











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.6 |
| Addons | Items Vault 1.6.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Ogre |
| Class | Berserker |
| Level / Exp | 50 / 2647% |
| Size | gargantuan |
| Lifes / Deaths | Killed by Xerirelaith the lesser vampire at level 18 on the 52nd Haze 122nd year of Ascendancy at 19:45 0 / 7Killed by Iverana the wolf at level 22 on the 2nd Regrowth 123rd year of Ascendancy at 14:19 Killed by Eleba the black bear at level 25 on the 31st Regrowth 123rd year of Ascendancy at 19:46 Killed by Nerubrelle the vampire at level 27 on the 45th Regrowth 123rd year of Ascendancy at 04:35 Killed by Neruthra the ultimate telugoroth at level 27 on the 56th Regrowth 123rd year of Ascendancy at 16:30 Killed by Salath the ancient elven mummy at level 46 on the 4th Regrowth 124th year of Ascendancy at 16:18 Killed by Lisunne the orc summoner at level 50 on the 74th Pyre 124th year of Ascendancy at 02:18 |
Primary Stats
| Strength | 185 (base 62) |
| Dexterity | 117 (base 65) |
| Constitution | 87 (base 31) |
| Magic | 32 (base 13) |
| Willpower | 37 (base 18) |
| Cunning | 100 (base 60) |
Resources
| Life | 1880/1880 |
| Stamina | 311/311 |
| Healing Factor | 1.6994163424125 |
| Regeneration | 28.994513679662 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 15.923009049187 |
| Infravision | 5 |
| See Stealth | 68.876568527989 |
| See Invisible | 69.876568527989 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 352 |
| Accuracy | 86 |
| Crit Chance | 109% |
| APR | 73 |
| Speed | 0.91 |
Offense: Offhand
| Damage | 53 |
| Accuracy | 86 |
| Crit Chance | 116% |
| APR | 78 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 24 |
| Crit Chance | 41% |
| Speed | 1 |
Offense: Mind
| Mindpower | 54 |
| Crit Chance | 31% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +134% |
| Mind | +31% |
| Blight | +42% |
| Arcane | +40% |
| Cold | +49% |
| All | +7% |
Offense: Damage Penetration
| Physical | +108% |
| Blight | +77% |
| Arcane | +101% |
| All | +37% |
| Nature | +67% |
Defense: Base
| Armour (hardiness) | 49 (75.817490494297%) |
| Defense | 105 |
| Ranged Defense | 105 |
| Fatigue | 0 |
| Physical Save | 61 |
| Spell Save | 58 |
| Mental Save | 46 |
Defense: Resistances
| Acid | + 34%( 70%) |
| Blight | + 54%( 70%) |
| Arcane | + 35%( 70%) |
| Cold | + 37%( 70%) |
| All | + 22%( 70%) |
| Lightning | + 31%( 70%) |
| Temporal | + 31%( 70%) |
| Physical | + 38%( 70%) |
| Mind | + 29%( 70%) |
| Nature | + 34%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 37% |
| Poison Resistance | 27% |
| Blind Resistance | 20% |
| Silence Resistance | 10% |
| Bleed Resistance | 20% |
| Teleport Resistance | 36% |
| Pinning Resistance | 10% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 36% |
Inscriptions (6/6)
| 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 544 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 66 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1224% 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 Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1160 life over 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
| Technique / Two-handed assault | 1.60 |
| 4/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| Technique / Berserker's strength | 1.60 |
| 5/5 |
| 5/5 |
| 3/5 |
| 3/5 |
| Technique / Bloodthirst | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat techniques | 1.60 |
| 4/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| Technique / Combat veteran | 1.60 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Conditioning | 1.60 |
| 2/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.60 |
| 5/5 |
| 3/5 |
| 5/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Daunting Presence |
| talent | Berserker Rage |
| detrimental effect | The target is using a two handed weapon in a single hand, reducing accuracy, physical power, spellpower and mindpower by 10% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by skeleton magus. Escort: injured seer (level 6 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by Phnom. Escort: lone alchemist (level 2 of Daikara) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Daikara. Escort: worried loremaster (level 1 of Daikara)As a reward you improved Strength by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 2551. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * 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 |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Stire of Derth. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mastery. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Hazepain (20 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +20 (+3 eff.) Fatigue: +4% Changes stats: +10 Str / +10 Con Changes resistances: +12% lightning / +7% physical / +7% arcane / +15% nature Changes damage: +30% cold / +10% physical Spell save: +9 (+3 eff.) Knockback immunity: +26% Teleport immunity: +26% Light radius: +4 Healing mod.: +25% Size category: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Zubevea the dwarven lanternInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Defense: +10 (+2 eff.) Changes stats: +7 Wil Changes resistances: +6% blight / +4% physical Changes resistances penetration: +12% all Changes damage: +15% mind Reduces incoming crit damage: 10.00% Spell save: +3 (+1 eff.) Mental save: +15 (+5 eff.) Cut immunity: +20% Silence immunity: +10% Maximum life: +80.00 Light radius: +7 See stealth: +24 See invisible: +25 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | voratun helm 'Delindur' (12 def, 5 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +7 (+1 eff.) Armour: +5 Defense: +12 (+2 eff.) Fatigue: +5% Effects when hit in melee: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +8 Str / +9 Dex / +9 Cun / +10 Con Changes resistances: +9% mind / +6% cold Reduces incoming crit damage: 5.00% Poison immunity: +27% Confusion immunity: +27% Pinning immunity: +10% Knockback immunity: +10% Teleport immunity: +10% Life regen: +4.00 It can be used to activate talent Skullcracker, placing all other charms into a 12 cooldown : Effective talent level: 3.9 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 4442.5 Physical damage. If the attack hits, the target is confused (46% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Dakhtun's Gauntlets (0 def, 6 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
| Tool | elven-wood totem of summon tentacle 'Gyreta' [power 325] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Physical crit. chance: +5.0% Effects on melee hit: * 25% chance to reduce strength, dexterity, and constitution by 14 Changes resistances: +15% blight Changes damage: +9% mind / +18% physical Critical mult.: +20.00% Physical save: +9 (+2 eff.) Psi when hit: +0.16 Hate when firing a critical mind attack: +6.16 Maximum stamina: +36.99 It can be used to summon a resilient tentacle up to 5 spaces away for 11 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 933 Base Damage: 405 Armor: 33 All Resist: 39 Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 3 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent category bonus: +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
| On fingers | voratun ring 'Sleetorder'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +20 (+4 eff.) Defense: +40 (+7 eff.) Changes stats: +4 Con Changes resistances: +20% blight Changes resistances penetration: +25% blight / +30% arcane Changes damage: +20% blight / +12% cold / +27% physical Critical mult.: +27.20% Mana when firing critical spell: +2.72 Damage Shield penetration: +30% Rings can have magical properties. |
| Around neck | Lorasus the voratun amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Effects on melee hit: * 27% chance to reduce strength, dexterity, and constitution by 14 Damage when hit (Melee): 6 arcane Changes stats: +8 Str / +10 Dex / +14 Cun / +10 Con Changes resistances penetration: +34% arcane Changes damage: +24% arcane Critical mult.: +20.00% Life regen: +5.00 Stamina each turn: +1.40 Maximum psi: +67.27 Mindpower: +40 (+10 eff.) Light radius: +3 Movement speed: +10% Amulets can have magical properties. |
| In main hand | Gilyyagorn (200% power, 4 apr)Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 201% Range: 1.5x Uses stat: 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% On weapon crit: * Wound the target dealing 342 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Accuracy: +35 (+6 eff.) Physical crit. chance: +14.0% Physical power: +21 (+4 eff.) Defense: +5 (+1 eff.) Changes stats: +7 Dex / +4 Wil Changes resistances: +5% arcane / +3% acid Spell save: +3 (+1 eff.) Stun/Freeze immunity: +20% Life regen: +4.00 Combat speed: +10% Massive two-handed mauls. |
| Around waist | Mayyrekira the hardened leather beltCrafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Armour: +15 Defense: +8 (+1 eff.) Changes resistances: +5% arcane Changes resistances penetration: +11% physical Changes damage: +14% physical Reduces incoming crit damage: 10.00% Physical save: +20 (+5 eff.) Blindness immunity: +20% Maximum hate: +2.00 Mindpower: +8 (+2 eff.) A belt that goes around your waist. |
| In off hand | Alynik (148% power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 149% Range: 1.3x Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (Melee): +20 nature When wielded/worn: Armour penetration: +12 Physical crit. chance: +13.0% Damage when hit (Melee): 2 blight Changes stats: +1 Cun Changes resistances: +12% temporal Changes resistances penetration: +15% blight Changes damage: +15% blight Critical mult.: +30.00% Maximum psi: +20.00 Sharp, short and deadly. |
| Cloak | Growkiller (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +14 (+2 eff.) Armour penetration: +15 Physical crit. chance: +6.0% Defense: +3 (+0 eff.) Changes stats: +4 Dex / +14 Con Changes resistances: +9% physical Changes resistances penetration: +30% nature / +33% physical Changes damage: +9% arcane / +24% physical Critical mult.: +30.00% Stealth bonus: +15 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | reinforced leather armour 'Cuthiromisus' (12 def, 18 armour)Requires: - Strength 18 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Accuracy: +25 (+4 eff.) Armour penetration: +5 Armour: +18 Defense: +12 (+2 eff.) Fatigue: +8% Changes stats: +4 Str / +4 Dex / +3 Cun Changes resistances: +13% acid / +13% cold Changes resistances penetration: +27% physical Changes damage: +24% physical Allows you to breathe in: water Reduces incoming crit damage: 16.29% A suit of armour made of leather. |
Inventory
