Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
| Addons | Items Vault 1.5.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Shalore |
| Class | Archer |
| Level / Exp | 50 / 1301% |
| Size | medium |
| Lifes / Deaths | Killed by Aerathra the lesser vampire at level 19 on the 15th Pyre 123rd year of Ascendancy at 00:33 0 / 7Killed by Beleba the lesser vampire at level 19 on the 11st Dusk 123rd year of Ascendancy at 12:27 Killed by elder vampire at level 25 on the 58th Regrowth 124th year of Ascendancy at 22:21 Killed by The Master at level 29 on the 1st Dusk 124th year of Ascendancy at 21:40 Killed by skeleton mage at level 35 on the 48th Regrowth 125th year of Ascendancy at 06:12 Killed by Vorarinor the orc archer at level 37 on the 39th Pyre 125th year of Ascendancy at 09:03 Killed by multi-hued drake at level 43 on the 4th Regrowth 126th year of Ascendancy at 12:21 |
Primary Stats
| Strength | 54 (base 17) |
| Dexterity | 93 (base 61) |
| Constitution | 58 (base 39) |
| Magic | 41 (base 16) |
| Willpower | 79 (base 60) |
| Cunning | 97 (base 64) |
Resources
| Life | 1382/1382 |
| Stamina | 61/388 |
| Equilibrium | 0 |
| Healing Factor | 1.5957894736843 |
| Regeneration | 4.5480000000003 |
Speed
| Mental | +25% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 15 |
| Infravision | 5 |
| See Stealth | 47.62032882722 |
| See Invisible | 47.62032882722 |
| ESP Range | 10 |
| ESP Kinds | animal/canine, humanoid/orc, dragon |
Offense: Mainhand
| Damage | 167 |
| Accuracy | 74 |
| Crit Chance | 85% |
| APR | 25 |
| Speed | 0.64 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 43 |
| Crit Chance | 69% |
| Speed | 1 |
Offense: Mind
| Mindpower | 51 |
| Crit Chance | 45% |
| Speed | 1 |
Offense: Damage Bonus
| All | +9% |
Offense: Damage Penetration
| All | 0% |
Defense: Base
| Armour (hardiness) | 74 (100%) |
| Defense | 68 |
| Ranged Defense | 71 |
| Fatigue | 3.8721804511278 |
| Physical Save | 50 |
| Spell Save | 60 |
| Mental Save | 54 |
Defense: Resistances
| All | + 27%( 70%) |
Defense: Immunities
| Disarm Resistance | 72% |
| Stun Resistance | 100% |
| Pinning Resistance | 77% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 783 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 17 for 10 turns. While Heroism is active, you will only die when reaching -985 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 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 physical effect and reduce all damage taken by 26% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 804% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Munitions | 1.30 |
| 3/5 |
| 4/5 |
| 2/5 |
| 2/5 |
| Technique / Archery training | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Technique / Archery prowess | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 4/5 |
| Technique / Agility | 1.30 |
| 4/5 |
| 4/5 |
| 3/5 |
| 4/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 1/5 |
| 3/5 |
| 5/5 |
| 2/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 4/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.20 |
| 1/5 |
| 3/5 |
| 2/5 |
| 5/5 |
| Technique / Conditioning | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Intuitive Shots |
| talent | Trained Reactions |
| talent | Rapid Shot |
| talent | Piercing Ammunition |
| talent | Chant of Fortress |
| talent | Secrets of the Eternals |
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 |
Anne Buryset has asked you to find the Aporia Fold Lys, somewhere in the old forest. Aporia Fold LysYou only have 0 minutes and 0 seconds to find it! | 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 heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by giant spider. Escort: injured seer (level 2 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by Forest Troll Hedge-Wizard. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost anorithil to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost anorithil (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Scintillating Caves. Escort: lost warrior (level 3 of Scintillating Caves)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 Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You failed to protect the repented thief from death by lesser vampire. Escort: repented thief (level 5 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved Dexterity by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 6 of Dreadfell. Escort: worried loremaster (level 6 of Dreadfell)As a reward you improved talent Spit Poison (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | 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. Limmir told you to look for the Valley of the Moon in the southern mountains. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 877. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Stire of Derth in creating an elixir of avoidance. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast 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. | 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 | Unbreakable Greaves (8 def, 20 armour) 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 (+2 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
| Quiver | mixed feels (18/18, 54-64.8 power, 6 apr) mixed feels (18/18, 54-64.8 power, 6 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 54.0 - 64.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +22.0% Capacity: 18 On weapon hit: * 40% chance to corrode armour by 30% * 10% chance to crush the target On weapon crit: * cripple the target Damage (Ranged): +33 lightning / +20 temporal / +16 acid / +19 gravity / +12 fire / +20 nature Burst (radius 1) on hit: +4 acid / +12 fire Burst (radius 2) on crit: +14 lightning / +8 fire Shots are used with slings to pummel your foes to death. |
| Light source | Decent One Decent OnePowered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +2 Str / +1 Wil Changes resistances: +10% cold / +15% darkness / +10% temporal Changes damage: +15% light Damage affinity(heal): +5% light Grants telepathy: Humanoid/Orc Critical mult.: +10.00% Psi when hit: +0.12 Maximum life: +80.00 Light radius: +12 Defense after a teleport: +35 Resist all after a teleport: +35% New effects duration reduction after a teleport: +45% It can be used to activate talent Sun Flare, placing all other charms into a 21 cooldown : Effective talent level: 3.0 Power cost: 21 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 40.89 light damage within radius 3. The damage done will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | voratun helm 'Eclipseriver' (6 def, 11 armour) voratun helm 'Eclipseriver' (6 def, 11 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +11 Defense: +6 (+2 eff.) Fatigue: +5% Changes stats: +11 Dex Changes resistances: +16% light / +5% arcane / +14% darkness / +5% all Changes damage: +6% darkness Grants telepathy: Dragon Reduces incoming crit damage: 15.00% Physical save: +12 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Dakhtun's Gauntlets (0 def, 6 armour) Dakhtun's Gauntlets (0 def, 6 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
