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:
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 Adventure |
Sex | Male |
Race | Dwarf |
Class | Cursed |
Level / Exp | 50 / 1948% |
Size | medium |
Lifes / Deaths | Killed by brecklorn at level 6 on the 20th Voratun 122nd year of Ascendancy at 02:54 5 / 2Killed by Grand Corruptor at level 30 on the 3rd Gold 123rd year of Ascendancy at 08:09 |
Antimagic | Follower |
Primary Stats
Strength | 102 (base 60) |
Dexterity | 38 (base 22) |
Constitution | 104 (base 60) |
Magic | 23 (base 10) |
Willpower | 122 (base 60) |
Cunning | 53 (base 20) |
Resources
Life | 2018/2018 |
Hate | 60/120 |
Equilibrium | 30 |
Healing Factor | 1.5146107254317 |
Regeneration | 3.4078741322214 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +90% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8.5496478698598 |
Infravision | 9 |
See Stealth | 20 |
See Invisible | 24 |
Offense: Mainhand
Damage | 231 |
Accuracy | 60 |
Crit Chance | 52% |
APR | 60 |
Speed | 1.00 |
Offense: Spell
Spellpower | 10.5 |
Crit Chance | 31% |
Speed | 1 |
Offense: Mind
Mindpower | 99 |
Crit Chance | 62% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +41% |
Light | +24% |
Physical | +56% |
Cold | +41% |
All | +21% |
Offense: Damage Penetration
Acid | +61% |
Nature | +64% |
Cold | +34% |
Lightning | +35% |
Mind | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 101.23535955475 (100%) |
Defense | 55 |
Ranged Defense | 55 |
Fatigue | 14 |
Physical Save | 85 |
Spell Save | 72 |
Mental Save | 88 |
Defense: Resistances
Acid | + 59%( 70%) |
Blight | + 70%( 70%) |
Arcane | + 48%( 70%) |
Cold | + 40%( 70%) |
All | + 27%( 70%) |
Physical | + 48%( 73%) |
Lightning | + 40%( 70%) |
Light | + 48%( 70%) |
Temporal | + 37%( 70%) |
Mind | + 80%( 80%) |
Darkness | + 59%( 70%) |
Fire | + 40%( 70%) |
Nature | + 40%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Bleed Resistance | 20% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Disarm Resistance | 19% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 660 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 22% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 4 each turn for 4 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 250 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: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 929% 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. |
Class Talents
Cursed / Gloom | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Predator | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Strife | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Slaughter | 1.30 |
| 3/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Cursed / Endless hunt | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Cursed / Cursed form | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Antimagic | 1.10 |
| 3/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.60 |
| 5/5 |
| 5/5 |
| 0/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Stalk |
talent | Gloom |
talent | Cleave |
talent | Antimagic Shield |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 2.0)Penalty : Fractured Sanity: -5% Mind Resistance, -6% Confusion Immunity Power 1+: Unleashed: +6% critical damage, +7% off-hand weapon damage Power 2+: -1 Luck, +3 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 50% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 15.0% of your life, the remaining cooldown of all your talents is reduced by 1. |
beneficial effect | Hunting: Marked Prey19% Received damage reduction against: - Human - Shalore |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 4.0)Penalty : Fear of Death: -6% resistance against damage from the undead. Power 1+: Power over Death: +10% damage against the undead. Power 2+: -1 Luck, +4 Strength, +4 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 22 turns, retch (level 2) when you fall below 43% health Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 4.0): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 16% when tested. Power 1+: Removed from Reality: +5 Physical Resistance, +3 Maximum Physical Resistance Power 2+: -1 Luck, +7 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 77 mind and 90 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (summon Terrors and chances to slow, deal 131 Mind damage, and deal 153 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 5.0)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+41% chance to avoid traps). Power 2+: -1 Luck, +9 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+15% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 44% if the increase would be enough to kill your opponent. |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed 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 7 of Dreadfell. Escort: injured seer (level 7 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You failed to protect the lost sun paladin from death by orc master assassin. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lost sun paladin from death by master vampire. Escort: lost sun paladin (level 2 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Willpower by +5. | done |
You failed to protect the lost sun paladin from death by storm drake hatchling. Escort: lost sun paladin (level 3 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the temporal explorer from death by giant yellow ant. Escort: temporal explorer (level 1 of Old Forest) | failed |
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 |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished 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 |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has defiled the iron acorn which now serves as a reminder of your vile nature. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * 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: 1980. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Marus of Elvala in creating an elixir of the savior. Agrimley the hermit has completed an elixir of explosive force without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. Ungrol of Last Hope has completed an elixir of foundations without your aid. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | 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 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 |