Primal Infusion (affinity 15%; reduction 2; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 15% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the psychic (heal 178; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use 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 178 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the sneak (heal 346; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use 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 346 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the warrior (die at -1284; dur 7; cd 25)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -1284 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1284 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the duelist (speed 1141%; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1141% 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 Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the titan (speed 739%; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 739% 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 Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the titan (speed 778%; cd 16)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 778% 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 Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the warrior (heal 1150; 16 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1150 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the warrior (heal 951; 14 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 951 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 65%; magical; dur 3; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 65% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 64%; mental; dur 2; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 64% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of Reflection (--)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 308 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
blink rune of the titan (range 8; phase 26; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 8 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 9 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 26%, your defense is increased by 26 and all your resistances by 26%. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the warrior (range 17; phase 56; cd 11)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 17 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 18 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 56%, your defense is increased by 56 and all your resistances by 56%. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the warrior (regen 2791% over 10 turns; mana 140; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 2791% for 10 turns (0 total) and instantly restoring 140 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 1136; dur 5; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1136 damage for 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
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! |
Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
Breneratar the FogloreInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 32 Changes resistances: +3% darkness / +12% temporal Changes resistances penetration: +10% mind Pinning immunity: +23% Knockback immunity: +23% Amulets can have magical properties. |
Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Blindness immunity: +100% Spellpower: +5 (+2 eff.) See invisible: +10 It can be used to summon an elder vampire with Taunt to your side for 15 turns Activation costs 36 power out of 60/60. The evilness of undeath radiates from this amulet. |
Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Changes resistances: +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Eilinada the SunmarkCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +14 Defense: +30 (+5 eff.) Changes resistances: +6% light Changes damage: +9% light Critical mult.: +13.00% Physical save: +9 (+2 eff.) Disease immunity: +20% Healing mod.: +15% Amulets can have magical properties. |
FloeroarInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 2 cold Changes stats: +1 Wil Changes resistances: +6% cold / +12% temporal / +12% light / +13% darkness Changes resistances penetration: +15% fire Changes damage: +3% fire Mental save: +6 (+2 eff.) Blindness immunity: +24% Confusion immunity: +13% Pinning immunity: +22% Knockback immunity: +20% Mindpower: +6 (+2 eff.) Amulets can have magical properties. |
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 (+6 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 6 power out of 48/48) : Effective talent level: 6.4 Power cost: 6 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 928.77 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. |
SingewispInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +6 Defense: +12 (+2 eff.) Fatigue: -9% Changes stats: +3 Str / +12 Dex / +9 Wil / +13 Cun / +7 Con Changes resistances: +24% temporal / +15% physical Changes resistances cap: +7% all Changes resistances penetration: +10% fire Physical save: +27 (+7 eff.) Pinning immunity: +50% Knockback immunity: +50% Life regen: +5.00 Stamina each turn: +2.70 Movement speed: +10% Amulets can have magical properties. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 6 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Amemandur the HeatwoeCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) Changes stats: +10 Str / +10 Con Changes resistances: +6% arcane / +27% fire Changes resistances penetration: +29% cold / +29% arcane / +20% fire Changes damage: +18% fire Rings can have magical properties. |