| Tool | Prox's Lucky Halfling Foot 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. |
| On fingers | voratun ring 'Sparkrupture' voratun ring 'Sparkrupture'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Armour: +8 Changes stats: +9 Cun / +8 Dex Changes resistances: +9% cold / +40% darkness / +9% light Changes resistances penetration: +10% lightning Changes damage: +20% darkness Mental save: +20 (+6 eff.) Disarm immunity: +36% Pinning immunity: +38% Knockback immunity: +50% Maximum life: +36.00 Rings can have magical properties. |
| On fingers | stralite ring 'Glarewish' stralite ring 'Glarewish'Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +6 Defense: +12 (+3 eff.) Changes stats: +2 Dex / +6 Cun / +4 Con Changes resistances: +3% light Changes resistances penetration: +15% physical Spell save: +18 (+5 eff.) Disarm immunity: +36% Pinning immunity: +39% Knockback immunity: +30% Only die when reaching: -40.00 life Maximum life: +33.00 Maximum stamina: +21.00 Rings can have magical properties. |
| Around neck | savior's voratun amulet of murder savior's voratun amulet of murderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +12 Critical mult.: +16.00% Physical save: +24 (+8 eff.) Spell save: +18 (+5 eff.) Mental save: +17 (+5 eff.) Amulets can have magical properties. |
| In main hand | Hare-Skin Sling Hare-Skin SlingRequires: - Dexterity 35 - Talent Shoot Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When wielded/worn: Physical crit. chance: +5.0% Defense: +10 (+3 eff.) Changes stats: +10 Lck Talent mastery: +0.20 Cunning / Survival Movement speed: +20% Activating this item is instant. It can be used to activate talent Inertial Shot (costing 6 power out of 8/8) : Effective talent level: 3.0 Power cost: 6 out of 8/8. Range: 10 Travel Speed: instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
| Around waist | Xira the Obsidianradiance Xira the ObsidianradiancePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 20 darkness Changes resistances: +12% darkness / +2% physical Changes damage: +9% physical Maximum life: +86.00 Maximum mana: +48.00 Maximum stamina: +49.00 Maximum hate: +13.00 Maximum psi: +26.00 Maximum vim: +28.00 Maximum pos.energy: +21.00 Maximum neg.energy: +26.00 Reduces paradox anomalies(equivalent to willpower): +13 A belt that goes around your waist. |
| In off hand | Temporal Rift (8 def, 4 armour, 50-60 power, 325 block) Temporal Rift (8 def, 4 armour, 50-60 power, 325 block)Requires: - Dexterity 40 - Talent Agile Defense (level 1) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 50.0 - 60.0 Uses stats: 20% Mag, 100% Str Damage type: Temporal Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +325 When this weapon hits: Turn Back the Clock (25% chance level 3). When wielded/worn: Armour: +4 Defense: +8 (+2 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +0% Changes resistances: +30% temporal Reduce damage by fixed amount: +20 all Talent granted: +5 Block Spell save: +20 (+5 eff.) Spellpower: +12 (+4 eff.) Slows Projectiles: +50% Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
| Cloak | Better Than The One I Got (3 def, 6 armour) Better Than The One I Got (3 def, 6 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Changes stats: +3 Dex / +6 Mag / +6 Wil / +4 Cun Changes resistances: +30% temporal / +30% darkness / +3% physical Changes resistances penetration: +13% arcane / +5% blight Changes damage: +21% arcane / +3% blight Critical mult.: +33.00% Maximum mana: +100.00 Spellpower: +16 (+5 eff.) Spell crit. chance: +14% Healing mod.: +15% Defense after a teleport: +25 Resist all after a teleport: +15% New effects duration reduction after a teleport: +30% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 7 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | drakeskin leather armour 'Chargeglory' (5 def, 8 armour) drakeskin leather armour 'Chargeglory' (5 def, 8 armour)Requires: - Strength 20 Powered by arcane forces Infused by nature 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Effects on melee hit: * 30% chance to daze at end of turn * 30% chance to blind Damage when hit (Melee): 10 light / 12 mind Changes stats: +4 Wil Changes resistances: +24% blight / +9% lightning / +8% arcane / +13% darkness Changes resistances penetration: +10% lightning Spell save: +21 (+6 eff.) Life regen: +2.60 Maximum life: +73.00 Light radius: +3 Healing mod.: +13% A suit of armour made of leather. |
Inventory
heroism infusion of the titan (+14 for 12 turns, die at -698) heroism infusion of the titan (+14 for 12 turns, die at -698)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 14 for 12 turns. While Heroism is active, you will only die when reaching -698 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the psychic (850% speed; 7 turns) movement infusion of the psychic (850% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 850% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the sneak (849% speed; 4 turns) movement infusion of the sneak (849% speed; 4 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 849% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. 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 ability. |
This item will automatically be transmogrified when you leave the level. sun infusion of the sneak (rad 9; power 65; turns 5; dispels darkness)sun infusion of the sneak (rad 9; power 65; turns 5; dispels darkness) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 9 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 32). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 65) for 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of the Rift (466.00 temporal damage, removed from time 4 turns) Rune of the Rift (466.00 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 507.94 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. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Scroll of Summoning (Limmir the Jeweler) Scroll of Summoning (Limmir the Jeweler)Powered by unknown forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome It can be used to summon Limmir the jeweler at the center of the lake of the moon, costing 1 power out of 1/1. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Galilegrim the steel amulet Galilegrim the steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 12 arcane Changes stats: +4 Mag Changes damage: +12% arcane Grants telepathy: Demon/Minor Demon/Major Physical save: +14 (+5 eff.) Spell save: +33 (+9 eff.) Mental save: +12 (+4 eff.) See invisible: +6 Amulets can have magical properties. |
