Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
| Addons | Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.5.3Donators/Buyers bonus! Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Yeek |
| Class | Arcane Blade |
| Level / Exp | 50 / 4127% |
| Size | small |
| Lifes / Deaths | Killed by Isygassra the brown bear at level 17 on the 1st Time of Equilibrium 122nd year of Ascendancy at 13:49 2 / 6Killed by ritch flamespitter at level 25 on the 78th Haze 122nd year of Ascendancy at 11:25 Killed by Elayakira the skeleton mage at level 27 on the 9th Allure 123rd year of Ascendancy at 07:27 Killed by war hound at level 28 on the 9th Regrowth 123rd year of Ascendancy at 15:30 Killed by Khulmanar, General of Urh'Rok at level 39 on the 14th Pyre 123rd year of Ascendancy at 05:40 Killed by West at level 50 on the 5th Pyre 124th year of Ascendancy at 18:23 |
Primary Stats
| Strength | 100 (base 43) |
| Dexterity | 100 (base 40) |
| Constitution | 66 (base 23) |
| Magic | 128 (base 58) |
| Willpower | 77 (base 18) |
| Cunning | 143 (base 60) |
Resources
| Life | 1243/1243 |
| Mana | 427/524 |
| Stamina | 398/434 |
| Healing Factor | 2.5 |
| Regeneration | 8.125 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +29.18105373397% |
| Spell | 0% |
| Global | +163.27719409802% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 21 |
| See Stealth | 82.378790624947 |
| See Invisible | 105.37879062495 |
| ESP Range | 10 |
| ESP Kinds | demon/major, demon/minor |
Offense: Mainhand
| Damage | 97 |
| Accuracy | 115 |
| Crit Chance | 104% |
| APR | 47 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 18 |
| Accuracy | 115 |
| Crit Chance | 100% |
| APR | 38 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 100 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Mind
| Mindpower | 67 |
| Crit Chance | 58% |
| Speed | 1 |
Offense: Damage Bonus
| All | +49% |
Offense: Damage Penetration
| All | 0% |
Defense: Base
| Armour (hardiness) | 70.561572520173 (97.5%) |
| Defense | 45 |
| Ranged Defense | 61 |
| Fatigue | 4 |
| Physical Save | 110 |
| Spell Save | 105 |
| Mental Save | 101 |
Defense: Resistances
| All | + 49%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 100% |
| Poison Resistance | 15% |
| Blind Resistance | 100% |
| Silence Resistance | 100% |
| Teleport Resistance | 100% |
| Pinning Resistance | 100% |
| Disarm Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 25% |
Inscriptions (5/5)
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 225% efficiency and cooldown mod of 52%. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 259% efficiency and cooldown mod of 58%. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1610% for 10 turns and instantly restoring 80 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 740 damage for 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 713% 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 Strength stat. |
Class Talents
| Spell / Air | 1.20 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Spell / Enhancement | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Magical combat | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Earth | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / Fire | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.10 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Spell / Stone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.10 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Spell / Aegis | 1.10 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Chemistry | 1.00 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Conveyance | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Arcane Feed |
| talent | Arcane Combat |
| talent | Chant of Fortress |
| talent | Inner Power |
| talent | Crystalline Focus |
| talent | Feather Wind |
| talent | Stone Skin |
| talent | Shielding |
| talent | Arcane Shield |
| beneficial effect | The target is surrounded by a magical shield, absorbing 1860/1078 damage (reflecting 100% back to the attacker) before it crumbles. Damage Shield |
| beneficial effect | Grants a +40% damage bonus. Steamroller |
| beneficial effect | Fight to the brink of death, can not die before going under -736 life (but life under 0 is not shown) and increases all resistances by 27%. Pain Suppressor Salve |
| beneficial effect | The target's combat attack is improved by 106. Attack |
| beneficial effect | The target gains 100% stun, daze and pinning immunity. Free Action |
| beneficial effect | Improves senses, allowing the detection of unseen things. Sensing |
| beneficial effect | Increases global action speed by 48%. Speed |
| beneficial effect | Increases all saves by 203 and healing factor by 102%. Unstoppable Force Salve |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the lone alchemist from death by skeleton warrior. Escort: lone alchemist (level 8 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost tinker (level 2 of Ruins of Kor'Pul) | done |
You failed to protect the lost warrior from death by Silyrin the cave troll. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved talent Track (+1 level(s)). | done |
You failed to protect the repented thief from death by Eilinyna the bee swarm. Escort: repented thief (level 4 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved talent Heightened Senses (+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 been tasked to remove two threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | 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 Shardskin. * 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 must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | 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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 901. | 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, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of foundations without your aid. