









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
|
| Campaign | Maj'Eyal |
| Mode | Normal Exploration |
| Sex | Male |
| Race | Thalore |
| Class | Berserker |
| Level / Exp | 50 / 134% |
| Size | big |
| Lifes / Deaths | Killed by The Withering Thing at level 5 on the 78th Pyre 122nd year of Ascendancy at 14:12 / 22Killed by Salor the shalore at level 10 on the 1st Flare 122nd year of Ascendancy at 18:57 Killed by Layyda the brown bear at level 11 on the 52nd Dusk 122nd year of Ascendancy at 13:44 Killed by Borius, Avatar of Bearness at level 11 on the 52nd Dusk 122nd year of Ascendancy at 21:16 Killed by Borius, Avatar of Bearness at level 11 on the 52nd Dusk 122nd year of Ascendancy at 22:34 Killed by Gloryba the bone giant at level 18 on the 43rd Haze 122nd year of Ascendancy at 14:16 Killed by Gloryba the bone giant at level 18 on the 43rd Haze 122nd year of Ascendancy at 16:10 Killed by will o' the wisp at level 18 on the 44th Haze 122nd year of Ascendancy at 04:55 Killed by zombie bunny at level 19 on the 70th Haze 122nd year of Ascendancy at 06:07 Killed by zombie bunny at level 19 on the 70th Haze 122nd year of Ascendancy at 08:39 Killed by zombie bunny at level 19 on the 70th Haze 122nd year of Ascendancy at 14:22 Killed by zombie bunny at level 19 on the 70th Haze 122nd year of Ascendancy at 21:37 Killed by Nerydhetira of the Bunnypocalypse at level 19 on the 70th Haze 122nd year of Ascendancy at 22:51 Killed by Nerydhetira of the Bunnypocalypse at level 19 on the 71st Haze 122nd year of Ascendancy at 00:13 Killed by zombie bunny at level 19 on the 71st Haze 122nd year of Ascendancy at 00:22 Killed by Nerydhetira of the Bunnypocalypse at level 19 on the 71st Haze 122nd year of Ascendancy at 01:48 Killed by zombie bunny at level 19 on the 71st Haze 122nd year of Ascendancy at 03:19 Killed by zombie bunny at level 20 on the 71st Haze 122nd year of Ascendancy at 06:29 Killed by zombie bunny at level 20 on the 71st Haze 122nd year of Ascendancy at 08:37 Killed by ritch flamespitter at level 20 on the 71st Haze 122nd year of Ascendancy at 10:35 Killed by zombie bunny at level 20 on the 71st Haze 122nd year of Ascendancy at 12:35 Killed by Vaultman at level 21 on the 3rd Decay 122nd year of Ascendancy at 03:07 |
Primary Stats
| Strength | 147 (base 62) |
| Dexterity | 69 (base 50) |
| Constitution | 81 (base 65) |
| Magic | 32 (base 16) |
| Willpower | 31 (base 10) |
| Cunning | 60 (base 40) |
Resources
| Life | 1838/1838 |
| Mana | 0/499 |
| Stamina | 280/280 |
| Healing Factor | 2.5 |
| Regeneration | 36.403242052843 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 36.375715479246 |
| See Invisible | 36.375715479246 |
Offense: Mainhand
| Damage | 244 |
| Accuracy | 63 |
| Crit Chance | 85% |
| APR | 34 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 41 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +16% |
| Fire | +16% |
| Nature | +16% |
| Physical | +20% |
| Mind | +31% |
| All | +10% |
Offense: Damage Penetration
| Acid | +10% |
| Temporal | +10% |
| Physical | +20% |
| All | 0% |
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 87.723073231957 (96.438666929426%) |
| Defense | 44 |
| Ranged Defense | 51 |
| Fatigue | 0 |
| Physical Save | 63 |
| Spell Save | 59 |
| Mental Save | 58 |
Defense: Resistances
| Acid | + 25%( 70%) |
| Blight | + 70%( 70%) |
| Physical | + 30%( 70%) |
| Cold | + 70%( 70%) |
| All | + 22%( 70%) |
| Darkness | + 32%( 70%) |
| Temporal | + 24%( 70%) |
| Lightning | + 29%( 70%) |
| Mind | + 26%( 70%) |
| Fire | + 37%( 70%) |
| Nature | + 37%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 30% |
| Pinning Resistance | 100% |
| Disarm Resistance | 81% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 23% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 25% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1000 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 373 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength 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 737% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 30% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Technique / Warcries | 1.40 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Berserker's strength | 1.40 |
| 1/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| Technique / Bloodthirst | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Two-handed assault | 1.40 |
| 5/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| Technique / Combat techniques | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 4/5 |
| 4/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 2/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Daunting Presence |