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 your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Unbreakable Greaves (Corpses) (8 def, 20 armour) Unbreakable Greaves (Corpses) (8 def, 20 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% Curse of Corpses These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Light source | Beyziladin the Kindlejeer Beyziladin the KindlejeerInfused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Defense: +14 (+4 eff.) Effects on melee hit: * 20% chance to slow global speed by 79% * 23 arcane resource burn Changes resistances: +3% lightning / +3% cold Changes damage: +3% light Physical save: +20 (+4 eff.) Spell save: +23 (+6 eff.) Mental save: +47 (+10 eff.) Maximum life: +80.00 Mindpower: +11 (+2 eff.) Mental crit. chance: +12% Light radius: +8 See stealth: +20 See invisible: +24 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Omniscience (Misfortune) (7 def, 0 armour) Omniscience (Misfortune) (7 def, 0 armour)Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+2 eff.) Changes resistances: +15% mind Changes resistances cap: +10% mind Changes resistances penetration: +10% mind Mental save: +25 (+5 eff.) Confusion immunity: +40% Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +20 (+4 eff.) Mental crit. chance: +9% Infravision radius: +5 Curse of Misfortune It can be used to reveal the surrounding area (range 20) Activation costs 30 power out of 30/30. This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
Tool | The Guardian's Totem The Guardian's TotemInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects when hit in melee: * 18% chance to slow global speed by 79% Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+5 eff.) Mindpower: +8 (+2 eff.) It can be used to call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.) Activation costs 50 power out of 50/50. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
On fingers | Ring of the War Master (Madness) Ring of the War Master (Madness)Crafted 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 category bonus: +0.30 Technique Curse of Madness A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
On fingers | Glory of the Pride (Corpses) Glory of the Pride (Corpses)Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+2 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+1 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+9 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 Curse of Corpses The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Around waist | Girdle of Preservation (Misfortune) Girdle of Preservation (Misfortune)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+3 eff.) Spell save: +15 (+4 eff.) Mental save: +15 (+3 eff.) Confusion immunity: +20% Curse of Misfortune A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
In main hand | Lisemina the Flowerreek (Nightmares) (67-100 power, 4 apr) Lisemina the Flowerreek (Nightmares) (67-100 power, 4 apr)Requires: - Strength 48 Infused by nature 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 67.0 - 100.5 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% Damage (radius 1) on hit: +12 arcane Damage (radius 2) on crit: +94 acid / +44 cold / +138 nature / +63 lightning When wielded/worn: Armour penetration: +41 Changes resistances: +3% nature / +3% fire Changes resistances penetration: +61% acid / +34% cold / +64% nature / +35% lightning Cut immunity: +20% Disarm immunity: +20% Maximum life: +80.00 Movement speed: +70% Curse of Nightmares Massive two-handed mauls. |
On hands | Ruthless Grip (Nightmares) (0 def, 5 armour) Ruthless Grip (Nightmares) (0 def, 5 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +5 Damage (Melee): 15 darkness / 15 cold Changes damage: +20% darkness / +20% cold Only die when reaching: -100.00 life Maximum hate: +20.00 Healing mod.: -10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares It can be used to activate talent Instill Fear (costing 20 power out of 30/30) : Effective talent level: 3.0 Power cost: 20 out of 30/30. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 41.75 mind and 48.65 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 36% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 36. Terrified: Deals 10.29 mind and 11.99 darkness damage per turn and increases cooldowns by 55%. Haunted: Causes the target to suffer 16.27 mind and 18.96 darkness damage for each detrimental mental effect every turn. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
Main armor | Plate of the Blackened Mind (Nightmares) (15 def, 40 armour) Plate of the Blackened Mind (Nightmares) (15 def, 40 armour)Requires: - Massive armour training - Strength 48 Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +40 Defense: +15 (+5 eff.) Fatigue: +17% Effects when hit in melee: * 20% chance to cause random gloom Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +15% light / +20% blight / +25% mind / +20% darkness Talent mastery: +0.20 Cursed / Gloom Physical save: +15 (+3 eff.) Mental save: +25 (+5 eff.) Confusion immunity: +100% Fear immunity: +100% Mindpower: +10 (+2 eff.) Light radius: -2 Infravision radius: +4 Curse of Nightmares It can be used to activate talent Dominate (costing 15 power out of 25/25) : Effective talent level: 2.6 Power cost: 15 out of 25/25. Range: 2 Travel Speed: instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 20 Armour, 29 Defense and your attacks will gain 37% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This talent will also attack with your shield, if you have one equipped. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
Cloak | Guise of the Hated (Corpses) (14 def, 0 armour) Guise of the Hated (Corpses) (14 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Defense: +14 (+4 eff.) Damage (Melee): 30 mind / 30 darkness Damage when hit (Melee): 30 mind / 30 darkness Changes stats: +4 Dex / +8 Wil / +6 Cun Changes resistances: +10% darkness / +10% mind Changes damage: +4% all Talent masteries: +0.30 Cursed / Gloom +0.30 Cursed / Darkness Talent granted: +5 Dark Vision Stealth bonus: +12 Mental save: +10 (+2 eff.) Hate per kill: +5.00 Mindpower: +20 (+4 eff.) Mental crit. chance: +10% Talent on hit(mindpower): Creeping Darkness (10% chance level 3). Curse of Corpses Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