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You 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 within | active |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Strikefoe the pair of dwarven-steel boots (4 def, 4 armour) Strikefoe the pair of dwarven-steel boots (4 def, 4 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +4 (+1 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: +3% Effects on melee hit: * 15% chance to inflict 15% damage reduction Damage when hit (Melee): 4 lightning Changes stats: +3 Str / +3 Con Changes resistances: +6% darkness Changes resistances penetration: +5% lightning Changes damage: +6% lightning Physical save: +15 (+2 eff.) Silence immunity: +29% Confusion immunity: +32% Pinning immunity: +25% Stun/Freeze immunity: +29% Knockback immunity: +25% Teleport immunity: +100% It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.2 Power cost: 25 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | dwarven lantern 'Zubarera' dwarven lantern 'Zubarera' Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +3 Physical power: +4 (+1 eff.) Damage when hit (Melee): 26 fire Changes stats: +9 Str / +11 Cun / +6 Con Changes resistances: +13% blight / +9% fire / +28% darkness Changes damage: +35% light Damage affinity(heal): +5% light Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Light radius: +2 Infravision radius: +15 See stealth: +10 See invisible: +14 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 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 138.58 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 | Eastern Wood Hat (15 def, 0 armour) Eastern Wood Hat (15 def, 0 armour) Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +65 (+10 eff.) Armour penetration: +15 Physical crit. chance: +10.0% Defense: +15 (+5 eff.) Changes stats: +12 Cun / +18 Dex Changes resistances penetration: +15% physical Changes damage: +10% physical Talent masteries: +0.20 Steamtech / Gunslinging +0.20 Steamtech / Bullets mastery Blindness immunity: +100% Light radius: +7 Steam crit. chance: +15% This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
| On hands | Hand of the World-Shaper (0 def, 12 armour) Hand of the World-Shaper (0 def, 12 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by nature 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +12 Changes stats: +6 Str / +6 Mag Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +12% physical Talent masteries: +0.20 Spell / Stone +0.10 Wild-gift / Sand drake aspect +0.10 Spell / Earth Talent granted: +5 Iron Grip Disarm immunity: +100% Spellpower: +10 (+2 eff.) Spell crit. chance: +10% It can be used to activate talent Earthquake (costing 30 power out of 30/30) : Effective talent level: 5.2 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 215.45 physical damage in a radius of 4 each turn for 8 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
| Tool | Silubeth [power 16] (24/6 cooldown) Silubeth [power 16] (24/6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +6 (+1 eff.) Changes resistances: +15% acid / +3% physical Changes resistances penetration: +20% physical Changes damage: +9% physical Maximum life: +50.00 It can be used to reveal the area around you, dispelling darkness (radius 16, power 101 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Thunderknave ThunderknavePowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +19 (+3 eff.) Changes stats: +10 Cun / +10 Dex Changes resistances: +3% lightning / +9% cold / +17% arcane / +9% darkness Changes damage: +17% arcane Blindness immunity: +40% Poison immunity: +15% Silence immunity: +52% Mana each turn: +0.24 Maximum life: +20.00 Infravision radius: +6 See stealth: +19 See invisible: +23 Rings can have magical properties. |
| On fingers | Murkream MurkreamPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +2 (+0 eff.) Defense: +6 (+2 eff.) Ranged Defense: +6 (+1 eff.) Changes stats: +15 Mag / +8 Wil / +8 Cun / +6 Con Changes resistances: +20% blight Changes damage: +20% blight / +6% nature / +6% darkness Critical mult.: +9.00% Spell save: +20 (+3 eff.) Maximum stamina: +40.00 Spellpower: +30 (+5 eff.) Rings can have magical properties. |
| Around neck | voratun amulet 'Umbraviper' voratun amulet 'Umbraviper'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +20 Changes stats: +3 Wil / +7 Con Changes resistances: +9% darkness / +30% fire / +30% mind / +25% cold Changes resistances penetration: +10% darkness Changes damage: +9% darkness Grants telepathy: Demon/Minor Demon/Major Critical mult.: +20.00% Physical save: +19 (+3 eff.) Confusion immunity: +50% Life regen: +3.00 Maximum life: +77.00 Amulets can have magical properties. |
| In main hand | Siloyatira the dragonbone vilestaff (30-36 power, 9 apr, physical element) Siloyatira the dragonbone vilestaff (30-36 power, 9 apr, physical element) Requires: - Magic 48 Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +3.8% procs dam / acc Armour Penetration: +9 Crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +4 physical When wielded/worn: Accuracy: +28 (+5 eff.) Physical crit. chance: +15.0% Physical power: +26 (+5 eff.) Changes stats: +2 Dex Changes resistances: +9% acid Changes damage: +30% physical Talent granted: +1 Command Staff Critical mult.: +27.00% Stamina each turn: +0.60 Mana each turn: +5.00 Spellpower: +33 (+6 eff.) Spell crit. chance: +12% Talent on hit(spell): Lightning (25% chance level 5). Staves designed for wielders of magic, by the greats of the art. |
| Around waist | Girdle of the Calm Waters Girdle of the Calm Waters Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Changes damage: +0% acid / +0% fire / +0% nature / +0% blight Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | Telos's Staff (Bottom Half) Telos's Staff (Bottom Half) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff It is part of a set of items. Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Attack speed: 100% When wielded/worn: Changes stats: +4 Mag Changes damage: +20% acid / +20% cold Critical mult.: +20.00% Mental save: +8 (+2 eff.) Confusion immunity: +20% Mana each turn: +5.00 Maximum mana: +50.00 Spell crit. chance: +8% Talent on hit(spell): Lightning (25% chance level 5). The bottom part of Telos' broken staff. |
| Cloak | Destala's Scales (10 def, 0 armour) Destala's Scales (10 def, 0 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +6 Cun Changes resistances: +30% lightning Changes resistances penetration: +10% acid Changes damage: +15% acid Talent mastery: +0.20 Wild-gift / Venom drake aspect Stun/Freeze immunity: +50% Mindpower: +6 (+1 eff.) Talent on hit(nature): Acidic Spray (10% chance level 2). It can be used to activate talent Dissolve (costing 20 power out of 0/20) : Effective talent level: 2.4 Power cost: 20 out of 0/20. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 45% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