Blindmark the voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+2 eff.) Physical crit. chance: +2.0% Physical power: +10 (+2 eff.) Armour: +6 Changes stats: +9 Con Changes resistances penetration: +15% darkness / +15% cold Disarm immunity: +49% Pinning immunity: +46% Knockback immunity: +50% Stamina each turn: +3.06 Maximum life: +47.00 Rings can have magical properties. |
Deepsglamour the gold ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +9 (+2 eff.) Changes stats: +6 Str / +6 Con Changes resistances: +15% darkness / +6% fire Changes resistances penetration: +5% fire Mental save: +7 (+2 eff.) Disarm immunity: +28% Confusion immunity: +28% Pinning immunity: +25% Knockback immunity: +27% Maximum life: +25.00 Rings can have magical properties. |
Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+1 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 (+11 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+3 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Islileba the stralite ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +15 (+3 eff.) Defense: +15 (+2 eff.) Changes stats: +5 Dex / +7 Mag / +6 Cun / +5 Con Changes resistances: +5% physical / +6% cold Changes damage: +15% physical Teleport immunity: +20% Spellpower: +13 (+6 eff.) Rings can have magical properties. |
NightwendPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +33 (+6 eff.) Damage when hit (Melee): 11 blight Changes stats: +5 Str Changes resistances: +18% darkness / +36% light / +5% arcane Changes resistances penetration: +25% physical Changes damage: +9% physical / +18% light / +18% arcane Rings can have magical properties. |
ObsidianbloodInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +6 Effects on melee hit: * 18% chance to reduce all saves and defense by 32 Damage (Melee): 26 physical Effects on ranged hit: * 18% chance to reduce all saves and defense by 32 Damage (Ranged): 22 physical Damage when hit (Melee): 4 mind / 10 darkness Changes stats: +6 Cun Changes resistances: +9% mind Disarm immunity: +20% Stun/Freeze immunity: +20% Knockback immunity: +20% Hate when firing a critical mind attack: +3.00 Maximum hate: +13.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 3.9 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 306% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings can have magical properties. |
PoxwreckerInfused 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: +30 (+5 eff.) Effects on melee hit: * 10% chance to slow global speed by 60% * 20% chance to reduce damage dealt by 26% Damage when hit (Melee): 4 darkness Changes stats: +20 Str / +20 Con Changes resistances: +40% cold / +23% mind / +12% nature Changes damage: +20% mind / +20% cold / +12% nature / +3% darkness Rings can have magical properties. |
Radhasta the MagmastreakerCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +5% arcane / +2% physical Changes damage: +15% fire Physical save: +18 (+4 eff.) Blindness immunity: +20% Disarm immunity: +50% Pinning immunity: +46% Knockback immunity: +50% Teleport immunity: +20% Only die when reaching: -81.58 life Maximum life: +46.00 Rings can have magical properties. |
Ring of the DeadInfused 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 (+3 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! 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. |
WeepravagePowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 24% * 20% chance to slow global speed by 60% * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +9% acid Changes resistances penetration: +25% acid / +10% temporal / +25% nature Changes damage: +6% temporal Blindness immunity: +35% Infravision radius: +5 See stealth: +17 See invisible: +15 Rings can have magical properties. |
Zubawyn the SpiderveinCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +14 (+3 eff.) Armour: +20 Effects on melee hit: * 10% chance to reduce damage dealt by 26% Damage when hit (Melee): 6 darkness Changes stats: +19 Str / +11 Con Changes resistances: +6% darkness / +3% nature Changes resistances penetration: +15% nature Changes damage: +9% nature Spell save: +17 (+5 eff.) Maximum stamina: +21.00 Rings can have magical properties. |
conjurer's stralite ring of wardingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Mag / +6 Wil Changes resistances: +19% acid / +22% fire / +15% lightning / +26% cold Spellpower: +10 (+4 eff.) Rings can have magical properties. |
copper ring of nature (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% nature Changes damage: +10% nature Rings can have magical properties. |
gladiator's stralite ring of lightning (+28%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +6 Str / +5 Con Changes resistances: +28% lightning Changes damage: +14% lightning Rings can have magical properties. |
gold ring 'Brandwhisper'Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +16 (+3 eff.) Changes stats: +13 Cun / +14 Dex Changes damage: +3% arcane / +6% fire Spell save: +6 (+2 eff.) Stun/Freeze immunity: +38% Life regen: +5.00 Mana when firing critical spell: +2.00 Damage Shield penetration: +30% Rings can have magical properties. |