Around neck | Limmir's Amulet of the Moon Limmir's Amulet of the Moon0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Armour: +5 Changes stats: +15 Con Changes resistances: +10% blight / +5% all Changes damage: +10% all Damage affinity(heal): +15% nature Stun/Freeze immunity: +30% Life regen: +2.00 Spell crit. chance: +5% Mental crit. chance: +5% Healing mod.: +30% Amulets make your neck look great! |
Inventory
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! |
Daysaw the voratun amulet Daysaw the voratun amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 (+5 eff.) Armour penetration: +5 Changes stats: +9 Cun / +4 Dex Changes resistances penetration: +20% physical Changes damage: +18% light Reduces incoming crit damage: 15.00% Light radius: +3 Amulets make your neck look great! |
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 (+4 eff.) Mental save: +18 (+4 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 10 power out of 48/48) : Effective talent level: 5.2 Power cost: 10 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 487.48 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. |
serendipitous voratun amulet of vision serendipitous voratun amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +16 (+4 eff.) Defense: +18 (+5 eff.) Changes stats: +12 Lck Blindness immunity: +25% Infravision radius: +3 Sight radius: +2 See invisible: +12 Reduce all damage from unseen attackers: 15% Amulets make your neck look great! |
vitalizing stralite amulet of constitution (+10) vitalizing stralite amulet of constitution (+10)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +10 Con Physical save: +11 (+2 eff.) Life regen: +5.00 Maximum life: +34.00 Amulets make your neck look great! |
vitalizing voratun amulet of vision vitalizing voratun amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +4 Con Physical save: +16 (+3 eff.) Blindness immunity: +35% Life regen: +5.00 Maximum life: +72.00 Infravision radius: +9 Sight radius: +2 See invisible: +11 Amulets make your neck look great! |
This item will automatically be transmogrified when you leave the level. warmaker's voratun amulet of strength (+19)warmaker's voratun amulet of strength (+19) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +19 Str / +7 Dex / +10 Wil Amulets make your neck look great! |
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 Activation costs 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. |
Cystpyre (Shrouds) Cystpyre (Shrouds)Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Physical power: +13 (+3 eff.) Defense: +5 (+1 eff.) Changes stats: +9 Str / +10 Dex / +1 Wil / +9 Cun / +15 Con Changes resistances: +12% nature Changes resistances penetration: +5% nature Changes damage: +3% blight Spell save: +23 (+6 eff.) Mana each turn: +0.08 Maximum stamina: +27.00 Curse of Shrouds Rings make your fingers look great! |
Duvadrandil the gold ring (Corpses) Duvadrandil the gold ring (Corpses)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +15 (+3 eff.) Defense: +15 (+5 eff.) Changes stats: +1 Dex Changes resistances: +26% acid Changes damage: +13% acid Mental save: +12 (+3 eff.) Hate when firing a critical mind attack: +1.00 Maximum stamina: +30.00 Curse of Corpses Rings make your fingers look great! |
Mnemonic (Corpses) Mnemonic (Corpses)Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+4 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+2 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. Curse of Corpses It can be used to activate talent Mental Shielding (costing 30 power out of 30/30) : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Olugostir (Nightmares) Olugostir (Nightmares)Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +20 (+5 eff.) Changes stats: +5 Wil / +8 Cun / +5 Con Changes resistances: +34% acid Changes damage: +17% acid / +6% physical Spell save: +18 (+5 eff.) Pinning immunity: +10% Life regen: +4.00 Maximum stamina: +37.00 Mindpower: +12 (+2 eff.) Healing mod.: +20% Curse of Nightmares Rings make your fingers look great! |
Ring of the Dead (Madness) Ring of the Dead (Madness)Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! Curse of Madness This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
gladiator's stralite ring (Madness) gladiator's stralite ring (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +9 (+2 eff.) Changes stats: +6 Str / +6 Con Curse of Madness Rings make your fingers look great! |
Crude Iron Battle Axe of Kroll (Madness) (68-102 power, 7 apr) Crude Iron Battle Axe of Kroll (Madness) (68-102 power, 7 apr)Requires: - Strength 50 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 68.0 - 102.0 Uses stats: 40% Wil, 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Armour: +6 Defense: +6 (+2 eff.) Changes stats: +2 Dex / +2 Con Changes damage: +10% physical Stun/Freeze immunity: +30% Knockback immunity: +30% Curse of Madness Made in times before the Dwarves learned beautiful craftsmanship, the rough appearance of this axe belies its great power. Only Dwarves may harness its true strength, however. |
The Gaping Maw (Madness) (72-108 power, 4 apr) The Gaping Maw (Madness) (72-108 power, 4 apr)Requires: - Strength 60 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 72.0 - 108.0 Uses stats: 40% Wil, 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: * deal manaburn damage equal to your mindpower in a radius 3 cone Damage (Melee): +50 acid / +50 nature slow When wielded/worn: Talents cooldown: Mana Clash (-2 turns) Ice Claw (-1 turn) Swallow (-2 turns) Curse of Madness This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. |
This item will automatically be transmogrified when you leave the level. truestriking voratun battleaxe of shearing (Misfortune) (58-87 power, 4 apr)truestriking voratun battleaxe of shearing (Misfortune) (58-87 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 58.0 - 87.0 Uses stats: 40% Wil, 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% When wielded/worn: Accuracy: +42 (+10 eff.) Armour penetration: +40 Changes resistances penetration: +20% physical / +19% all Curse of Misfortune Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. balanced voratun dagger of enduring (Shrouds) (39-50 power, 9 apr)balanced voratun dagger of enduring (Shrouds) (39-50 power, 9 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 39.0 - 50.7 Uses stats: 40% Wil, 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +12 (+3 eff.) Defense: +12 (+4 eff.) Changes stats: +13 Con / +12 Wil Disarm immunity: +39% Maximum life: +61.00 Curse of Shrouds Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. flaming voratun dagger of corruption (Shrouds) (36-47 power, 9 apr)flaming voratun dagger of corruption (Shrouds) (36-47 power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 36.5 - 47.5 Uses stats: 40% Wil, 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Curse of Death (20% chance level 5). Damage (radius 1) on hit: +10 fire Curse of Shrouds Sharp, short and deadly. |