| Main armor | Duskstrider (4 def, 17 armour) Duskstrider (4 def, 17 armour) Requires: - Strength 38 - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Physical crit. chance: +12.0% Physical power: +35 (+6 eff.) Armour: +17 Defense: +4 (+1 eff.) Fatigue: +16% Changes stats: +20 Str / +10 Dex / +23 Mag / +23 Wil / +10 Cun / +10 Con Changes resistances: +27% lightning Changes resistances penetration: +15% darkness Grants telepathy: Demon/Minor Demon/Major Spellpower: +30 (+5 eff.) Spell crit. chance: +10% Mindpower: +31 (+7 eff.) Mental crit. chance: +13% See invisible: +15 A suit of armour made of mail. |
Inventory
Infusion of Wild Growth (Rad 5 for 10 turns) Infusion of Wild Growth (Rad 5 for 10 turns)Infused by nature 0.10 Encumbrance. [Plot Item] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 185.81 physical damage and 259.57 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. 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. heroism infusion of the duelist (+22 for 13 turns, die at -1076)heroism infusion of the duelist (+22 for 13 turns, die at -1076) 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: 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 22 for 13 turns. While Heroism is active, you will only die when reaching -1076 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the warrior (+19 for 9 turns, die at -520) heroism infusion of the warrior (+19 for 9 turns, die at -520)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: 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 19 for 9 turns. While Heroism is active, you will only die when reaching -520 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 Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. regeneration infusion (heal 514 over 5 turns)regeneration infusion (heal 514 over 5 turns) 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: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 514 life over 5 turns. 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. acid wave rune (453 acid damage; disarm 5 turns with power 22)acid wave rune (453 acid damage; disarm 5 turns with power 22) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 452.64 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 22 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. 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. |
manasurge rune of the wizard (1688% regen over 10 turns; 84 instant mana) manasurge rune of the wizard (1688% regen over 10 turns; 84 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1688% for 10 turns and instantly restoring 84 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. shielding rune (absorb 462 for 8 turns)shielding rune (absorb 462 for 8 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 462 damage for 8 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the psychic (absorb 571 for 5 turns) shielding rune of the psychic (absorb 571 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 571 damage for 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the wizard (absorb 492 for 4 turns) shielding rune of the wizard (absorb 492 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 492 damage for 4 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the wizard (absorb 518 for 6 turns) shielding rune of the wizard (absorb 518 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 518 damage for 6 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. schematic: Rocket Bootsschematic: Rocket Boots Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
This item will automatically be transmogrified when you leave the level. schematic: Saw Projectorschematic: Saw Projector Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
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. |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Erelukalthomnir the Burncast Erelukalthomnir the BurncastInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour penetration: +5 Physical crit. chance: +3.0% Physical power: +20 (+4 eff.) Armour: +8 Damage when hit (Melee): 8 fire Changes stats: +3 Con Changes resistances: +23% light / +26% darkness Changes resistances penetration: +15% physical Blindness immunity: +43% 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 (+3 eff.) Mental save: +18 (+3 eff.) Pinning immunity: +100% Only die when reaching: +0.00 life It can be used to activate talent Shattering Shout (costing 10 power out of 48/48) : Effective talent level: 4.0 Power cost: 10 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 536.00 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. |
Lightire the voratun amulet Lightire the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +17 Changes stats: +4 Con Changes resistances: +23% lightning / +2% physical / +9% mind Critical mult.: +17.00% Physical save: +13 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +9 (+2 eff.) Stun/Freeze immunity: +45% Life regen: +2.30 Maximum life: +67.00 Light radius: +3 Amulets can have magical properties. |
Thunderspiker the gold amulet Thunderspiker the gold amuletPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +1 Dex / +1 Mag / +6 Wil / +2 Con Changes resistances: +12% lightning Grants telepathy: Demon/Minor Demon/Major Physical save: +18 (+3 eff.) Spell save: +13 (+2 eff.) Mental save: +19 (+3 eff.) Mana each turn: +0.34 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +31.00 See invisible: +6 Amulets can have magical properties. |
Xerethra the steel amulet Xerethra the steel amuletInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 8 blight Changes resistances: +3% acid / +14% temporal / +23% light / +26% darkness Blindness immunity: +44% Pinning immunity: +20% Knockback immunity: +22% Amulets can have magical properties. |
copper amulet of strength (+2) copper amulet of strength (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Str Amulets can have magical properties. |
gold amulet 'Arussra' gold amulet 'Arussra'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +16 Changes stats: +7 Str / +3 Wil / +5 Con Critical mult.: +21.00% Physical save: +14 (+2 eff.) Life regen: +2.10 Mana when firing critical spell: +1.00 Vim when firing critical spell: +2.00 Maximum life: +60.00 Maximum mana: +60.00 Spell crit. chance: +2% Amulets can have magical properties. |
gold amulet 'Betirethra' gold amulet 'Betirethra'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Changes resistances: +6% blight / +6% cold / +9% mind Changes damage: +8% physical Poison immunity: +20% Cut immunity: +20% Confusion immunity: +10% Knockback immunity: +10% Only die when reaching: -80.00 life Combat speed: +10% Amulets can have magical properties. |