| talent | Chant of Fortitude |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 8 of Dreadfell. Escort: injured seer (level 8 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost anorithil (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Old Forest. Escort: lost anorithil (level 2 of Old Forest)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 of Dreadfell)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Heart of the Gloom. Escort: lost warrior (level 1 of Heart of the Gloom)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved talent Track (+1 level(s)). | 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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire 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 |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 642. | 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, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have sided with Ukllmswwik and killed Slasul. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Boots of Walking (6 def, 13 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +11 Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Armour: +13 Defense: +6 (+2 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +4% Damage when hit (Melee): 16 mind Changes resistances: +9% fire Changes resistances penetration: +15% nature Changes damage: +6% fire / +6% nature / +15% mind Life regen: +5.50 Infravision radius: +3 Healing mod.: +30% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | nightwalker's alchemist's lamp of illusionInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 (+1 eff.) Defense: +6 (+2 eff.) Changes stats: +4 Wil Critical mult.: +12.00% Physical save: +13 (+3 eff.) Spell save: +13 (+3 eff.) Mental save: +16 (+5 eff.) Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | 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. The set is complete. When wielded/worn: Armour: +6 Fatigue: +8% Damage (Melee): 5 % chance to summon an orc spirit Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+3 eff.) Spell save: +12 (+3 eff.) Mental save: +12 (+4 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. This item has been sent to the Item's Vault. |
| Tool | Emelaldavea [power 3] (6 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes resistances: +12% blight Maximum wards: +4 acid / +4 nature / +4 light Talent granted: +1 Ward Spell save: +12 (+3 eff.) Mental save: +9 (+3 eff.) Confusion immunity: +20% Stun/Freeze immunity: +30% It can be used to remove up to 3 poisons or diseases from a target within range 7 (based on Willpower) Activation puts all charms on cooldown for 6 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | BlindwrackPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +9 Mag / +5 Wil / +3 Cun Changes resistances: +3% darkness / +6% mind Changes damage: +6% mind / +6% darkness Stun/Freeze immunity: +30% Life regen: +1.20 Spellpower: +15 (+5 eff.) Rings can have magical properties. |
| On fingers | Glorokira the stralite ringPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) * 30% chance to reduce armor by 32% Damage when hit (Melee): 4 acid Changes stats: +6 Cun / +3 Mag Changes resistances: +3% temporal Changes resistances penetration: +10% acid / +10% temporal Stun/Freeze immunity: +20% Life regen: +2.60 Maximum life: +66.00 Spellpower: +10 (+3 eff.) Healing mod.: +14% Rings can have magical properties. |
| Around waist | Girdle of the Calm WatersInfused 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 Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | Scabpyre the voratun battleaxe (56-84 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 56.0 - 84.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 23 bleeding, 72% reduced healing Damage (Melee): +84 insidious poison / +8 nature When wielded/worn: Armour penetration: +19 Physical crit. chance: +21.0% Physical power: +17 (+3 eff.) Effects on melee hit: * 30% chance to slow global speed by 48% Damage when hit (Melee): 8 arcane Changes stats: +3 Cun / +3 Dex Critical mult.: +21.00% Massive two-handed battleaxes. This item has been sent to the Item's Vault. |
| On hands | 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% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
| Main armor | radiant voratun plate armour of the dragon (9 def, 16 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: +16 Defense: +9 (+3 eff.) Fatigue: +26% Damage when hit (Melee): 8 light Changes stats: +4 Str / +4 Wil / +4 Con Changes resistances: +5% acid / +11% physical / +10% darkness / +27% blight / +13% cold / +11% fire / +10% lightning Talent cooldown: Rush (-5 turns) Disarm immunity: +31% Stun/Freeze immunity: +28% Knockback immunity: +23% Light radius: +1 A suit of armour made of metal plates. |
| Cloak | Erelublek the elven-silk cloak (3 def, 19 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +19 Defense: +3 (+1 eff.) Changes resistances: +30% cold Changes resistances penetration: +20% physical Physical save: +12 (+3 eff.) Only die when reaching: -80.00 life Healing mod.: +35% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Garkul's TeethRequires: - Level 35 Crafted 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. The set is complete. 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 (+5 eff.) Mental save: +18 (+5 eff.) Pinning immunity: +100% Only die when reaching: -100.00 life It can be used to activate talent Shattering Shout (costing 6 power out of 48/48) : Effective talent level: 5.6 Power cost: 6 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 469.32 physical damage in a radius 8 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. This item has been sent to the Item's Vault. |