Garkul's Teeth Garkul's TeethCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+6 eff.) Mental save: +18 (+6 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 7 power out of 48/48) : Effective talent level: 4.0 Power cost: 7 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 263.65 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
Mirror Shards Mirror ShardsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate, 232 strength, based on Magic) for 5 turns, costing 17 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
Velylle the Cloudterror Velylle the CloudterrorPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -4% Damage (Melee): 15 light / 13 darkness Effects when hit in melee: * 7% chance to blind * 15% chance to inflict 15% damage reduction Damage when hit (Melee): 4 arcane Changes stats: +2 Wil / +5 Mag Changes damage: +8% acid / +13% light / +7% fire / +7% cold / +10% lightning / +11% darkness Critical mult.: +15.00% Life regen: +4.50 Mana when firing critical spell: +2.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Amulets can have magical properties. |
grounding copper amulet grounding copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% lightning Stun/Freeze immunity: +20% Amulets can have magical properties. |
grounding steel amulet of cunning (+3) grounding steel amulet of cunning (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Cun Changes resistances: +11% lightning Stun/Freeze immunity: +24% Amulets can have magical properties. |
insulating voratun amulet of constitution (+2) insulating voratun amulet of constitution (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +2 Con Changes resistances: +20% fire / +30% cold Amulets can have magical properties. |
insulating voratun amulet of strength (+7) insulating voratun amulet of strength (+7)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +7 Str Changes resistances: +22% fire / +26% cold Amulets can have magical properties. |
restful voratun amulet of dexterity (+5) restful voratun amulet of dexterity (+5)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -8% Changes stats: +5 Dex Life regen: +3.70 Amulets can have magical properties. |
stabilizing steel amulet of constitution (+4) stabilizing steel amulet of constitution (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Con Changes resistances: +10% temporal Pinning immunity: +20% Knockback immunity: +21% Amulets can have magical properties. |
starlit voratun amulet of constitution (+6) starlit voratun amulet of constitution (+6)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Con Changes resistances: +15% light / +20% darkness Blindness immunity: +40% Amulets can have magical properties. |
wanderer's stralite amulet of soulsearing wanderer's stralite amulet of soulsearingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -7% Changes stats: +7 Dex / +7 Cun / +7 Con Changes damage: +10% blight / +8% fire Critical mult.: +13.00% Life regen: +0.90 Stamina each turn: +0.70 Spellpower: +13 (+4 eff.) Movement speed: +10% Amulets can have magical properties. |
warrior's stralite amulet of constitution (+8) warrior's stralite amulet of constitution (+8)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +8 Con Changes resistances: +10% physical Stamina each turn: +0.60 Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 7 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. |
Bethuretira BethuretiraCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +5 Str / +4 Mag / +3 Wil / +2 Cun Stun/Freeze immunity: +50% Life regen: +3.70 Light radius: +3 Infravision radius: +3 Rings can have magical properties. |
Cyreriaba the stralite ring Cyreriaba the stralite ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +11 (+3 eff.) Changes stats: +9 Dex / +8 Wil / +17 Cun Changes resistances: +28% darkness Changes resistances penetration: +15% mind Changes damage: +14% darkness / +12% temporal Critical mult.: +10.00% Hate when firing a critical mind attack: +2.00 Maximum hate: +2.00 Mindpower: +13 (+4 eff.) Rings can have magical properties. |
Glory of the Pride Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+2 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+2 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+14 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Gudavena GudavenaPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +18 (+4 eff.) Armour penetration: +2 Armour: +4 Defense: +9 (+3 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +1 Str / +9 Dex / +7 Mag / +6 Cun Changes resistances penetration: +5% physical Changes damage: +12% mind Mental save: +13 (+4 eff.) Confusion immunity: +43% Maximum life: +20.00 Spellpower: +13 (+4 eff.) Rings can have magical properties. |
Ivurin the voratun ring Ivurin the voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +20 Changes stats: +10 Str / +4 Wil / +4 Cun Changes resistances: +3% mind Changes damage: +3% temporal Grants telepathy: All Mental save: +61 (+16 eff.) Rings can have magical properties. |
Ring of the War Master Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Dual techniques +0.30 Technique / Archery excellence +0.30 Technique / Combat veteran +0.30 Technique / Grappling +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Two-handed weapons +0.30 Technique / Thuggery +0.30 Technique / Shield offense +0.30 Technique / Unarmed training +0.30 Technique / Archery prowess +0.30 Technique / Combat training +0.30 Technique / Combat techniques +0.30 Technique / Two-handed assault +0.30 Technique / Berserker's strength +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Superiority +0.30 Technique / Pugilism +0.30 Technique / Shield defense +0.30 Technique / Finishing moves +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Void Orb Void OrbPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+3 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+3 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 5 power out of 6/6) : Effective talent level: 4.0 Power cost: 5 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful bolt doing 171.41 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
Zubesemina the Voidwitch Zubesemina the VoidwitchCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 8 darkness Changes stats: +5 Str / +5 Con Changes resistances: +18% darkness Changes resistances penetration: +25% darkness / +25% physical Spell save: +18 (+5 eff.) Maximum life: +30.00 Maximum stamina: +33.00 Rings can have magical properties. |
Zuburetha the Kindlesever Zuburetha the KindleseverCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +10 Defense: +8 (+2 eff.) Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 8 light Changes resistances: +9% acid Changes resistances penetration: +25% acid / +10% light Changes damage: +9% acid Light radius: +1 It can be used to activate talent Disengage, placing all other charms into a 7 cooldown : Effective talent level: 2.4 Power cost: 7 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