steel amulet 'Brighttrail' steel amulet 'Brighttrail'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -7% Damage when hit (Melee): 20 light Changes stats: +5 Dex / +5 Cun / +5 Con Changes resistances penetration: +25% light / +20% mind Changes damage: +21% light Life regen: +0.40 Stamina each turn: +0.50 Light radius: +3 Movement speed: +10% 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 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Fulusta the gold ring Fulusta the gold ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +9% acid / +30% fire / +5% arcane / +12% lightning Changes damage: +15% fire Spell save: +30 (+5 eff.) Rings can have magical properties. |
Gilayatir the steel ring Gilayatir the steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +1 Wil Changes resistances: +14% mind Changes damage: +14% mind Critical mult.: +20.00% Mental save: +12 (+2 eff.) Equilibrium when hit: +0.12 Maximum psi: +30.00 Mental crit. chance: +1% Heals friendly targets nearby when you use a nature summon: +50 Rings can have magical properties. |
Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+2 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 41 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
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 / Pugilism +0.30 Technique / Combat training +0.30 Technique / Combat veteran +0.30 Technique / Grappling +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Unarmed training +0.30 Technique / Thuggery +0.30 Technique / Superiority +0.30 Technique / Two-handed weapons +0.30 Technique / Archery prowess +0.30 Technique / Archery excellence +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 / Shield offense +0.30 Technique / Shield defense +0.30 Technique / Dual techniques +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. |
copper ring of lightning (+20%) copper ring of lightning (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% lightning Changes damage: +10% lightning Rings can have magical properties. |
rogue's steel ring of frost (+22%) rogue's steel ring of frost (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +2 Cun Changes resistances: +22% cold Changes damage: +11% cold Rings can have magical properties. |
steel ring 'Bleakbringer' steel ring 'Bleakbringer'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 8 darkness Changes resistances: +11% physical Changes resistances penetration: +25% darkness Changes damage: +11% physical / +9% light / +30% darkness Light radius: +3 Rings can have magical properties. |
titan's gold ring of the mind (+12%) titan's gold ring of the mind (+12%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Con Changes resistances: +12% mind Changes damage: +12% mind Physical save: +10 (+1 eff.) Rings can have magical properties. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
voratun ring 'Ce'Nuriavea' voratun ring 'Ce'Nuriavea'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +5% arcane / +9% acid Changes damage: +6% acid Critical mult.: +25.00% Disarm immunity: +48% Pinning immunity: +50% Knockback immunity: +50% Mana when firing critical spell: +3.00 Maximum life: +50.00 Maximum mana: +40.00 Spellpower: +4 (+1 eff.) Damage Shield penetration: +50% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings can have magical properties. |
warrior's copper ring warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings can have magical properties. |
warrior's copper ring of lightning (+22%) warrior's copper ring of lightning (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances: +22% lightning Changes damage: +11% lightning Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. Eilinylle the ForestloreEilinylle the Forestlore Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 On weapon hit: * Slows global speed by 40% Damage (Ranged): +30 acid / +30 cold Burst (radius 2) on crit: +4 acid When wielded/worn: Armour: +23 Changes resistances: +12% nature / +12% temporal Changes resistances penetration: +15% temporal / +23% cold Changes damage: +30% acid / +30% physical / +3% temporal Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. voratun mace of crippling (45.5-63.7 power, 6 apr)voratun mace of crippling (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% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +12.0% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. drakeskin leather sling 'Demonpulverizer'drakeskin leather sling 'Demonpulverizer' Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When wielded/worn: Accuracy: +24 (+4 eff.) Armour penetration: +5 Changes stats: +4 Con Changes resistances penetration: +15% darkness / +20% physical Changes damage: +9% darkness / +40% physical Maximum encumbrance: +90 Life regen: +0.60 Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. drakeskin leather sling 'Halublek'drakeskin leather sling 'Halublek' Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 5 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 On weapon hit: * 54% chance to cause random gloom * 40% chance to corrode armour by 30% Damage (Ranged): +20 acid Burst (radius 1) on hit: +8 arcane When wielded/worn: Changes resistances: +9% mind / +6% acid Changes resistances penetration: +10% mind Changes damage: +37% acid / +12% arcane Slings are used to hurl stones or metal shots at your foes. |
Grinygodor the dragonbone vilestaff (30-36 power, 6 apr, physical element) Grinygodor the dragonbone vilestaff (30-36 power, 6 apr, physical element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage against: +0% Undead / +0% Demon / +0% Horror When wielded/worn: Defense: +21 (+7 eff.) Damage (Melee): 7 % chance of confusion Damage when hit (Melee): 8 temporal Changes damage: +30% physical / +6% temporal Talent granted: +1 Command Staff Mental save: +20 (+4 eff.) Mana each turn: +0.00 Maximum psi: +30.00 Spellpower: +35 (+6 eff.) Spell crit. chance: +17% Mental crit. chance: +4% Damage Shield penetration: +31% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. dragonbone vilestaff of greater warding (30-36 power, 6 apr, darkness element)dragonbone vilestaff of greater warding (30-36 power, 6 apr, darkness element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +12 Defense: +10 (+3 eff.) Maximum wards: +3 darkness Changes damage: +30% darkness Talents granted: +5 Ward +1 Command Staff Spellpower: +15 (+3 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. gunslinger's voratun steamgungunslinger's voratun steamgun Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Attack speed: 100% Firing