Inventory
healing infusion of the titan (heal 236; cd 8)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: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 236 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the titan (heal 358; 17 cd)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: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 358 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the wizard (heal 396; 12 cd)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: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 396 life over 5 turns. Its effects scale with your Magic 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. |
wild infusion of the titan (res 18%; physical; dur 5; cd 16)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 18% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the warrior (res 25%; magical, physical; dur 5; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 25% for 5 turns. Also removes cross-tier effects of the affected types for free. 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. |
wild infusion of the warrior (res 30%; mental; dur 5; cd 16)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 30% for 5 turns. Also removes cross-tier effects of the affected types for free. 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. |
Prismatic Rune (6 turns; arcane, physical, nature, cold)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 arcane, 3 physical, 4 nature, 4 cold It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
controlled phase door rune (range 10)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 10. 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. |
controlled phase door rune (range 9)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 9. 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 (regen 1370% over 10 turns; mana 68; cd 24)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: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1370% for 10 turns (0 total) and instantly restoring 68 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. |
shielding rune (absorb 365; dur 6; cd 19)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 365 damage for 6 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. |
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. |
Taint of Telepathy (Range 10 telepathy for 5 turns)Powered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / taint ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Strip the protective barriers from your mind for 5 turns, allowing in the thoughts all creatures within 10 squares but reducing mind save by 10 and increasing your mindpower by 35 for 10 turns. It can be used to inscribe your skin with the taint. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
BileministerInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to slow global speed by 48% Damage when hit (Melee): 8 acid Changes stats: +6 Dex Changes resistances: +3% acid Changes resistances penetration: +15% nature / +15% acid Changes damage: +6% nature Amulets can have magical properties. |
Erelykalthoblek the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Str / +1 Dex / +3 Mag / +2 Wil Critical mult.: +5.00% Equilibrium when hit: +0.16 Maximum psi: +10.00 Amulets can have magical properties. |
Nerilrabeth the CinderrendInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +18 (+5 eff.) Defense: +19 (+7 eff.) Fatigue: -6% Effects on melee hit: * 30% chance to blind Changes stats: +9 Dex / +8 Cun / +5 Con / +17 Lck Changes resistances: +23% fire / +6% light / +28% cold Changes damage: +3% light / +15% fire Life regen: +1.50 Stamina each turn: +1.10 Movement speed: +10% Reduce all damage from unseen attackers: 18% Amulets can have magical properties. |
Voriratira the voratun amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +3 Wil Changes resistances penetration: +10% blight Talent mastery: +0.32 Wild-gift / Harmony Critical mult.: +10.00% Spell save: +6 (+1 eff.) Mana each turn: +0.16 Spellpower on spell critical (stacks up to 3 times): +10 Maximum mana: +100.00 Amulets can have magical properties. |
gold amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 3 Amulets can have magical properties. |
protective voratun amulet of perfection (0.28 Technique / Warcries,0.28 Technique / Combat veteran)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +7 Defense: +8 (+3 eff.) Changes resistances cap: +4% all Talent masteries: +0.28 Technique / Warcries +0.28 Technique / Combat veteran Physical save: +19 (+5 eff.) Amulets can have magical properties. |
stabilizing copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% temporal Pinning immunity: +20% Knockback immunity: +22% Amulets can have magical properties. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 6 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Elemental FuryRequires: - Level 15 Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. This item has been sent to the Item's Vault. |
Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+3 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