gladiator's voratun ring of life gladiator's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +14 (+3 eff.) Changes stats: +9 Str / +8 Con Life regen: +1.40 Maximum life: +46.00 Healing mod.: +21% Rings can have magical properties. |
marksman's gold ring of tenacity marksman's gold ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +4 Dex Disarm immunity: +22% Pinning immunity: +29% Knockback immunity: +32% Maximum life: +20.00 Rings can have magical properties. |
marksman's stralite ring of time (+13%) marksman's stralite ring of time (+13%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Changes stats: +6 Dex Changes resistances: +13% temporal Changes damage: +13% temporal Rings can have magical properties. |
marksman's voratun ring of lightning (+32%) marksman's voratun ring of lightning (+32%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+3 eff.) Changes stats: +7 Dex Changes resistances: +32% lightning Changes damage: +16% lightning Rings can have magical properties. |
mule's copper ring of sensing mule's copper ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +20 Blindness immunity: +21% Infravision radius: +3 See stealth: +7 See invisible: +5 Rings can have magical properties. |
mule's voratun ring of tenacity mule's voratun ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -7% Maximum encumbrance: +32 Disarm immunity: +39% Pinning immunity: +50% Knockback immunity: +46% Maximum life: +38.00 Rings can have magical properties. |
rogue's copper ring rogue's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Rings can have magical properties. |
rogue's voratun ring rogue's voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +12 (+3 eff.) Changes stats: +6 Cun Rings can have magical properties. |
rogue's voratun ring of arcana(+0.19/turn) rogue's voratun ring of arcana(+0.19/turn)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +18 (+5 eff.) Changes stats: +9 Cun Silence immunity: +30% Mana each turn: +0.19 Rings can have magical properties. |
rogue's voratun ring of tenacity rogue's voratun ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +18 (+5 eff.) Changes stats: +9 Cun Disarm immunity: +38% Pinning immunity: +37% Knockback immunity: +43% Maximum life: +36.00 Rings can have magical properties. |
savage's steel ring of pilfering savage's steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +9 Defense: +9 (+3 eff.) Changes stats: +2 Con Spell save: +10 (+3 eff.) Maximum stamina: +10.00 It can be used to activate talent Disengage, placing all other charms into a 7 cooldown : Effective talent level: 2.4 Power cost: 7 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
savior's copper ring savior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +7 (+2 eff.) Rings can have magical properties. |
savior's stralite ring of sensing savior's stralite ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical save: +10 (+4 eff.) Spell save: +7 (+2 eff.) Mental save: +6 (+2 eff.) Blindness immunity: +31% Infravision radius: +4 See stealth: +18 See invisible: +6 Rings can have magical properties. |
steel ring of power steel ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+1 eff.) Spellpower: +6 (+2 eff.) Mindpower: +7 (+2 eff.) Rings can have magical properties. |
stralite ring stralite ring0.10 Encumbrance. Type: jewelry / ring ; tier 4 Rings can have magical properties. |
titan's gold ring of fire (+24%) titan's gold ring of fire (+24%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Con Changes resistances: +24% fire Changes damage: +12% fire Physical save: +10 (+4 eff.) Rings can have magical properties. |
treant's voratun ring of speed treant's voratun ring of speedInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Defense: +11 (+3 eff.) Changes resistances: +13% nature / +10% blight Poison immunity: +24% Disease immunity: +21% Movement speed: +18% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 28 cooldown : Effective talent level: 3.0 Power cost: 28 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 31% for 5 turns. Rings can have magical properties. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. voratun ring of lifevoratun ring of life Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Life regen: +1.60 Maximum life: +100.00 Healing mod.: +30% Rings can have magical properties. |
voratun ring of speed voratun ring of speedCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Defense: +11 (+3 eff.) Movement speed: +20% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 28 cooldown : Effective talent level: 3.0 Power cost: 28 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 31% for 5 turns. Rings can have magical properties. |
warrior's steel ring of clarity warrior's steel ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +8 Changes stats: +4 Str Mental save: +5 (+1 eff.) Confusion immunity: +25% Rings can have magical properties. |
wizard's voratun ring of perseverance wizard's voratun ring of perseverancePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Mag Spell save: +12 (+3 eff.) Stun/Freeze immunity: +37% Life regen: +4.20 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. hateful voratun greatmaul of daylight (68-102 power, 4 apr)hateful voratun greatmaul of daylight (68-102 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 68.0 - 102.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +27 light / +27 darkness Damage against: +42% Undead / +28% Living Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. voratun greatsword of rage (59.5-95.2 power, 4 apr)voratun greatsword of rage (59.5-95.2 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: 59.5 - 95.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +19 (+5 eff.) Changes stats: +10 Str Changes damage: +21% physical Stamina when hit: +4.00 Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. truestriking voratun mace (45.5-63.7 power, 6 apr)truestriking voratun mace (45.5-63.7 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 45.5 - 63.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +15 (+4 eff.) Armour penetration: +10 Changes resistances penetration: +15% physical Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. blooming living mindstar of the jelly (16-17.6 power, 40 apr, nature damage)blooming living mindstar of the jelly (16-17.6 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.0 - 17.6 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +9% acid Equilibrium when hit: +1.90 Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Healing mod.: +30% Heals friendly targets nearby when you use a nature summon: +60 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. Nithan's ForceNithan's Force Requires: - Dexterity 32 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 5 Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Attack speed: 143% Firing range: +10 When wielded/worn: Changes stats: +10 Str / +5 Con Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +35% physical Pinning immunity: +30% Knockback immunity: +30% It can be used to activate talent Bull Shot (costing 11 power out of 16/16) : Effective talent level: 5.2 Power cost: 11 out of 16/16. Range: 10 Travel Speed: instantaneous Description: You rush toward your foe, readying your shot. If you reach the enemy, you release the shot, imbuing it with great power. The shot does 253% weapon damage and knocks back your target by 2. The cooldown of this talent is reduced by 1 each time you move. This requires a sling to use. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall... |