range: +10 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Changes damage: +22% physical Talents cooldown: Trick Shot (-2 turns) Strafe (-2 turns) Double Shots (-2 turns) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level. psychic's voratun steamgunpsychic's voratun steamgun Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Infused by psionic forces Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Attack speed: 100% Firing range: +10 Travel speed: +600% Damage (Ranged): +20 mind Attacks use: 2.0 Steam When wielded/worn: Changes stats: +7 Cun / +7 Wil Changes damage: +22% mind Mindpower: +14 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level. caustic orichalcum trident of daylight (55.5-88.8 power, 16 apr)caustic orichalcum trident of daylight (55.5-88.8 power, 16 apr) Requires: - Strength 48 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 55.5 - 88.8 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 hit: * 45% chance to corrode armour by 30% Damage (Melee): +23 light Damage against: +42% Undead When wielded/worn: Changes resistances penetration: +21% acid Life regen: +3.00 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. flaming voratun waraxe of daylight (40.5-56.7 power, 6 apr)flaming voratun waraxe of daylight (40.5-56.7 power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 40.5 - 56.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +20 light Burst (radius 1) on hit: +17 fire Damage against: +21% Undead One-handed war axes. |
This item will automatically be transmogrified when you leave the level. thick elven-silk cloak of Eldoral (3 def, 11 armour)thick elven-silk cloak of Eldoral (3 def, 11 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +11 Defense: +3 (+1 eff.) Changes stats: +4 Cun / +4 Dex Changes resistances: +28% 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. Polalena the pair of voratun boots (12 def, 5 armour)Polalena the pair of voratun boots (12 def, 5 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +12 (+4 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +4% Damage when hit (Melee): 16 blight Changes stats: +3 Str / +8 Cun / +5 Con Critical mult.: +12.00% Physical save: +25 (+4 eff.) Mental save: +24 (+4 eff.) Spellpower on spell critical (stacks up to 3 times): +8 Only die when reaching: -60.00 life Maximum life: +60.00 Spell crit. chance: +3% Light radius: +4 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
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 Physical save: +0 (+0 eff.) Pinning immunity: +100% Knockback immunity: +0% Teleport immunity: +0% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 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. |
Zanazilador (0 def, 9 armour) Zanazilador (0 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Fatigue: +3% Changes stats: +11 Lck / +6 Dex Changes resistances: +3% blight / +2% physical / +9% temporal / +12% lightning Grants telepathy: All Reduces incoming crit damage: 5.00% Stealth bonus: +10 Physical save: +6 (+1 eff.) Pinning immunity: +0% Knockback immunity: +0% Teleport immunity: +0% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. traveler's pair of voratun boots of uncanny dodging (10 def, 5 armour)traveler's pair of voratun boots of uncanny dodging (10 def, 5 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +10 (+3 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: -6% Maximum encumbrance: +42 Physical save: +15 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Erelachik the Shadowmaim (0 def, 3 armour) Erelachik the Shadowmaim (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +16.0% Armour: +3 Effects on melee hit: * 31% chance to inflict 15% damage reduction Damage (Melee): 15 lightning Changes stats: +5 Con Changes resistances: +9% lightning / +3% blight Changes resistances penetration: +5% acid Changes damage: +10% lightning / +6% acid Critical mult.: +14.00% Physical save: +30 (+5 eff.) Spell save: +9 (+1 eff.) Mental save: +9 (+2 eff.) Disarm immunity: +25% Spell crit. chance: +18% Mental crit. chance: +20% Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 3.6 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 30% and provides a 16% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Steam Powered Gauntlets (0 def, 12 armour) Steam Powered Gauntlets (0 def, 12 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +12 Changes stats: +6 Str / +6 Dex Changes damage: +8% all Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% Gauntlets. But with steam power! |
blighted rough leather gloves of strength (+2) (0 def, 1 armour) blighted rough leather gloves of strength (+2) (0 def, 1 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +1 Damage (Melee): 6 blight Changes stats: +2 Str Changes resistances: +6% blight Changes damage: +4% blight Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
restful drakeskin leather gloves of dexterity (+5) (0 def, 3 armour) restful drakeskin leather gloves of dexterity (+5) (0 def, 3 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +17 (+3 eff.) Armour: +3 Changes stats: +5 Dex Disarm immunity: +0% Life regen: +1.60 Stamina each turn: +1.10 Maximum stamina: +16.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves of magic (+3) (0 def, 1 armour) rough leather gloves of magic (+3) (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Mag Changes damage: +4% arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
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. |
Dragon-helm of Kroltar (5 def, 9 armour) Dragon-helm of Kroltar (5 def, 9 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 1) Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It is part of a set of items. Kroltar's power resides in his scales. When wielded/worn: Accuracy: +0 (+0 eff.) Armour: +9 Defense: +5 (+2 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Wil / +0 Cun / +5 Con / -4 Lck Changes damage: +10% physical / +10% fire Talent mastery: +0.20 Wild-gift / Fire drake aspect Physical save: +0 (+0 eff.) Spell save: +0 (+0 eff.) Mental save: +0 (+0 eff.) Light radius: +0 It can be used to activate talent Bellowing Roar (costing 45 power out of 45/45) : Effective talent level: 3.0 Power cost: 45 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You let out a powerful roar that sends your foes into utter confusion for 3 turns in a radius of 5. The sound wave is so strong, your foes also take 182.54 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