copper ring 'Blindminister'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +9 Defense: +9 (+3 eff.) Effects on melee hit: * 30% chance to daze at end of turn Changes resistances penetration: +10% lightning / +25% light Changes damage: +21% light / +9% lightning It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
gladiator's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+1 eff.) Changes stats: +5 Str / +5 Con Rings can have magical properties. |
gold ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings can have magical properties. |
marksman's steel ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Stun/Freeze immunity: +24% Life regen: +1.40 Rings can have magical properties. |
mule's copper ring of arcana(+0.12/turn)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Maximum encumbrance: +21 Silence immunity: +21% Mana each turn: +0.12 Rings can have magical properties. |
mule's copper ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Fatigue: -5% Maximum encumbrance: +20 Spellpower: +6 (+2 eff.) Mindpower: +5 (+3 eff.) Rings can have magical properties. |
titan's steel ring of clarityInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Confusion immunity: +24% Rings can have magical properties. |
warrior's steel ring of corrosion (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances: +22% acid Changes damage: +11% acid Rings can have magical properties. |
wizard's stralite ring of wardingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Mag Changes resistances: +18% acid / +10% fire / +13% lightning / +12% cold Spell save: +10 (+2 eff.) Rings can have magical properties. |
Salyriavena the Tempestparry (44-65 power, 3 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 43.5 - 65.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon hit: * 40% chance to daze at end of turn * 40% chance to reduce damage dealt by 18% On weapon crit: * cripple the target Damage (radius 1) on hit: +8 lightning When wielded/worn: Physical crit. chance: +19.0% Effects on melee hit: * 30% chance to daze at end of turn Changes resistances: +6% darkness Changes resistances penetration: +10% lightning Massive two-handed battleaxes. |
Shocktreason (54-80 power, 2 apr)Requires: - Strength 24 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 53.5 - 80.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 40% chance to daze at end of turn Damage (Melee): +12 acid When wielded/worn: Effects on melee hit: * 30% chance to reduce armor by 32% Damage when hit (Melee): 8 acid / 12 lightning Changes damage: +3% lightning Massive two-handed mauls. This item has been sent to the Item's Vault. |
Gloomdredge (34-54 power, 2 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 33.5 - 53.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * cripple the target * splashes the target with acid Damage (Melee): +10 acid Damage (radius 2) on crit: +4 mind When wielded/worn: Physical crit. chance: +10.0% Changes resistances penetration: +10% darkness Psi when hit: +0.08 Heals friendly targets nearby when you use a nature summon: +20 Massive two-handed swords. |
Dawnhue (20-28 power, 4 apr)Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +7 temporal / +10 nature / +8 light Damage (radius 1) on hit: +12 mind When wielded/worn: Critical mult.: +15.00% Mindpower: +4 (+2 eff.) Light radius: +1 One-handed war axes. |
Goredredge the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to slow global speed by 48% * 30% chance to reduce damage dealt by 18% Changes resistances: +8% fire / +10% cold Changes resistances penetration: +10% nature / +20% darkness Changes damage: +9% nature / +6% darkness A belt that goes around your waist. |
Isyra (2 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +2 (+1 eff.) Changes stats: +4 Str / +4 Con Changes resistances: +10% cold Changes resistances penetration: +20% mind Mental save: +20 (+6 eff.) Maximum psi: +20.00 Light radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Searwasp the pair of drakeskin leather boots (9 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: +5% Damage when hit (Melee): 12 blight Changes resistances: +12% darkness / +12% fire Spell save: +6 (+1 eff.) Blindness immunity: +20% Silence immunity: +48% Confusion immunity: +60% Pinning immunity: +15% Stun/Freeze immunity: +46% A pair of boots made of leather. |
pair of hardened leather boots 'Chidar' (4 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +4 (+2 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +3% Changes stats: +4 Cun / +4 Con Light radius: +3 Infravision radius: +2 A pair of boots made of leather. This object's appearance was changed to pair of voratun boots. |
pair of hardened leather boots 'Foresttaint' (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -4% Effects on melee hit: * 30% chance to slow global speed by 48% Damage when hit (Melee): 8 fire Changes resistances: +15% nature / +12% fire Changes resistances penetration: +20% nature Changes damage: +6% nature Stamina each turn: +0.40 Maximum life: +44.00 Movement speed: +10% A pair of boots made of leather. |