This item will automatically be transmogrified when you leave the level. penetrating drakeskin leather sling of powerpenetrating drakeskin leather sling of power Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When wielded/worn: Changes resistances penetration: +41% physical Changes damage: +19% physical Damage Shield penetration: +60% Slings are used to hurl stones or metal shots at your foes. |
Awakened Staff of Absorption (60-72 power, 60 apr, fire element) Awakened Staff of Absorption (60-72 power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+16 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 136 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
This item will automatically be transmogrified when you leave the level. insidious orichalcum trident of evisceration (52.5-84 power, 16 apr)insidious orichalcum trident of evisceration (52.5-84 power, 16 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 52.5 - 84.0 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 13 bleeding, 52% reduced healing Damage (Melee): +77 insidious poison When wielded/worn: Physical crit. chance: +20.0% Physical power: +21 (+5 eff.) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level. quick voratun waraxe of daylight (38.5-53.9 power, 6 apr)quick voratun waraxe of daylight (38.5-53.9 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 38.5 - 53.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 111% Damage (Melee): +20 light Damage against: +22% Undead When wielded/worn: Accuracy: +14 (+3 eff.) Changes stats: +7 Dex One-handed war axes. |
This item will automatically be transmogrified when you leave the level. Betemina the drakeskin leather beltBetemina the drakeskin leather belt Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +4 Mag / +5 Wil Changes resistances: +8% lightning / +8% temporal Changes resistances penetration: +12% physical Changes damage: +6% acid / +9% physical Mental save: +3 (+1 eff.) Equilibrium when hit: +0.12 Psi when hit: +0.08 Spell crit. chance: +5% Mindpower: +4 (+1 eff.) Mental crit. chance: +2% A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. Demontide the drakeskin leather beltDemontide the drakeskin leather belt Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour: +8 Damage when hit (Melee): 8 darkness Changes stats: +4 Str / +7 Dex / +13 Wil / +7 Cun / +5 Con Grants telepathy: Demon/Minor Demon/Major Physical save: +17 (+6 eff.) Spell save: +49 (+13 eff.) Mental save: +20 (+6 eff.) Disarm immunity: +15% Stun/Freeze immunity: +15% Infravision radius: +4 A belt that goes around your waist. |
Durador the Lighthunt Durador the LighthuntInfused by nature 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 40% chance to blind Damage when hit (Melee): 4 light Changes resistances: +18% acid / +11% temporal / +9% light / +16% fire / +18% cold / +35% lightning Changes resistances penetration: +30% mind Changes damage: +6% light / +6% mind Light radius: +3 A belt that goes around your waist. |
Emblem of Evasion Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+5 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 21 power out of 30/30) : Effective talent level: 4.8 Power cost: 21 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 37% chance to evade melee and ranged attacks and 51 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
reinforced drakeskin leather belt of valiance reinforced drakeskin leather belt of valianceCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour: +14 Defense: +11 (+3 eff.) Changes stats: +6 Wil Physical save: +14 (+5 eff.) Mental save: +10 (+3 eff.) Maximum life: +70.00 A belt that goes around your waist. |
elven-silk cloak of implacability (3 def, 0 armour) elven-silk cloak of implacability (3 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Physical save: +12 (+4 eff.) Mental save: +9 (+3 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. wyrmwaxed elven-silk cloak of the Shaloren (3 def, 0 armour)wyrmwaxed elven-silk cloak of the Shaloren (3 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +4 Mag / +4 Wil Changes resistances: +10% acid / +10% fire / +10% lightning / +9% cold 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. stormwoven elven-silk robe of life (5 def, 0 armour)stormwoven elven-silk robe of life (5 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +8 Str / +8 Mag / +7 Wil Changes resistances: +20% blight / +15% cold / +14% lightning Changes damage: +18% lightning / +15% physical / +20% cold Life regen: +6.00 Maximum life: +100.00 Healing mod.: +27% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Rip m8 (0 def, 13 armour) Rip m8 (0 def, 13 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +13 Fatigue: +5% Damage when hit (Melee): 8 nature Changes stats: +1 Mag / +11 Wil / +6 Con Changes resistances: +12% blight Changes resistances penetration: +10% physical Physical save: +15 (+5 eff.) Spell save: +13 (+4 eff.) Mental save: +15 (+5 eff.) Life regen: +5.50 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+0 eff.) Mindpower: +9 (+3 eff.) Infravision radius: +3 Healing mod.: +30% It can be used to activate talent Blindside, placing all other charms into a 17 cooldown : Effective talent level: 2.0 Power cost: 17 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 16 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 14 power out of 20/20) : Effective talent level: 3.0 Power cost: 14 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