Obliterator (Corpses) (48-72 power, 10 apr) Obliterator (Corpses) (48-72 power, 10 apr)Requires: - Strength 40 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 48.0 - 72.0 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Attack speed: 100% On weapon hit: * Sends a tremor through the ground which causes jagged rocks to erupt in a beam of length 5, dealing 102 Physical damage (equal to your Strength, up to 150) and causing targets hit to bleed for an additional 50 damage over 5 turns. Bleeding can stack. Crushing Blows: Damage dealt by this weapon is increased by half your critical multiplier, if doing so would kill the target. When wielded/worn: Changes stats: +5 Str / +5 Con Critical mult.: +10.00% Curse of Corpses This massive hammer strikes with deadly force. Bones crunch, splinter and grind to dust under its impact. |
Borosk's Hate (Shrouds) (60-96 power, 22 apr) Borosk's Hate (Shrouds) (60-96 power, 22 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.0 - 96.0 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +22 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance to strike the target again. When wielded/worn: Changes stats: +10 Str / +5 Dex / +15 Con Talent mastery: +0.20 Technique / Two-handed assault Curse of Shrouds This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
Genocide (Corpses) (42-67 power, 4 apr) Genocide (Corpses) (42-67 power, 4 apr)Requires: - Willpower 20 - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 42.0 - 67.2 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +18.0% Attack speed: 100% Damage against: +25% Orc When wielded/worn: Changes stats: +7 Str / +7 Dex / +7 Con Reduced damage from: +15% Orc Grants telepathy: Humanoid/Orc Life regen: +0.50 Stamina each turn: +1.00 Curse of Corpses Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
Golden Three-Edged Sword 'The Truth' (Madness) (49-78 power, 9 apr) Golden Three-Edged Sword 'The Truth' (Madness) (49-78 power, 9 apr)Requires: - Willpower 18 - Cunning 18 - Strength 18 Infused by psionic forces 12.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 49.0 - 78.4 Uses stats: 40% Wil, 129% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +9 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 9% chance to stun or confuse the target Damage (Melee): +49 light / +49 darkness Curse of Madness The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
Warmaster Gnarg's Murderblade (Madness) (60-96 power, 19 apr) Warmaster Gnarg's Murderblade (Madness) (60-96 power, 19 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 60.0 - 96.0 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +19 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 10% chance to send the wielder into a killing frenzy Damage against: +20% Living When wielded/worn: Changes stats: +15 Str / +5 Dex / +15 Con Reduced damage from: +20% Living Talent masteries: +0.30 Technique / Berserker's strength +0.20 Technique / Two-handed weapons +0.20 Technique / Two-handed maiming +0.20 Technique / Two-handed assault Curse of Madness A blood-etched greatsword, it has seen many foes. From the inside. |
caustic voratun greatsword of evisceration (Misfortune) (61-98 power, 4 apr) caustic voratun greatsword of evisceration (Misfortune) (61-98 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 61.5 - 98.4 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Wound the target dealing 266 physical damage across 5 turns and reducing healing by 50% Damage (radius 2) on crit: +31 acid / +61 nature When wielded/worn: Armour penetration: +12 Physical crit. chance: +10.0% Physical power: +14 (+3 eff.) Changes resistances penetration: +7% acid / +27% nature Curse of Misfortune Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. voratun greatsword of amnesia (Madness) (64-103 power, 4 apr)voratun greatsword of amnesia (Madness) (64-103 power, 4 apr) Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 64.5 - 103.2 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 6 turns (checks Confusion immunity) Curse of Madness Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. stormbringer's dragonbone longbow (Shrouds)stormbringer's dragonbone longbow (Shrouds) Requires: - Dexterity 48 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 Damage (radius 2) on crit: +44 lightning / +59 cold When wielded/worn: Changes resistances penetration: +38% lightning / +30% cold Movement speed: +75% Curse of Shrouds Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. flaming voratun longsword of evisceration (Corpses) (45-62 power, 6 apr)flaming voratun longsword of evisceration (Corpses) (45-62 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 45.0 - 63.0 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Wound the target dealing 266 physical damage across 5 turns and reducing healing by 50% Damage (radius 1) on hit: +14 fire When wielded/worn: Physical crit. chance: +13.0% Physical power: +12 (+3 eff.) Curse of Corpses Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. plaguebringer's voratun longsword (Madness) (43-60 power, 6 apr)plaguebringer's voratun longsword (Madness) (43-60 power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 43.5 - 60.9 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 10% chance to reduce strength, dexterity, and constitution by 6 Damage (Melee): +17 blight When wielded/worn: Disease immunity: +27% Curse of Madness Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. truestriking voratun mace of rage (Corpses) (43-60 power, 6 apr)truestriking voratun mace of rage (Corpses) (43-60 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 43.5 - 60.9 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +36 (+9 eff.) Armour penetration: +14 Changes stats: +5 Str Changes resistances penetration: +14% physical