brawler's voratun gauntlets of butchering (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +11 (+3 eff.) Armour penetration: +9 Physical power: +6 (+1 eff.) Armour: +3 Changes stats: +3 Str / +3 Dex / +4 Cun Changes resistances: +15% blight Talent cooldown: Double Strike (-1 turn) Physical save: +11 (+3 eff.) Spell save: +18 (+4 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets 'Goradelathahek' (0 def, 2 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +2 Changes stats: +4 Str / +4 Dex / +3 Con Changes resistances: +5% arcane Life regen: +0.60 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. This object's appearance was changed to Spellhunt Remnants. |
scouring drakeskin leather gloves of the iron hand (0 def, 3 armour)Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Effects when hit in melee: * 15% chance to reduce effective powers by 20% * 25 arcane resource burn Changes stats: +3 Str / +3 Wil / +4 Con Talent mastery: +0.20 Technique / Grappling Spell save: +15 (+4 eff.) Disarm immunity: +37% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
spellstreaming voratun gauntlets of war-making (0 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +14.0% Armour: +3 Critical mult.: +5.00% Mana each turn: +0.27 Spellpower: +11 (+4 eff.) Spell crit. chance: +23% Mental crit. chance: +16% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Beloratira the Voidbone (6 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +2 Physical crit. chance: +2.0% Armour: +4 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +4% Changes stats: +3 Dex Changes resistances: +7% fire / +18% darkness / +8% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Axe of Fluffy Evil Axe of Fluffy EvilPowered by unknown forces 4.00 Encumbrance. [Unique] Type: misc / axe It can be used to create a ... clockwork gnome Activation costs 30 power out of 50/50. It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
7 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
454 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. |
5 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
10 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 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. |
14 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Demonic SoulPowered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
dwarven-steel pickaxe 'Falotofast' (dig speed 32 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour: +10 Changes stats: +2 Str Changes resistances: +12% nature / +6% mind Changes damage: +8% nature Reduces incoming crit damage: 10.00% Physical save: +9 (+2 eff.) Spell save: +30 (+7 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
9 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
21 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
17 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Hurokath the MurkstarCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to reduce damage dealt by 18% Damage when hit (Melee): 12 arcane / 16 darkness Changes resistances: +5% arcane Changes damage: +30% darkness Blindness immunity: +37% Confusion immunity: +20% Light radius: +8 See stealth: +14 See invisible: +16 It can be used to activate talent Track, placing all other charms into a 24 cooldown : Effective talent level: 4.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 24 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
MoonlightPowered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour: +7 Fatigue: -8% Changes stats: +2 Dex / +6 Con Changes resistances: +14% blight / +14% light Changes damage: +15% darkness Damage affinity(heal): +5% darkness Poison immunity: +15% Disarm immunity: +15% Life regen: +6.50 Maximum life: +74.00 Light radius: +9 Infravision radius: +5 It can be used to activate talent Moonlight Ray, placing all other charms into a 5 cooldown : Effective talent level: 4.0 Power cost: 5 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 140.08 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
dwarven lantern 'Corpseoblivion'Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +13 Damage when hit (Melee): 56 fire / 4 temporal Changes stats: +11 Cun Changes resistances: +23% fire / +9% nature / +12% temporal Changes resistances penetration: +15% all Changes damage: +9% nature Light radius: -4 Infravision radius: +8 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
dwarven lantern 'Duathelwolf'Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to reduce damage dealt by 18% Changes resistances penetration: +15% darkness Critical mult.: +10.00% Equilibrium when hit: +0.12 Maximum psi: +20.00 Mental crit. chance: +5% Light radius: +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
ethereal alchemist's lamp of corpselightPowered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +5 Mag Changes resistances: +8% blight / +5% darkness Spellpower: +10 (+3 eff.) Spell crit. chance: +4% Light radius: +5 Infravision radius: +4 See invisible: +7 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 18 cooldown : Effective talent level: 1.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 32 blight damage or heals 43 life. Creatures standing in the retch also have 9% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
