of Ascendancy at 05:40 see stats
Shasshhiy'Kaish (Insane (Adventure) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Belgore the Dwarf Bulwark level 35
19th Gold 123rd year of Ascendancy at 15:21 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Belgore the Dwarf Bulwark level 35
15th Gold 123rd year of Ascendancy at 14:03 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Belgore the Dwarf Bulwark level 28
16th Shortage 122nd year of Ascendancy at 03:16 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Belgore the Dwarf Bulwark level 39
11st Stralite 123rd year of Ascendancy at 07:27 see stats
Squadmate (Insane (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Belgore the Dwarf Bulwark level 5
19th Voratun 122nd year of Ascendancy at 02:27 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Belgore the Dwarf Bulwark level 23
7th Dearth 122nd year of Ascendancy at 06:39 see stats
The Right thing to do (Insane (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Belgore the Dwarf Bulwark level 25
1st Loss 122nd year of Ascendancy at 17:29 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Belgore the Dwarf Bulwark level 50
19th Wealth 123rd year of Ascendancy at 19:44 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Belgore the Dwarf Bulwark level 16
31st Profit 122nd year of Ascendancy at 21:26 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Belgore the Dwarf Bulwark level 43
17th Voratun 123rd year of Ascendancy at 07:36 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Belgore the Dwarf Bulwark level 21
4th Dearth 122nd year of Ascendancy at 12:47 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Belgore the Dwarf Bulwark level 16
28th Profit 122nd year of Ascendancy at 23:22 see stats
Unstoppable (Insane (Adventure) difficulty)
Returned from the dead.By Belgore the Dwarf Bulwark level 50
19th Wealth 123rd year of Ascendancy at 23:39 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Belgore the Dwarf Bulwark level 31
27th Shortage 122nd year of Ascendancy at 21:34 see stats
Log
Something hits Something for (292 absorbed), 0 lightning (0 total damage).
Something hits Something for 583 lightning damage.
Something hits Something for 583 lightning damage.
Something hits Something for 228 lightning damage.
Multi-hued drake hits Belgore for 464 physical damage.
Something hits Something for 303 physical damage.
Multi-hued drake hits Elandar for 0 physical damage.
Multi-hued drake hits Something for 465 physical damage.
Something hits Something for 290 physical damage.
Something hits Something for 465 physical damage.
Something hits Something for (143 absorbed), 0 physical (0 total damage).
Something hits Something for 96 physical damage.
Something hits Something for 581 physical damage.
Something hits Something for 581 physical damage.
You collect a new ingredient: chunk of ghoul flesh (1).
Belgore hits Something for 26 temporal, 17 light, 9 acid, 68 physical (119 total damage).
Something hits Belgore for 10 physical damage.
Talent Infusion: Regeneration is ready to use.
Belgore uses Infusion: Regeneration.
Belgore starts regenerating health quickly.
Belgore hits Something for (3 absorbed), 0 nature (0 total damage).
Belgore hits Something for 6 nature damage.
Belgore hits Something for 6 nature damage.
Belgore burns with dark flames.
Belgore is knocked back!
Something hits Belgore for 297 physical damage.
Belgore is on fire!
Belgore resists the searing flame!
Saving game...


















































































