Changes damage: +11% physical Curse of Corpses Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. voratun mace of ruin (Madness) (43-60 power, 6 apr)voratun mace of ruin (Madness) (43-60 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 43.5 - 60.9 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour penetration: +13 Physical crit. chance: +15.0% Critical mult.: +21.00% Curse of Madness Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. honing living mindstar (Corpses) (17-18 power, 40 apr, mind damage)honing living mindstar (Corpses) (17-18 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 17.0 - 18.7 Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Cun / +3 Wil Changes resistances: +10% physical Changes resistances penetration: +8% physical Changes damage: +7% physical Talent granted: +1 Attune Mindstar Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. penetrating drakeskin leather sling (Madness)penetrating drakeskin leather sling (Madness) Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 5 Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 When wielded/worn: Changes resistances penetration: +25% physical Curse of Madness Slings are used to hurl stones or metal shots at your foes. |
Awakened Staff of Absorption (60-72 power, 60 apr, lightning element) Awakened Staff of Absorption (60-72 power, 60 apr, lightning element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 60.0 - 72.0 Uses stats: 130% Mag, 40% Wil Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+11 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns Activation costs 200 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
This item will automatically be transmogrified when you leave the level. Drirezilachik the dragonbone magestaff (Shrouds) (30-36 power, 6 apr, lightning element)Drirezilachik the dragonbone magestaff (Shrouds) (30-36 power, 6 apr, lightning 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 stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +10 Armour Hardiness: +12% Changes resistances penetration: +16% blight Changes damage: +30% lightning / +9% arcane / +15% blight Talent granted: +1 Command Staff Physical save: +12 (+3 eff.) Mana each turn: +0.16 Maximum vim: +56.57 Spellpower: +23 (+6 eff.) Spell crit. chance: +8% Light radius: +3 Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. dragonbone magestaff (Shrouds) (30-36 power, 6 apr, cold element)dragonbone magestaff (Shrouds) (30-36 power, 6 apr, cold element) Requires: - Magic 48 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% cold Talent granted: +1 Command Staff Spellpower: +15 (+4 eff.) Spell crit. chance: +5% Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. lifebinding dragonbone starstaff (Madness) (30-36 power, 6 apr, darkness element)lifebinding dragonbone starstaff (Madness) (30-36 power, 6 apr, darkness element) Requires: - Magic 48 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Con Changes damage: +30% darkness Talent granted: +1 Command Staff Life regen: +1.60 Spellpower: +25 (+6 eff.) Spell crit. chance: +5% Healing mod.: +20% Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. flaming voratun waraxe of vileness (Misfortune) (39-54 power, 6 apr)flaming voratun waraxe of vileness (Misfortune) (39-54 power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.0 - 54.6 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 17% chance to reduce strength, dexterity, and constitution by 6 Damage (Melee): +15 blight Damage (radius 1) on hit: +19 fire Curse of Misfortune One-handed war axes. |
This item will automatically be transmogrified when you leave the level. quick voratun waraxe of shearing (Nightmares) (38-53 power, 6 apr)quick voratun waraxe of shearing (Nightmares) (38-53 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 38.5 - 53.9 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Accuracy: +44 (+11 eff.) Armour penetration: +13 Changes stats: +5 Dex Changes resistances penetration: +14% all Combat speed: +10% Curse of Nightmares One-handed war axes. |
Emblem of Evasion (Nightmares) Emblem of Evasion (Nightmares)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+6 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. Curse of Nightmares It can be used to activate talent Evasion (costing 30 power out of 30/30) : Effective talent level: 5.2 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 29% chance to evade melee and ranged attacks and 27 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
Lightning Catcher (Corpses) Lightning Catcher (Corpses)Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Fatigue: +5% Changes resistances: +30% lightning Stun/Freeze immunity: +30% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. Curse of Corpses A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. |
drakeskin leather belt 'Sunqueen' (Corpses) drakeskin leather belt 'Sunqueen' (Corpses)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +14.0% Physical power: +11 (+3 eff.) Changes stats: +5 Str / +5 Dex / +5 Cun / +5 Con Changes resistances: +9% acid / +20% fire / +19% cold Changes resistances penetration: +15% mind Changes damage: +12% fire Physical save: +13 (+3 eff.) Mental crit. chance: +12% Size category: +1 Curse of Corpses A belt that goes around your waist. |
Gloommaster (Madness) (13 def, 0 armour) Gloommaster (Madness) (13 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +13 (+4 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 39% Changes stats: +3 Str / +6 Wil / +3 Cun Changes resistances: +22% darkness Changes resistances penetration: +15% darkness Changes damage: +16% darkness Stealth bonus: +14 Physical save: +5 (+1 eff.) Mental save: +8 (+2 eff.) Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Serpentine Cloak (Misfortune) (20 def, 0 armour) Serpentine Cloak (Misfortune) (20 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +20 (+6 eff.) Changes stats: +4 Dex / +4 Wil / +4 Cun Changes resistances penetration: +20% nature Changes damage: +20% nature Talent masteries: +0.20 Cunning / Stealth +0.50 Cunning / Poisons Poison immunity: +50% Talent on hit(mindpower): Poison Strike (10% chance level 1). Curse of Misfortune Cunning and malice seem to emanate from this cloak. |