watchleader's alchemist's lamp of the zealotInfused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +3% all Spell save: +5 (+1 eff.) Blindness immunity: +29% Confusion immunity: +14% Light radius: +6 See stealth: +9 See invisible: +10 It can be used to activate talent Track, placing all other charms into a 24 cooldown : Effective talent level: 2.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 19 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 6 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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 Activation costs 60 power out of 100/100. The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+2 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
76 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
18 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. |
14 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. |
10 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
18 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 122 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. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
It Which WrithesPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: weird / tentacle ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / -3 Wil / +3 Con Fully Charged! Activating this item is instant. It can be used to reduce the duration of all detrimental effects Activation costs 6 power out of 10/10. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Siletira [power 30] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +5 Cun Changes damage: +12% mind Psi when hit: +0.16 Mindpower: +20 (+9 eff.) It can be used to teleport randomly (rad 30) Activation puts all charms on cooldown for 18 turns. Torques are made by powerful psionics to store psionic powers. |
steel torque of charged psionic shield [power 53] (12 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 53 for 7 turns Activation puts all charms on cooldown for 12 turns. Torques are made by powerful psionics to store psionic powers. |
stralite torque of thermal psionic shield 'Poruthra' [power 113] (12 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Changes resistances: +15% temporal / +2% physical Physical save: +9 (+2 eff.) Blindness immunity: +20% Poison immunity: +10% Confusion immunity: +20% Stun/Freeze immunity: +15% Knockback immunity: +15% It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 113 for 7 turns Activation puts all charms on cooldown for 12 turns. When used: * Regenerate 8 psi. Torques are made by powerful psionics to store psionic powers. |
10 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Abysspeal [power 536] (12 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 10 fire Changes resistances: +12% lightning / +9% light / +18% blight / +9% fire / +12% cold / +6% darkness Maximum wards: +5 blight / +6 acid / +6 mind / +6 arcane Talent granted: +1 Ward It can be used to create a shield absorbing up to 536 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 12 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Dayworm [power 428] (12 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Changes resistances: +12% lightning / +9% temporal / +3% light / +3% mind / +3% nature Maximum wards: +5 acid / +4 cold / +6 darkness / +5 lightning Talent granted: +1 Ward Poison immunity: +10% Life regen: +4.00 It can be used to create a shield absorbing up to 428 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 12 turns. When used: * Increase all damage penetration by 30% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Velodhegassra the Vilewrither [power 12] (4 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to slow global speed by 48% Changes resistances: +20% nature Changes damage: +3% nature / +3% mind It can be used to reveal the area around you, dispelling darkness (radius 12, power 55 based on Magic), and detect the presence of nearby creatures for 3 turns Activation puts all charms on cooldown for 4 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elm wand of clairvoyance 'Glowbiter' [power 9] (4 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes resistances: +15% temporal Changes damage: +9% light / +12% temporal Talent cooldown: Strike (-1 turn) Talent granted: +2 Strike It can be used to reveal the area around you, dispelling darkness (radius 9, power 52 based on Magic), and detect the presence of nearby creatures for 3 turns Activation puts all charms on cooldown for 4 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elven-wood wand of firewall 'Neretha' [power 281] (4 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to reduce armor by 32% Changes stats: +4 Str / +2 Dex / +4 Mag / +9 Wil / +5 Cun Talent cooldown: Volcano (-2 turns) Talent granted: +5 Volcano Light radius: +2 It can be used to creates a wall of flames lasting 4 turns (dealing 326 fire damage overall) Activation puts all charms on cooldown for 4 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 18 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