Elynne (0 def, 1 armour) Elynne (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: -3% Changes stats: +2 Str / +6 Cun / +3 Con Changes resistances: +15% acid Mental save: +0 (+0 eff.) A cap made of leather. |
Glira the iron helm (0 def, 3 armour) Glira the iron helm (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +4 (+1 eff.) Armour: +3 Fatigue: +5% Changes stats: +5 Cun / +2 Wil Changes resistances: +1% physical / +8% cold Allows you to breathe in: water Maximum life: +30.00 Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Gyba the Radiancebolt (0 def, 3 armour) Gyba the Radiancebolt (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage when hit (Melee): 4 light Changes stats: +3 Str / +2 Dex / +5 Mag / +2 Wil / +1 Cun Changes resistances: +3% light Infravision radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Hathyrek (0 def, 4 armour) Hathyrek (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +6% light / +6% cold Physical save: +10 (+1 eff.) Mental save: +20 (+4 eff.) Cut immunity: +10% Silence immunity: +30% Knockback immunity: +20% 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. Lisemina the elven-silk wizard hat (3 def, 0 armour)Lisemina the elven-silk wizard hat (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +5 Dex / +9 Mag / +4 Con Changes resistances: +12% mind Changes damage: +18% physical Physical save: +15 (+2 eff.) Spell save: +15 (+2 eff.) Life regen: +0.60 Maximum life: +30.00 Maximum stamina: +25.00 A pointy cloth hat, very wizardly... |
Maniramas (0 def, 3 armour) Maniramas (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Wil / +0 Cun / +6 Con Physical save: +20 (+3 eff.) Mental save: +0 (+0 eff.) Stamina each turn: +0.60 Only die when reaching: -80.00 life Infravision radius: +3 Sight radius: +0 See stealth: +0 See invisible: +0 A cap made of leather. |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Accuracy: +0 (+0 eff.) Armour: +6 Fatigue: +8% Damage (Melee): 0 % chance to summon an orc spirit Changes stats: +5 Str / +4 Wil / +0 Cun / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+2 eff.) Spell save: +12 (+2 eff.) Mental save: +12 (+2 eff.) Light radius: +0 A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
This item will automatically be transmogrified when you leave the level. champion's drakeskin leather hat (0 def, 5 armour)champion's drakeskin leather hat (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: +6 Str / +5 Wil Mental save: +15 (+3 eff.) Light radius: +2 A hat made of leather. Very stylish. |
iron helm 'Samihad' (0 def, 3 armour) iron helm 'Samihad' (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +6 Wil Changes resistances: +5% cold Changes damage: +3% mind Grants telepathy: Dragon Allows you to breathe in: water Mental crit. chance: +2% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat 'Relgudig' (1 def, 0 armour) linen wizard hat 'Relgudig' (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 20 blight Changes stats: +0 Cun / +4 Wil Changes resistances penetration: +15% mind Changes damage: +15% arcane Physical save: +6 (+1 eff.) Spell save: +30 (+5 eff.) Mental save: +0 (+0 eff.) Maximum mana: +100.00 Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 A pointy cloth hat, very wizardly... |
shielding linen wizard hat of the sentry (1 def, 0 armour) shielding linen wizard hat of the sentry (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Mag Spell save: +6 (+1 eff.) Infravision radius: +3 See stealth: +7 See invisible: +6 Activating this item is instant. It can be used to activate talent Circle of Warding, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 89%, and attempts to push all creatures other than yourself out of its radius, inflicting 32.78 light damage and 29.21 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. voratun helm of trickery (0 def, 5 armour)voratun helm of trickery (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 penetration: +8 Armour: +5 Fatigue: +5% Changes stats: +5 Cun / +5 Dex A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Scale Mail of Kroltar (10 def, 18 armour) Scale Mail of Kroltar (10 def, 18 armour)Requires: - Strength 38 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +18 Defense: +10 (+3 eff.) Fatigue: +16% Damage when hit (Melee): 0 physical Changes stats: +5 Str / +3 Dex / +0 Mag / +0 Wil / +0 Cun / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 It can be used to activate talent Devouring Flame (costing 50 power out of 80/80) : Effective talent level: 3.0 Power cost: 50 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Spit a cloud of flames, doing 58.53 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
This item will automatically be transmogrified when you leave the level. searing drakeskin leather armour (5 def, 8 armour)searing drakeskin leather armour (5 def, 8 armour) Requires: - Strength 20 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Damage (Melee): 23 acid / 21 fire Damage when hit (Melee): 16 acid / 16 fire Changes resistances: +30% acid / +24% fire A suit of armour made of leather. |
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 / +8% cold Allows you to breathe in: water A suit of armour made of metal plates. |
283 alchemist agate 283 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. |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Kindlethorn KindlethornInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 16 light Changes stats: +2 Cun / +12 Wil Changes damage: +12% mind Grants telepathy: Humanoid/Orc Light radius: +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
dwarven lantern 'Darkgrit' dwarven lantern 'Darkgrit'Powered by arcane forces Crafted by a master Infused by psionic forces 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +30 Changes stats: +8 Mag Changes resistances: +9% darkness / +6% nature / +3% mind Changes resistances penetration: +15% mind / +30% all Changes damage: +12% mind / +0% light Mental save: +15 (+3 eff.) Spellpower: +15 (+3 eff.) Light radius: +10 See stealth: +22 See invisible: +25 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
dwarven lantern 'Sunvortex' dwarven lantern 'Sunvortex'Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Defense: +14 (+5 eff.) Damage when hit (Melee): 4 arcane Changes stats: +2 Mag Changes resistances: +12% fire Changes resistances penetration: +5% arcane / +10% fire Physical save: +34 (+5 eff.) Spell save: +20 (+3 eff.) Mental save: +20 (+4 eff.) Blindness immunity: +50% Confusion immunity: +25% Maximum life: +76.00 Spell crit. chance: +1% Light radius: +10 See stealth: +25 See invisible: +21 Healing mod.: +30% Defense after a teleport: +17 Resist all after a teleport: +17% New effects duration reduction after a teleport: +17% It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 4.4 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 61 for 7 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