Ureslak's Molted Scales (Madness) (0 def, 0 armour) Ureslak's Molted Scales (Madness) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 It is part of a set of items. It would go well with another part of Ureslak. When wielded/worn: Changes resistances: +20% lightning / +20% darkness / +20% cold / +20% fire / -30% arcane / +20% nature Changes resistances cap: +10% lightning / +10% darkness / +10% cold / +10% fire / -30% arcane / +10% nature Curse of Madness It can be used to energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.) Activation costs 50 power out of 50/50. This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
This item will automatically be transmogrified when you leave the level. elven-silk robe of alchemy (Madness) (0 def, 0 armour)elven-silk robe of alchemy (Madness) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +17% acid / +17% physical / +13% fire / +20% cold / +15% all Changes damage: +24% acid / +20% physical / +16% fire / +23% cold Talent cooldown: Refit Golem (-5 turns) Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Boots of the Hunter (Corpses) (2 def, 12 armour) Boots of the Hunter (Corpses) (2 def, 12 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+3 eff.) Armour: +12 Defense: +2 (+0 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. Curse of Corpses It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 32 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
This item will automatically be transmogrified when you leave the level. insulating pair of voratun boots of tirelessness (Corpses) (0 def, 5 armour)insulating pair of voratun boots of tirelessness (Corpses) (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes resistances: +13% fire / +12% cold Stamina each turn: +0.80 Maximum stamina: +33.00 Curse of Corpses Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. undeterred pair of drakeskin leather boots of tirelessness (Nightmares) (0 def, 5 armour)undeterred pair of drakeskin leather boots of tirelessness (Nightmares) (0 def, 5 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Silence immunity: +37% Confusion immunity: +45% Stun/Freeze immunity: +40% Stamina each turn: +0.80 Maximum stamina: +34.00 Curse of Nightmares A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. wanderer's pair of voratun boots of tirelessness (Madness) (0 def, 5 armour)wanderer's pair of voratun boots of tirelessness (Madness) (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +6 Cun / +6 Con Physical save: +24 (+5 eff.) Mental save: +25 (+5 eff.) Stamina each turn: +1.00 Maximum stamina: +28.00 Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Spellhunt Remnants (Madness) (3 def, 4 armour) Spellhunt Remnants (Madness) (3 def, 4 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +3 (+1 eff.) Changes stats: +6 Cun / +6 Wil Changes resistances penetration: +15% nature Changes damage: +15% nature Spell save: +8 (+2 eff.) Maximum life: +60.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +9% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Curse of Madness It can be used to destroy an arcane item (of a higher tier than the gauntlets) Activation costs 1 power out of 150/150. These voratun gauntlets appear to have suffered considerable damage. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
Dragon-helm of Kroltar (Nightmares) (5 def, 9 armour) Dragon-helm of Kroltar (Nightmares) (5 def, 9 armour)Requires: - Heavy armour training - Strength 35 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: Armour: +9 Defense: +5 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Wil / +5 Con / -4 Lck Changes damage: +10% physical / +10% fire Talent mastery: +0.20 Wild-gift / Fire drake aspect Curse of Nightmares 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 mind power and a nature gift Description: You let out a powerful roar that sends your foes in radius 5 into utter confusion (power: 38%) for 3 turns. The sound wave is so strong, your foes also take 185.05 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. |
Isirialle the Ashbringer (Corpses) (0 def, 13 armour) Isirialle the Ashbringer (Corpses) (0 def, 13 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +13 Fatigue: +5% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 6 Changes stats: +8 Dex Changes resistances: +9% blight / +6% fire / +20% darkness Changes damage: +9% blight / +6% fire Infravision radius: +14 Curse of Corpses A cap made of leather. |
Steel Helm of Garkul (Madness) (0 def, 6 armour) Steel Helm of Garkul (Madness) (0 def, 6 armour)Requires: - Heavy armour training - Strength 16 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: Armour: +6 Fatigue: +8% 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 (+3 eff.) Curse of Madness A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Yaldan Baoth (Shrouds) (0 def, 10 armour) Yaldan Baoth (Shrouds) (0 def, 10 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +10 Fatigue: +4% Changes stats: +10 Str / +10 Con Changes resistances: +15% light / +25% darkness Changes resistances cap: +10% darkness Changes damage: +15% light Light radius: -2 Sight radius: -2 Reduce all damage from unseen attackers: 33% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Curse of Shrouds It can be used to lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early. Activation costs 40 power out of 40/40. The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
drakeskin leather cap 'Rhisin' (Corpses) (0 def, 5 armour) drakeskin leather cap 'Rhisin' (Corpses) (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +11 (+3 eff.) Armour: +5 Fatigue: +5% Effects on melee hit: * 20% chance to slow global speed by 79% Changes stats: +16 Str / +6 Wil / +15 Lck Changes resistances: +13% physical / +3% light / +6% blight / +6% nature / +5% arcane Physical save: +15 (+3 eff.) Spell save: +6 (+2 eff.) Spell crit. chance: +7% Mental crit. chance: +7% Curse of Corpses A cap made of leather. |