17 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. |
8 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+4 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+4 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
17 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. |
8 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
17 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 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. |
9 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Exploration mode)
Found the mysterious staff and told Last Hope about it.By Vaultman the Thalore Berserker level 32
47th Pyre 123rd year of Ascendancy at 21:54 see stats
A different point of view (Exploration mode)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Vaultman the Thalore Berserker level 32
41st Pyre 123rd year of Ascendancy at 05:00 see stats
Against all odds (Exploration mode)
Killed Ukruk in the ambush.By Vaultman the Thalore Berserker level 31
35th Pyre 123rd year of Ascendancy at 03:18 see stats
Arachnophobia (Exploration mode)
Destroyed the spydric menace.By Vaultman the Thalore Berserker level 35
4th Dusk 123rd year of Ascendancy at 13:08 see stats
Back and there again (Exploration mode)
Opened a portal to the Far East from Maj'Eyal.By Vaultman the Thalore Berserker level 38
54th Dusk 123rd year of Ascendancy at 06:20 see stats
Brave new world (Exploration mode)
Went to the Far East and took part in the war.By Vaultman the Thalore Berserker level 35
1st Dusk 123rd year of Ascendancy at 06:31 see stats
Can you bear it? So much bearness! (Exploration mode)
Killed Borius in the Bearscape.By Vaultman the Thalore Berserker level 11
53rd Dusk 122nd year of Ascendancy at 00:01 see stats
Catch that Plumpkin! (Exploration mode)
Finish the Plumpkin event.By Vaultman the Thalore Berserker level 50
74th Pyre 124th year of Ascendancy at 01:08 see stats
Clone War (Exploration mode)
Destroyed your own Shade.By Vaultman the Thalore Berserker level 38
61st Dusk 123rd year of Ascendancy at 21:19 see stats
Curse Lifter (Exploration mode)
Killed Ben Cruthdar the Cursed.By Vaultman the Thalore Berserker level 14
19th Haze 122nd year of Ascendancy at 18:18 see stats
Destroyer of the creation (Exploration mode)
Killed Slasul.By Vaultman the Thalore Berserker level 39
75th Dusk 123rd year of Ascendancy at 05:27 see stats
Destroyer's bane (Exploration mode)
Killed Golbug the Destroyer.By Vaultman the Thalore Berserker level 34
4th Flare 123rd year of Ascendancy at 18:46 see stats
Dragon's Greed (Exploration mode)
Amassed 8000 gold pieces.By Vaultman the Thalore Berserker level 45
38th Haze 123rd year of Ascendancy at 17:56 see stats
Earth Master (Exploration mode)
Killed Harkor'Zun.By Vaultman the Thalore Berserker level 23
9th Allure 123rd year of Ascendancy at 23:01 see stats
Explorer (Exploration mode)
Used the Sher'Tul fortress exploratory farportal at least 7 times with the same character.By Vaultman the Thalore Berserker level 49
30th Pyre 124th year of Ascendancy at 20:18 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By Vaultman the Thalore Berserker level 16
34th Haze 122nd year of Ascendancy at 00:50 see stats
Eye of the storm (Exploration mode)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Vaultman the Thalore Berserker level 26
43rd Regrowth 123rd year of Ascendancy at 20:45 see stats
Fear me not! (Exploration mode)
Survived the Fearscape!By Vaultman the Thalore Berserker level 26
52nd Regrowth 123rd year of Ascendancy at 06:36 see stats
Got eggs? (Exploration mode)
Finish the Pikataclysm event.By Vaultman the Thalore Berserker level 20
71st Haze 122nd year of Ascendancy at 10:34 see stats
Guiding Hand (Exploration mode)
Saved all escorted adventurers.By Vaultman the Thalore Berserker level 33
1st Flare 123rd year of Ascendancy at 06:19 see stats
Home sweet home (Exploration mode)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Vaultman the Thalore Berserker level 18
37th Haze 122nd year of Ascendancy at 20:50 see stats
Invasion from the Depths (Exploration mode)
Stopped a naga invasion by closing their portal.By Vaultman the Thalore Berserker level 43
27th Haze 123rd year of Ascendancy at 22:43 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Vaultman the Thalore Berserker level 10
9th Mirth 122nd year of Ascendancy at 19:48 see stats
Level 20 (Exploration mode)
Got a character to level 20.By Vaultman the Thalore Berserker level 20
71st Haze 122nd year of Ascendancy at 04:56 see stats
Level 30 (Exploration mode)
Got a character to level 30.By Vaultman the Thalore Berserker level 30
31st Pyre 123rd year of Ascendancy at 06:03 see stats
Level 40 (Exploration mode)
Got a character to level 40.By Vaultman the Thalore Berserker level 40
75th Dusk 123rd year of Ascendancy at 19:15 see stats
Level 50 (Exploration mode)
Got a character to level 50.By Vaultman the Thalore Berserker level 50
30th Pyre 124th year of Ascendancy at 21:35 see stats
Lucky Girl (Exploration mode)
Saved Melinda again and invited her to the Fortress to cure her.By Vaultman the Thalore Berserker level 32
47th Pyre 123rd year of Ascendancy at 23:11 see stats
Merry wintertide! (Exploration mode)