This item will automatically be transmogrified when you leave the level. dreamer's pair of drakeskin leather boots of uncanny dodging (10 def, 5 armour)dreamer's pair of drakeskin leather boots of uncanny dodging (10 def, 5 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +10 (+3 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +5% Physical save: +14 (+5 eff.) Spell save: +13 (+4 eff.) Mental save: +10 (+3 eff.) A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. insulating pair of voratun boots (0 def, 5 armour)insulating pair of voratun boots (0 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 Fatigue: +4% Changes resistances: +15% fire / +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. miner's pair of drakeskin leather boots of evasion (25 def, 15 armour)miner's pair of drakeskin leather boots of evasion (25 def, 15 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Defense: +25 (+7 eff.) Fatigue: +5% Infravision radius: +3 Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 21 cooldown : Effective talent level: 4.8 Power cost: 21 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 37% chance to evade melee and ranged attacks and 51 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. miner's pair of voratun boots of uncanny dodging (9 def, 14 armour)miner's pair of voratun boots of uncanny dodging (9 def, 14 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +14 Defense: +9 (+3 eff.) Ranged Defense: +9 (+2 eff.) Fatigue: +4% Infravision radius: +2 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. pair of drakeskin leather boots of invasion (0 def, 5 armour)pair of drakeskin leather boots of invasion (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+1 eff.) Armour: +5 Fatigue: +5% Changes resistances penetration: +15% physical A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. pair of drakeskin leather boots of speed (0 def, 5 armour)pair of drakeskin leather boots of speed (0 def, 5 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Movement speed: +20% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. drakeskin leather gloves of the iron hand (0 def, 3 armour)drakeskin leather gloves of the iron hand (0 def, 3 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Changes stats: +5 Str / +5 Wil / +5 Con Talent mastery: +0.20 Technique / Grappling Disarm immunity: +41% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic drakeskin leather gloves of sorrow (0 def, 8 armour) heroic drakeskin leather gloves of sorrow (0 def, 8 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Effects on melee hit: * 16% chance to cause random gloom Damage (Melee): 22 mind / 33 darkness Mental save: +0 (+0 eff.) Maximum life: +74.00 Mindpower: +9 (+3 eff.) It can be used to activate talent Ruined Earth, placing all other charms into a 14 cooldown : Effective talent level: 3.0 Power cost: 14 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% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic voratun gauntlets of the nighthunter (0 def, 8 armour) heroic voratun gauntlets of the nighthunter (0 def, 8 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +8 Changes stats: +2 Cun Changes resistances: +14% darkness Mental save: +12 (+4 eff.) Maximum life: +57.00 Infravision radius: +4 It can be used to activate talent Track, placing all other charms into a 11 cooldown : Effective talent level: 2.4 Power cost: 11 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 39 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. voratun gauntlets of magic (+6) (0 def, 3 armour)voratun gauntlets of magic (+6) (0 def, 3 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Changes stats: +6 Mag Changes damage: +11% arcane Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. voratun gauntlets of strength (+6) (0 def, 3 armour)voratun gauntlets of strength (+6) (0 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical power: +20 (+5 eff.) Armour: +3 Changes stats: +6 Str Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. drakeskin leather cap (0 def, 5 armour)drakeskin leather cap (0 def, 5 armour) 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% A cap made of leather. |
This item will automatically be transmogrified when you leave the level. grounding drakeskin leather cap of the depths (0 def, 5 armour)grounding drakeskin leather cap of the depths (0 def, 5 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +14% lightning / +15% temporal / +21% cold Allows you to breathe in: water A cap made of leather. |
leafwalker's voratun helm of precognition (8 def, 5 armour) leafwalker's voratun helm of precognition (8 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +5 Defense: +8 (+2 eff.) Fatigue: +5% Effects when hit in melee: * 16% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Cun Changes resistances: +11% nature Spell save: +7 (+2 eff.) Maximum life: +95.00 Healing mod.: +21% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
stabilizing drakeskin leather cap of constitution (+7) (0 def, 5 armour) stabilizing drakeskin leather cap of constitution (+7) (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +7 Con Physical save: +10 (+4 eff.) A cap made of leather. |
This item will automatically be transmogrified when you leave the level. stabilizing elven-silk wizard hat of nature (+28%) (3 def, 0 armour)stabilizing elven-silk wizard hat of nature (+28%) (3 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +9 Wil Changes resistances: +28% nature Changes damage: +19% nature Physical save: +15 (+5 eff.) A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. voratun helm of constitution (+8) (0 def, 5 armour)voratun helm of constitution (+8) (0 def, 5 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +8 Con 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. voratun helm of constitution (+9) (0 def, 5 armour)voratun helm of constitution (+9) (0 def, 5 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +9 Con A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Unrezor the reinforced leather armour (4 def, 7 armour) Unrezor the reinforced leather armour (4 def, 7 armour)Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+1 eff.) Fatigue: +8% Effects on melee hit: * Slows global speed by 15% Changes resistances: +19% acid / +6% darkness / +12% light Changes damage: +3% acid Life regen: +4.60 Maximum life: +51.00 Combat speed: +15% Casting speed: +15% Mental speed: +15% Healing mod.: +20% A suit of armour made of leather. |
multi-hued reinforced leather armour of command (14 def, 16 armour) multi-hued reinforced leather armour of command (14 def, 16 armour)Requires: - Strength 18 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +16 Defense: +14 (+4 eff.) Fatigue: +8% Changes stats: +5 Cun Changes resistances: +13% acid / +13% physical / +17% cold / +10% lightning / +15% fire Mental save: +18 (+6 eff.) Mindpower: +8 (+3 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. impenetrable voratun plate armour of implacability (9 def, 46 armour)impenetrable voratun plate armour of implacability (9 def, 46 armour) Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +46 Defense: +9 (+3 eff.) Fatigue: +16% Physical save: +13 (+5 eff.) A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. voratun plate armour of the deep (9 def, 22 armour)voratun plate armour of the deep (9 def, 22 armour) Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +22 Defense: +9 (+3 eff.) Fatigue: +26% Changes resistances: +15% acid / +14% cold Allows you to breathe in: water A suit of armour made of metal plates. |