This item will automatically be transmogrified when you leave the level. fearwoven elven-silk wizard hat of darkness (+42%) (Misfortune) (3 def, 0 armour)fearwoven elven-silk wizard hat of darkness (+42%) (Misfortune) (3 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +42% darkness / +20% physical Changes damage: +31% darkness / +20% physical Maximum hate: +11.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +3% Curse of Misfortune A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. warlord's voratun helm of the depths (Madness) (0 def, 5 armour)warlord's voratun helm of the depths (Madness) (0 def, 5 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +5 Fatigue: +5% Changes stats: +4 Str / +6 Wil Changes resistances: +16% cold / +12% physical Allows you to breathe in: water Physical save: +14 (+3 eff.) Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Chromatic Harness (Shrouds) (10 def, 14 armour) Chromatic Harness (Shrouds) (10 def, 14 armour)Requires: - Heavy armour training Infused by nature 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 (+3 eff.) Fatigue: +16% Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck Changes resistances: +20% lightning / +20% physical / +20% fire / +20% cold / +20% acid Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Fire Breath (-3 turns) Corrosive Breath (-3 turns) Blindness immunity: +50% Stun/Freeze immunity: +25% Knockback immunity: +50% Curse of Shrouds This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
voratun mail armour 'Bleakstun' (Corpses) (5 def, 14 armour) voratun mail armour 'Bleakstun' (Corpses) (5 def, 14 armour)Requires: - Heavy armour training - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Physical power: +15 (+4 eff.) Armour: +14 Defense: +5 (+1 eff.) Fatigue: +12% Effects on melee hit: * 20% chance to reduce damage dealt by 39% Changes stats: +8 Wil / +3 Cun / +2 Con Changes resistances: +14% acid / +15% cold / +27% fire Changes damage: +6% darkness Allows you to breathe in: water Mental save: +25 (+5 eff.) Stamina each turn: +2.00 Curse of Corpses A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. enlightening voratun plate armour of cold resistance (Corpses) (0 def, 16 armour)enlightening voratun plate armour of cold resistance (Corpses) (0 def, 16 armour) Requires: - Massive armour training - Strength 60 Crafted by a master Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Changes stats: +8 Cun / +7 Wil Changes resistances: +20% cold Mental save: +14 (+3 eff.) Curse of Corpses A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. radiant voratun plate armour of lightning resistance (Nightmares) (0 def, 16 armour)radiant voratun plate armour of lightning resistance (Nightmares) (0 def, 16 armour) Requires: - Massive armour training - Strength 60 Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Changes stats: +4 Wil Changes resistances: +28% blight / +11% darkness / +26% lightning Light radius: +2 Curse of Nightmares A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. Ce'Nyvena the Shadebone (Misfortune) (0 def, 10 armour, 64-77 power, 205.5 block)Ce'Nyvena the Shadebone (Misfortune) (0 def, 10 armour, 64-77 power, 205.5 block) Requires: - Shield usage training - Strength 48 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 64.5 - 77.4 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +205 Damage (Melee): +22 blight When wielded/worn: Armour: +10 Fatigue: +8% On shield block: * Cause enemies within radius 6 to bleed for 266 physical damage over 5 turns (1/turn) Changes resistances: +9% darkness / +18% cold Changes resistances penetration: +15% blight / +20% cold / +20% darkness Changes damage: +21% arcane Talent granted: +1 Block Mana when firing critical spell: +2.26 Spellpower: +33 (+8 eff.) Curse of Misfortune Handheld deflection devices. |
95 alchemist agate 95 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. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
4 sapphire 4 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Betalralaith the Gorecrypt (dig speed 8 turns) Betalralaith the Gorecrypt (dig speed 8 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Physical power: +8 (+2 eff.) Effects on melee hit: * 20% chance to slow global speed by 79% * 10% chance to reduce armor by 15% Damage when hit (Melee): 4 nature Changes stats: +3 Str / +4 Dex / +5 Cun Changes resistances: +6% nature / +9% fire Changes resistances penetration: +24% physical Changes damage: +6% fire Infravision radius: +5 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
5 jade 5 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. |
3 turquoise 3 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+2 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 23 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Fortune's Eye Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +12 Defense: +12 (+4 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 18 power out of 35/35) : Effective talent level: 2.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 18 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Dragon Orb (Orb of Command) 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) 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) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) 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 Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
67 alchemist bloodstone 67 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. |
24 bloodstone 24 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. |
13 fire opal 13 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. |
3 ruby 3 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 (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 Activation costs 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. |
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) 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. |
This item will automatically be transmogrified when you leave the level. deadly pouch of voratun shots of annihilation (21/21, 72-86 power, 12 apr)deadly pouch of voratun shots of annihilation (21/21, 72-86 power, 12 apr) Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 72.0 - 86.4 Uses stats: 40% Wil, 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +12 Crit. chance: +17.0% Capacity: 21 Travel speed: +200% Shots are used with slings to pummel your foes to death. |
cleansing elven-wood totem of healing [power 428] (15 cooldown) cleansing elven-wood totem of healing [power 428] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to heal yourself and all friendly characters within 10 spaces for 428 Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Cold Iron Acorn Cold Iron AcornInfused by psionic forces 0.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 When carried: Changes resistances: +30% mind Changes damage: +12% physical Movement speed: +20% A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. The acorn serves as a reminder of who and what you are. |