Finish the Santascape event and free the little helper elves.By Vaultman the Thalore Berserker level 48
5th Pyre 124th year of Ascendancy at 11:51 see stats
Oozemancer (Exploration mode)
Destroyed the corrupted oozemancer.By Vaultman the Thalore Berserker level 32
65th Pyre 123rd year of Ascendancy at 15:48 see stats
Orcrist (Exploration mode)
Killed the leaders of the Orc Pride.By Vaultman the Thalore Berserker level 48
18th Regrowth 124th year of Ascendancy at 00:28 see stats
Race through fire (Exploration mode)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Vaultman the Thalore Berserker level 42
19th Haze 123rd year of Ascendancy at 10:20 see stats
Rescuer of the lost (Exploration mode)
Rescued the merchant from the assassin lord.By Vaultman the Thalore Berserker level 21
7th Decay 122nd year of Ascendancy at 03:43 see stats
Savior of the damsels in distress (Exploration mode)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Vaultman the Thalore Berserker level 25
27th Regrowth 123rd year of Ascendancy at 05:45 see stats
Size is everything (Exploration mode)
Did over 1500 damage in one attack.By Vaultman the Thalore Berserker level 37
51st Dusk 123rd year of Ascendancy at 18:32 see stats
Size matters (Exploration mode)
Did over 600 damage in one attack.By Vaultman the Thalore Berserker level 24
16th Regrowth 123rd year of Ascendancy at 14:29 see stats
Sliders (Exploration mode)
Activated a portal using the Orb of Many Ways.By Vaultman the Thalore Berserker level 34
4th Flare 123rd year of Ascendancy at 20:07 see stats
Slimefest (Exploration mode)
Have 100 walls on the sludgenest turn into hostile creatures.By Vaultman the Thalore Berserker level 32
65th Pyre 123rd year of Ascendancy at 10:11 see stats
Tales of the Spellblaze (Exploration mode)
Learned the eight chapters of the Spellblaze Chronicles.By Vaultman the Thalore Berserker level 32
41st Pyre 123rd year of Ascendancy at 05:00 see stats
That was close (Exploration mode)
Killed your target while having only 1 life left.By Vaultman the Thalore Berserker level 41
5th Haze 123rd year of Ascendancy at 15:24 see stats
The Arena (Exploration mode)
Unlocked Arena mode.By Vaultman the Thalore Berserker level 7
2nd Mirth 122nd year of Ascendancy at 22:24 see stats
The Legend of Garkul (Exploration mode)
Learned the five chapters of the Legend of Garkul.By Vaultman the Thalore Berserker level 32
41st Pyre 123rd year of Ascendancy at 05:00 see stats
The Right thing to do (Exploration mode)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Vaultman the Thalore Berserker level 13
71st Dusk 122nd year of Ascendancy at 00:09 see stats
The secret city (Exploration mode)
Discovered the truth about mages.By Vaultman the Thalore Berserker level 14
28th Haze 122nd year of Ascendancy at 06:57 see stats
There and back again (Exploration mode)
Opened a portal to Maj'Eyal from the Far East.By Vaultman the Thalore Berserker level 36
44th Dusk 123rd year of Ascendancy at 21:19 see stats
Thralless (Exploration mode)
Freed at least 30 enthralled slaves in the slavers' compound.By Vaultman the Thalore Berserker level 13
70th Dusk 122nd year of Ascendancy at 12:19 see stats
Treasure Hoarder (Exploration mode)
Amassed 3000 gold pieces.By Vaultman the Thalore Berserker level 26
44th Regrowth 123rd year of Ascendancy at 17:16 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By Vaultman the Thalore Berserker level 15
29th Haze 122nd year of Ascendancy at 12:38 see stats
Vampire crusher (Exploration mode)
Destroyed the Master in its lair of the Dreadfell.By Vaultman the Thalore Berserker level 31
35th Pyre 123rd year of Ascendancy at 01:07 see stats
Well trained (Exploration mode)
Deal one million damage to training dummies in a single training session.By Vaultman the Thalore Berserker level 50
7th Flare 124th year of Ascendancy at 16:47 see stats
Log
Orc spirit hits Training Dummy for 134 physical, 18 acid (152 total damage).
Vaultman no longer feels strong.
Deep Wound from Vaultman hits Training Dummy for 28 physical damage.
Insidious Poison from Vaultman hits Training Dummy for 14 nature damage.
Orc spirit uses Pride of the Orcs.
Orc spirit receives 229 healing from Pride of the Orcs.
Orc spirit hits Training Dummy for 105 physical, 18 acid (123 total damage).
Your summoned orc spirit disappears.
Deep Wound from Vaultman hits Training Dummy for 28 physical damage.
Insidious Poison from Vaultman hits Training Dummy for 14 nature damage.
Insidious Poison from Vaultman hits Training Dummy for 14 nature damage.
Deep Wound from Vaultman hits Training Dummy for 28 physical damage.
Insidious Poison from Vaultman hits Training Dummy for 14 nature damage.
Deep Wound from Vaultman hits Training Dummy for 28 physical damage.
Training Dummy is no longer poisoned.
Training Dummy is not stunned anymore.
Training Dummy's deep wound closes.
Training Dummy has regained its confidence.
Vaultman no longer revels in blood quite so much.
Talent Pain Enhancement System is ready to use.
You don't see how to get there...




























































































