voratun shield 'Brightmistress' (12 def, 15 armour, 71-85.2 power, 202 block) voratun shield 'Brightmistress' (12 def, 15 armour, 71-85.2 power, 202 block)Requires: - Dexterity 48 - Talent Agile Defense (level 1) Powered by arcane forces Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 71.0 - 85.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +202 On weapon hit: * reduce the cooldown of your ward talent by 1 * deal bonus physical damage equal to your armor When wielded/worn: Physical power: +6 (+1 eff.) Armour: +15 Armour Hardiness: +10% Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Damage when hit (Melee): 16 physical / 8 fire Changes stats: +2 Cun Changes resistances: +30% lightning / +20% physical Maximum wards: +5 lightning / +5 temporal / +5 blight / +6 fire / +6 cold Changes damage: +9% physical Talents granted: +1 Ward +5 Block Critical mult.: +6.00% Mental save: +6 (+2 eff.) Stamina each turn: +0.40 Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. voratun shield of patience (12 def, 3 armour, 64-76.8 power, 197.5 block)voratun shield of patience (12 def, 3 armour, 64-76.8 power, 197.5 block) Requires: - Dexterity 48 - Talent Agile Defense (level 1) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 64.0 - 76.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +198 Damage (Melee): +20 temporal When wielded/worn: Armour: +3 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Damage when hit (Melee): 20 temporal Changes resistances: +20% temporal Talent granted: +5 Block Activating this item is instant. It can be used to activate talent Time Shield, placing all other charms into a 21 cooldown : Effective talent level: 3.0 Power cost: 21 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (326) is absorbed, or the time runs out (8 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 46%. The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
elemental quiver of dragonbone arrows of annihilation (21/21, 74-103.6 power, 36 apr) elemental quiver of dragonbone arrows of annihilation (21/21, 74-103.6 power, 36 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 74.0 - 103.6 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +36 Crit. chance: +21.0% Capacity: 21 On weapon hit: * Random elemental explosion Travel speed: +200% Arrows are used with bows to pierce your foes to death. |
421 alchemist agate 421 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. |
Pick of Dwarven Emperors (dig speed 12 turns) Pick of Dwarven Emperors (dig speed 12 turns)Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str / +3 Con Changes resistances penetration: +10% physical Physical save: +7 (+3 eff.) Spell save: +7 (+2 eff.) Mental save: +7 (+2 eff.) Maximum life: +50.00 When carried: Talent granted: +1 Dig It can be used to activate talent Pulverizing Auger (costing 21 power out of 30/30) : Effective talent level: 4.0 Power cost: 21 out of 30/30. Range: 6 Travel Speed: instantaneous Is: a spell Description: Fire a powerful beam of stone-shaterring force, digging out any walls in its path up to 4. The beam also affect any creatures in its path, dealing 266.58 physical damage to all. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 55 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Lifebinding Emerald Lifebinding EmeraldInfused by nature 0.00 Encumbrance. [Plot Item] Type: gem / green ; tier 5 When wielded/worn: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Life regen: +2.00 Healing mod.: +30% When used to imbue an object: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Stun/Freeze immunity: +30% Life regen: +2.00 Healing mod.: +30% Latent Damage Type: Nature A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
Heart of Poosh 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 68 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
piercing dwarven lantern of the zealot piercing dwarven lantern of the zealotInfused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +11 Changes resistances: +3% all Changes resistances penetration: +15% all Spell save: +12 (+3 eff.) Light radius: +6 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Prothotipe's Prismatic Eye 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 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 This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
54 alchemist bloodstone 54 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. |
4 bloodstone 4 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
fire opal 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 (2/2) Rod of Recall (2/2)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 138 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 (4/4) Rod of Spydric Poison (4/4)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 396.76 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 17 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Beinik [power 88] (14 cooldown) Beinik [power 88] (14 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 10 arcane resource burn Changes resistances: +6% acid / +9% cold / +6% arcane / +12% temporal Talents cooldown: Invoke Tentacle (+5 turn) Rushing Claws (-1 turn) Talents granted: +1 Invoke Tentacle +5 Rushing Claws Spell save: +20 (+5 eff.) Pinning immunity: +15% Only die when reaching: -40.00 life It can be used to harden the skin for 7 turns increasing armour by 88 and armour hardiness by 70%, putting all charms on cooldown for 14 turns. Natural totems are made by powerful wilders to store nature power. |
Burning Star =dank= Burning Star =dank=Powered 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, costing 21 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. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
2 pearl 2 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Plsnoriperino the Shalore Archer level 30
24th Dusk 124th year of Ascendancy at 11:26 see stats
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Plsnoriperino the Shalore Archer level 49
7th Dusk 126th year of Ascendancy at 13:58 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By Plsnoriperino the Shalore Archer level 30
2nd Dusk 124th year of Ascendancy at 19:35 see stats
Arachnophobia (Nightmare (Adventure) difficulty)
Destroyed the spydric menace.By Plsnoriperino the Shalore Archer level 35
43rd Regrowth 125th year of Ascendancy at 04:27 see stats
Ay ay captain! (Nightmare (Adventure) difficulty)
Turn into a pirate!By Plsnoriperino the Shalore Archer level 23
50th Regrowth 124th year of Ascendancy at 09:34 see stats
Back and there again (Nightmare (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Plsnoriperino the Shalore Archer level 42