dwarven lantern 'Xanogatta' dwarven lantern 'Xanogatta'Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +3 Wil / +1 Mag Changes resistances: +12% blight / +10% cold / +6% mind / +10% temporal Mental save: +27 (+5 eff.) Spellpower: +10 (+2 eff.) Spell crit. chance: +3% Mindpower: +11 (+2 eff.) Mental crit. chance: +12% Light radius: +8 See stealth: +25 See invisible: +25 Defense after a teleport: +19 Resist all after a teleport: +19% New effects duration reduction after a teleport: +29% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
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. |
Plumpkin PlumpkinPowered by unknown forces 15.00 Encumbrance. [Plot Item] Type: misc / plant ; tier 3 When carried: Changes damage: +2% all Damage against: +20% Immovable It can be used to become the plumpkin, costing 100 power out of 100/100. The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
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. |
Petrified Wood Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
2 bloodstone 2 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
10 fire opal 10 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 Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
amazing fiery salve [power 23] amazing fiery salve [power 23]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (23% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing frost salve [power 23] amazing frost salve [power 23]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (23% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing healing salve [power 325] amazing healing salve [power 325]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 No medical injector available, values are indicative only. It can be used to heal 325, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
amazing pain suppressor salve [power 284] amazing pain suppressor salve [power 284]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 No medical injector available, values are indicative only. Activating this item is instant. It can be used to let you fight up to -284 life and reduces all damage by 27% for 7 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 10 turns. Medical salve. |
amazing unstoppable force salve [power 90] amazing unstoppable force salve [power 90]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 No medical injector available, values are indicative only. Activating this item is instant. It can be used to increases all saves by 90 and healing factor by half, putting Talent Medical Injector on cooldown for 18 turns. Medical salve. |
amazing water salve [power 23] amazing water salve [power 23]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (23% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
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. |
This item will automatically be transmogrified when you leave the level. hateful pouch of voratun shots (21/21, 55-66 power, 6 apr)hateful pouch of voratun shots (21/21, 55-66 power, 6 apr) Requires: - Dexterity 48 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 55.0 - 66.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +7.0% Capacity: 21 Damage (Ranged): +29 darkness Damage against: +20% Living Shots are used with slings to pummel your foes to death. |
Arthakhad [power 317] (24/6 cooldown) Arthakhad [power 317] (24/6 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Physical power: +2 (+0 eff.) Talent cooldown: Silence (-2 turns) Talent granted: +10 Silence Critical mult.: +25.00% Stamina each turn: +0.40 It can be used to fire a blast of psionic energies in a range 9 beam dealing 236.17 to 472.33 mind damage, putting all charms on cooldown for 6 turns. Torques are made by powerful psionics to store psionic powers. |
Belanor the Brightbait [power 1] (24/10 cooldown) Belanor the Brightbait [power 1] (24/10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Damage when hit (Melee): 4 light Changes resistances: +3% light Changes resistances penetration: +5% darkness / +5% light Changes damage: +9% darkness Light radius: +3 It can be used to remove up to 1 poisons or diseases from a target within range 9 (based on Willpower), putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 2 equilibrium. Natural totems are made by powerful wilders to store nature power. |
Tree of Life Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+1 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns, costing 10 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
Chamyresus the yew wand of clairvoyance [power 12] (24/6 cooldown) Chamyresus the yew wand of clairvoyance [power 12] (24/6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +14 Damage when hit (Melee): 8 mind Changes resistances: +2% physical Talent cooldown: Volcano (-2 turns) Talent granted: +3 Volcano Only die when reaching: -40.00 life It can be used to reveal the area around you, dispelling darkness (radius 12, power 97 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
supercharged elm wand of conjuration [power 109] (24/13 cooldown) supercharged elm wand of conjuration [power 109] (24/13 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to fire a bolt of a random element with (base) damage 54 to 109, putting all charms on cooldown for 13 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Pearl of Life and 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. |
16 diamond 16 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 moonstone 2 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
pearl 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. |
ametrine ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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.
Your sacrifice worked. Your mental energies were imbued with farportal energies. The Way radiated from the High Peak toward the rest of Eyal like a mental tidal wave.
Every sentient being in Eyal is now part of the Way. Peace and happiness are enforced for all.
Only the mages of Angolwen were able to withstand the mental shock and thus are the only unsafe people left. But what can they do against the might of the Way?