Kyless' Book Kyless' BookInfused by psionic forces 5.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 This was the book that gave power to Kyless and eventually led to his doom. The book is simple in appearance, bound in leather with no markings on the cover. All of the pages are blank. |
Burning Star 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 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
22 diamond 22 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. |
28 moonstone 28 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
14 pearl 14 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. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By Nimp the Dwarf Cursed level 33
10th Gold 123rd year of Ascendancy at 21:03 see stats
By Nimp the Dwarf Cursed level 50
5th Profit 123rd year of Ascendancy at 05:32 see stats
By Nimp the Dwarf Cursed level 29
42nd Steel 123rd year of Ascendancy at 20:02 see stats
By Nimp the Dwarf Cursed level 32
9th Gold 123rd year of Ascendancy at 04:04 see stats
By Nimp the Dwarf Cursed level 21
21st Wealth 122nd year of Ascendancy at 04:00 see stats
By Nimp the Dwarf Cursed level 37
6th Stralite 123rd year of Ascendancy at 01:17 see stats
By Nimp the Dwarf Cursed level 38
10th Stralite 123rd year of Ascendancy at 07:36 see stats
By Nimp the Dwarf Cursed level 42
38th Stralite 123rd year of Ascendancy at 08:40 see stats
By Nimp the Dwarf Cursed level 36
2nd Stralite 123rd year of Ascendancy at 14:22 see stats
By Nimp the Dwarf Cursed level 8
28th Voratun 122nd year of Ascendancy at 04:18 see stats
By Nimp the Dwarf Cursed level 34
16th Gold 123rd year of Ascendancy at 05:25 see stats
By Nimp the Dwarf Cursed level 43
44th Stralite 123rd year of Ascendancy at 04:25 see stats
By Nimp the Dwarf Cursed level 50
5th Profit 123rd year of Ascendancy at 04:25 see stats
By Nimp the Dwarf Cursed level 50
27th Profit 123rd year of Ascendancy at 20:59 see stats
By Nimp the Dwarf Cursed level 19
45th Profit 122nd year of Ascendancy at 23:08 see stats
By Nimp the Dwarf Cursed level 27
35th Dearth 122nd year of Ascendancy at 19:10 see stats
By Nimp the Dwarf Cursed level 23
10th Dearth 122nd year of Ascendancy at 15:19 see stats
By Nimp the Dwarf Cursed level 50
18th Profit 123rd year of Ascendancy at 05:41 see stats
By Nimp the Dwarf Cursed level 50
28th Voratun 123rd year of Ascendancy at 11:02 see stats
By Nimp the Dwarf Cursed level 27
1st Loss 122nd year of Ascendancy at 14:48 see stats
By Nimp the Dwarf Cursed level 39
10th Stralite 123rd year of Ascendancy at 11:37 see stats
By Nimp the Dwarf Cursed level 10
6th Profit 122nd year of Ascendancy at 13:59 see stats
By Nimp the Dwarf Cursed level 20
1st Wealth 122nd year of Ascendancy at 10:57 see stats
By Nimp the Dwarf Cursed level 30
3rd Gold 123rd year of Ascendancy at 07:22 see stats
By Nimp the Dwarf Cursed level 40
10th Stralite 123rd year of Ascendancy at 11:37 see stats
By Nimp the Dwarf Cursed level 50
26th Voratun 123rd year of Ascendancy at 12:56 see stats
By Nimp the Dwarf Cursed level 50
17th Profit 123rd year of Ascendancy at 04:06 see stats
By Nimp the Dwarf Cursed level 45
5th Voratun 123rd year of Ascendancy at 05:25 see stats
By Nimp the Dwarf Cursed level 25
19th Dearth 122nd year of Ascendancy at 11:13 see stats
By Nimp the Dwarf Cursed level 27
25th Dearth 122nd year of Ascendancy at 09:37 see stats
By Nimp the Dwarf Cursed level 45
4th Voratun 123rd year of Ascendancy at 01:19 see stats
By Nimp the Dwarf Cursed level 19
45th Profit 122nd year of Ascendancy at 23:00 see stats
By Nimp the Dwarf Cursed level 35
28th Gold 123rd year of Ascendancy at 14:53 see stats
By Nimp the Dwarf Cursed level 5
18th Voratun 122nd year of Ascendancy at 19:42 see stats
By Nimp the Dwarf Cursed level 50
27th Profit 123rd year of Ascendancy at 20:57 see stats
By Nimp the Dwarf Cursed level 50
17th Profit 123rd year of Ascendancy at 08:46 see stats
By Nimp the Dwarf Cursed level 19
45th Profit 122nd year of Ascendancy at 23:05 see stats
By Nimp the Dwarf Cursed level 28
2nd Steel 123rd year of Ascendancy at 22:36 see stats
By Nimp the Dwarf Cursed level 50
27th Profit 123rd year of Ascendancy at 20:59 see stats
By Nimp the Dwarf Cursed level 40
28th Stralite 123rd year of Ascendancy at 03:02 see stats
By Nimp the Dwarf Cursed level 28
2nd Steel 123rd year of Ascendancy at 10:25 see stats
By Nimp the Dwarf Cursed level 28
32nd Steel 123rd year of Ascendancy at 22:35 see stats
By Nimp the Dwarf Cursed level 18
44th Profit 122nd year of Ascendancy at 17:47 see stats
By Nimp the Dwarf Cursed level 31
7th Gold 123rd year of Ascendancy at 20:13 see stats
Log
High Sun Paladin Aeryn lessens the pain.
High Sun Paladin Aeryn's storm dissipates.
High Sun Paladin Aeryn casts Bathe in Light.
High Sun Paladin Aeryn receives 45 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn feels pain again.
High Sun Paladin Aeryn receives 45 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn receives 45 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn receives 45 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn receives 45 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn receives 45 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn casts Healing Light.
High Sun Paladin Aeryn receives 597 healing.
The shield around High Sun Paladin Aeryn crumbles.
Rested for 133 turns (stop reason: all resources and life at maximum).
You pickup 0.59 gold pieces.
Ran for 2 turns (stop reason: at object).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Nimp picks up (q.): truestriking voratun battleaxe of shearing (Misfortune) (58-87 power, 4 apr).
Nimp picks up (F.): dragonbone magestaff (Shrouds) (30-36 power, 6 apr, cold element).
Nimp picks up (C.): honing living mindstar (Corpses) (17-18 power, 40 apr, mind damage).
Nimp picks up (y.): voratun greatsword of amnesia (Madness) (64-103 power, 4 apr).
Nimp picks up (r.): balanced voratun dagger of enduring (Shrouds) (39-50 power, 9 apr).
Nimp picks up (E.): voratun mace of ruin (Madness) (43-60 power, 6 apr).
You pickup 0.44 gold pieces.
Nimp picks up ( .): deadly pouch of voratun shots of annihilation (21/21, 72-86 power, 12 apr).
Ran for 6 turns (stop reason: interesting terrain).