44th Haze 125th year of Ascendancy at 00:45 see stats
Brave new world (Nightmare (Adventure) difficulty)
Went to the Far East and took part in the war.By Plsnoriperino the Shalore Archer level 34
17th Regrowth 125th year of Ascendancy at 11:17 see stats
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By Plsnoriperino the Shalore Archer level 18
58th Regrowth 123rd year of Ascendancy at 06:49 see stats
Can you bear it? So much bearness! (Nightmare (Adventure) difficulty)
Killed Borius in the Bearscape.By Plsnoriperino the Shalore Archer level 32
66th Haze 124th year of Ascendancy at 02:12 see stats
Catch that Plumpkin! (Nightmare (Adventure) difficulty)
Finish the Plumpkin event.By Plsnoriperino the Shalore Archer level 28
67th Pyre 124th year of Ascendancy at 17:11 see stats
Clone War (Nightmare (Adventure) difficulty)
Destroyed your own Shade.By Plsnoriperino the Shalore Archer level 43
51st Regrowth 126th year of Ascendancy at 05:48 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Plsnoriperino the Shalore Archer level 16
15th Regrowth 123rd year of Ascendancy at 06:39 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By Plsnoriperino the Shalore Archer level 33
2nd Regrowth 125th year of Ascendancy at 04:38 see stats
Don't Poosh it! (Nightmare (Adventure) difficulty)
Killed Kelad in the lost land of Poosh.By Plsnoriperino the Shalore Archer level 31
79th Dusk 124th year of Ascendancy at 06:16 see stats
Evil denied (Nightmare (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Plsnoriperino the Shalore Archer level 50
40th Haze 126th year of Ascendancy at 02:36 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Plsnoriperino the Shalore Archer level 17
56th Regrowth 123rd year of Ascendancy at 10:22 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Plsnoriperino the Shalore Archer level 25
28th Pyre 124th year of Ascendancy at 13:18 see stats
Fear of Fours (Nightmare (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Plsnoriperino the Shalore Archer level 50
35th Haze 126th year of Ascendancy at 17:02 see stats
Got eggs? (Nightmare (Adventure) difficulty)
Finish the Pikataclysm event.By Plsnoriperino the Shalore Archer level 31
15th Haze 124th year of Ascendancy at 08:30 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Plsnoriperino the Shalore Archer level 25
79th Regrowth 124th year of Ascendancy at 21:05 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Plsnoriperino the Shalore Archer level 10
73rd Dusk 122nd year of Ascendancy at 03:47 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Plsnoriperino the Shalore Archer level 20
64th Dusk 123rd year of Ascendancy at 12:41 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Plsnoriperino the Shalore Archer level 30
2nd Dusk 124th year of Ascendancy at 11:22 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By Plsnoriperino the Shalore Archer level 40
16th Haze 125th year of Ascendancy at 00:52 see stats
Level 50 (Nightmare (Adventure) difficulty)
Got a character to level 50.By Plsnoriperino the Shalore Archer level 50
33rd Dusk 126th year of Ascendancy at 19:03 see stats
Merry wintertide! (Nightmare (Adventure) difficulty)
Finish the Santascape event and free the little helper elves.By Plsnoriperino the Shalore Archer level 30
76th Dusk 124th year of Ascendancy at 20:33 see stats
Orcrist (Nightmare (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Plsnoriperino the Shalore Archer level 50
36th Dusk 126th year of Ascendancy at 16:09 see stats
Portal master (Nightmare (Adventure) difficulty)
Fought the two Sorcerers and closed four invocation portals.By Plsnoriperino the Shalore Archer level 50
40th Haze 126th year of Ascendancy at 02:35 see stats
Race through fire (Nightmare (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Plsnoriperino the Shalore Archer level 45
30th Pyre 126th year of Ascendancy at 02:23 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Plsnoriperino the Shalore Archer level 16
71st Haze 122nd year of Ascendancy at 21:02 see stats
Sheer Badassery! (Nightmare (Adventure) difficulty)
Demonstrate your epic badassness to at least 100 foes!By Plsnoriperino the Shalore Archer level 45
27th Pyre 126th year of Ascendancy at 20:57 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By Plsnoriperino the Shalore Archer level 36
62nd Regrowth 125th year of Ascendancy at 14:56 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Plsnoriperino the Shalore Archer level 25
77th Regrowth 124th year of Ascendancy at 04:15 see stats
Sliders (Nightmare (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Plsnoriperino the Shalore Archer level 34
2nd Regrowth 125th year of Ascendancy at 07:03 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Plsnoriperino the Shalore Archer level 29
1st Dusk 124th year of Ascendancy at 20:57 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Plsnoriperino the Shalore Archer level 13
37th Haze 122nd year of Ascendancy at 04:44 see stats
The Legend of Garkul (Nightmare (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Plsnoriperino the Shalore Archer level 50
36th Dusk 126th year of Ascendancy at 17:45 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Plsnoriperino the Shalore Archer level 18
66th Regrowth 123rd year of Ascendancy at 18:18 see stats
The bigger the better! (Nightmare (Adventure) difficulty)
Did over 3000 damage in one attack.By Plsnoriperino the Shalore Archer level 50
36th Haze 126th year of Ascendancy at 00:38 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Plsnoriperino the Shalore Archer level 16
29th Regrowth 123rd year of Ascendancy at 19:50 see stats
There and back again (Nightmare (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Plsnoriperino the Shalore Archer level 37
43rd Pyre 125th year of Ascendancy at 16:26 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Plsnoriperino the Shalore Archer level 23
50th Regrowth 124th year of Ascendancy at 09:34 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Plsnoriperino the Shalore Archer level 17
36th Regrowth 123rd year of Ascendancy at 15:28 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Plsnoriperino the Shalore Archer level 29
2nd Dusk 124th year of Ascendancy at 11:22 see stats
Log
Today is the 43rd Haze of the 126th year of the Age of Ascendancy of Maj'Eyal.
The time is 15:30.
Today is the 44th Haze of the 126th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:43.
Today is the 45th Haze of the 126th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:06.
Plsnoriperino deactivates Chant of Fortress.
Plsnoriperino deactivates Secrets of the Eternals.
Plsnoriperino deactivates Trained Reactions.
Plsnoriperino deactivates Piercing Ammunition.
Plsnoriperino deactivates Intuitive Shots.
Plsnoriperino deactivates Rapid Shot.