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By West the Yeek Arcane Blade level 42
63rd Pyre 123rd year of Ascendancy at 12:52 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By West the Yeek Arcane Blade level 50
14th Regrowth 124th year of Ascendancy at 08:08 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By West the Yeek Arcane Blade level 42
19th Pyre 123rd year of Ascendancy at 23:55 see stats
Anti-Antimagic! (Insane (Adventure) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By West the Yeek Arcane Blade level 36
4th Pyre 123rd year of Ascendancy at 22:08 see stats
Arachnophobia (Insane (Adventure) difficulty)
Destroyed the spydric menace.By West the Yeek Arcane Blade level 50
27th Haze 123rd year of Ascendancy at 17:20 see stats
Ay ay captain! (Insane (Adventure) difficulty)
Turn into a pirate!By West the Yeek Arcane Blade level 14
55th Dusk 122nd year of Ascendancy at 20:39 see stats
Back and there again (Insane (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By West the Yeek Arcane Blade level 50
6th Allure 124th year of Ascendancy at 17:34 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By West the Yeek Arcane Blade level 48
14th Haze 123rd year of Ascendancy at 16:45 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By West the Yeek Arcane Blade level 35
4th Pyre 123rd year of Ascendancy at 04:23 see stats
Catch that Plumpkin! (Insane (Adventure) difficulty)
Finish the Plumpkin event.By West the Yeek Arcane Blade level 33
53rd Regrowth 123rd year of Ascendancy at 09:04 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By West the Yeek Arcane Blade level 44
73rd Pyre 123rd year of Ascendancy at 16:11 see stats
Deus Ex Machina (Insane (Adventure) difficulty)
Found the Blood of Life and the four unique inscriptions: Primal Infusion, Infusion of Wild Growth, Rune of Reflection and Rune of the Rift.By West the Yeek Arcane Blade level 44
72nd Pyre 123rd year of Ascendancy at 22:59 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By West the Yeek Arcane Blade level 35
70th Regrowth 123rd year of Ascendancy at 00:32 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By West the Yeek Arcane Blade level 50
5th Pyre 124th year of Ascendancy at 14:42 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By West the Yeek Arcane Blade level 22
68th Haze 122nd year of Ascendancy at 19:06 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By West the Yeek Arcane Blade level 26
10th Decay 122nd year of Ascendancy at 16:27 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By West the Yeek Arcane Blade level 36
4th Pyre 123rd year of Ascendancy at 21:14 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By West the Yeek Arcane Blade level 50
79th Regrowth 124th year of Ascendancy at 20:40 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By West the Yeek Arcane Blade level 30
13rd Regrowth 123rd year of Ascendancy at 13:42 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By West the Yeek Arcane Blade level 10
8th Flare 122nd year of Ascendancy at 18:44 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By West the Yeek Arcane Blade level 20
37th Haze 122nd year of Ascendancy at 23:58 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By West the Yeek Arcane Blade level 30
12nd Regrowth 123rd year of Ascendancy at 11:28 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By West the Yeek Arcane Blade level 40
16th Pyre 123rd year of Ascendancy at 08:19 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By West the Yeek Arcane Blade level 50
25th Haze 123rd year of Ascendancy at 18:23 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By West the Yeek Arcane Blade level 50
62nd Regrowth 124th year of Ascendancy at 05:49 see stats
Overpowered! (Insane (Adventure) difficulty)
Did over 6000 damage in one attack.By West the Yeek Arcane Blade level 50
78th Haze 123rd year of Ascendancy at 05:14 see stats
Portal master (Insane (Adventure) difficulty)
Fought the two Sorcerers and closed four invocation portals.By West the Yeek Arcane Blade level 50
5th Pyre 124th year of Ascendancy at 18:22 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By West the Yeek Arcane Blade level 50
28th Regrowth 124th year of Ascendancy at 19:07 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By West the Yeek Arcane Blade level 34
55th Regrowth 123rd year of Ascendancy at 02:30 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By West the Yeek Arcane Blade level 30
17th Regrowth 123rd year of Ascendancy at 23:46 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By West the Yeek Arcane Blade level 19
19th Haze 122nd year of Ascendancy at 06:16 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By West the Yeek Arcane Blade level 47
11st Haze 123rd year of Ascendancy at 09:29 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By West the Yeek Arcane Blade level 9
8th Flare 122nd year of Ascendancy at 02:58 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By West the Yeek Arcane Blade level 50
62nd Regrowth 124th year of Ascendancy at 09:46 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By West the Yeek Arcane Blade level 32
20th Regrowth 123rd year of Ascendancy at 04:42 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By West the Yeek Arcane Blade level 11
6th Dusk 122nd year of Ascendancy at 03:22 see stats
The sky is falling! (Insane (Adventure) difficulty)
Saw a huge meteor falling from the sky.By West the Yeek Arcane Blade level 20
39th Haze 122nd year of Ascendancy at 00:58 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By West the Yeek Arcane Blade level 50
42nd Haze 123rd year of Ascendancy at 01:17 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By West the Yeek Arcane Blade level 22
52nd Haze 122nd year of Ascendancy at 02:43 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By West the Yeek Arcane Blade level 14
55th Dusk 122nd year of Ascendancy at 20:33 see stats
Triumph of the Way (Insane (Adventure) difficulty)
Won ToME by sacrificing yourself to forcefully spread the Way to every other sentient being on Eyal.By West the Yeek Arcane Blade level 50
5th Pyre 124th year of Ascendancy at 18:23 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By West the Yeek Arcane Blade level 41
19th Pyre 123rd year of Ascendancy at 04:43 see stats
Log
West's spell attains critical power!
Quest 'Falling Toward Apotheosis' is done! (Press 'j' to see the quest log)
New Achievement: Portal master (Insane (Adventure) difficulty)!
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Elandar evades West.
West hits Elandar for 103 acid, 27 physical, 711 fire, 8 acid, 5186 physical, 43 acid, 27 physical, 16 acid, 2295 physical, 1437 lightning, 447 lightning, 44 acid, 6415 physical (16759 total damage).
Elandar hits West for 0 light, 0 light, 0 light, 0 light, 0 light (0 total damage).
West killed Elandar!
Saving game...
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
New Achievement: Triumph of the Way (Insane (Adventure) difficulty)!
Saving done.
West deactivates Arcane Combat.
West is moving less freely.
West deactivates Arcane Feed.
The shield around West crumbles.
West deactivates Inner Power.
West deactivates Chant of Fortress.
West slows down.
West deactivates Crystalline Focus.
West deactivates Feather Wind.
West deactivates Arcane Shield.
West aims less carefully.
West deactivates Stone Skin.
West is not affected anymore by the salve.
West is not affected anymore by the salve.
West deactivates Shielding.