savage's voratun ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 16% chance to reduce all saves and defense by 32 Damage (Melee): 35 physical Effects on ranged hit: * 13% chance to reduce all saves and defense by 32 Damage (Ranged): 27 physical Changes stats: +5 Cun / +4 Con Spell save: +16 (+5 eff.) Hate when firing a critical mind attack: +2.00 Maximum stamina: +29.00 Maximum hate: +12.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 2.6 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 150% weapon damage. If the attack hits, the target will bleed for 287% weapon damage over 7 turns, and all healing will be reduced by 51%. Rings can have magical properties. |
steel ring 'Artheyatar'Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +22% cold / +22% fire Changes resistances penetration: +5% blight Changes damage: +11% cold / +11% fire Mental save: +5 (+2 eff.) Confusion immunity: +20% Mana when firing critical spell: +2.00 Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Rings can have magical properties. |
stralite ring 'Offalbreaker'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +3 Dex / +9 Con Changes resistances: +6% temporal / +18% nature / +9% cold Changes damage: +12% acid Reduces incoming crit damage: 15.80% Physical save: +18 (+4 eff.) Spell save: +12 (+4 eff.) Infravision radius: +3 Rings can have magical properties. |
treant's copper ring of pilferingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +7 Defense: +7 (+1 eff.) Changes resistances: +6% nature / +5% blight Poison immunity: +11% Disease immunity: +11% It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.6 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
voratun ring 'Ebonyripper'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +8 Defense: +10 (+2 eff.) Changes stats: +5 Cun Changes resistances: +5% arcane Changes resistances penetration: +25% darkness Mental save: +9 (+3 eff.) Maximum life: +40.00 Rings can have magical properties. |
voratun ring 'Skyradiance'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 6 mind Changes stats: +6 Con Changes resistances: +12% lightning Changes resistances penetration: +15% lightning / +10% mind Changes damage: +12% lightning / +6% mind Physical save: +12 (+3 eff.) Rings can have magical properties. |
warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Rings can have magical properties. |
warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Rings can have magical properties. |
Crude Iron Battle Axe of Kroll (180% 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. Power: 180% Range: 1.5x Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Armour: +6 Defense: +6 (+1 eff.) Changes stats: +2 Dex / +2 Con Changes damage: +10% physical Stun/Freeze immunity: +30% Knockback immunity: +30% 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. |
Aerutha the Dazzlespiker (146% power, 11 apr)Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 147% Range: 1.3x Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +11 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +12 (+2 eff.) Defense: +15 (+2 eff.) Effects on melee hit: * 20% chance to slow global speed by 60% Changes stats: +9 Dex Changes resistances: +3% blight Changes damage: +9% light Disarm immunity: +40% Only die when reaching: -40.00 life Sharp, short and deadly. |
Elenudar the voratun dagger (149% power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 149% Range: 1.3x Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +11.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +5 temporal Damage (radius 1) on hit: +12 physical When wielded/worn: Accuracy: +25 (+4 eff.) Physical crit. chance: +12.0% Physical power: +15 (+3 eff.) Defense: +8 (+1 eff.) Changes resistances: +9% temporal Disarm immunity: +50% Stamina each turn: +1.00 Sharp, short and deadly. |
Frigidpride the voratun dagger (160% power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 161% Range: 1.3x Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * Wound the target dealing 342 physical damage across 5 turns and reducing healing by 50% Damage (radius 2) on crit: +45 lightning / +45 cold When wielded/worn: Physical crit. chance: +14.0% Physical power: +14 (+3 eff.) Changes resistances: +12% lightning / +6% cold Changes resistances penetration: +25% lightning / +25% cold Reduces incoming crit damage: 10.00% Spell save: +3 (+1 eff.) Mental save: +9 (+3 eff.) Movement speed: +50% Healing mod.: +20% Sharp, short and deadly. |
Glaciermortal (153% power, 9 apr)Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Power: 154% Range: 1.3x Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +20 cold Damage (radius 2) on crit: +8 light When wielded/worn: Accuracy: +25 (+4 eff.) Armour penetration: +11 Changes stats: +4 Dex Changes resistances: +3% light / +9% cold Changes resistances penetration: +10% all Combat speed: +10% Sharp, short and deadly. |
Kinetic Spike (147% power, 40 apr)Requires: - Willpower 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Power: 147% Range: 1.3x Uses stats: 30% Wil, 40% Dex, 30% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +40 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +8 (+1 eff.) Physical power: +15 (+3 eff.) Changes resistances penetration: +30% physical Talent mastery: +0.20 Psionic / Augmented striking It can be used to fire a bolt of kinetic force (range 8), dealing 150% (physical) weapon damage Activation costs 6 power out of 10/10. A simple, rudely crafted stone hilt, this object manifests a blade of wavering, nearly invisible force, like a heat haze, as you grasp it. Despite its simple appearance, it is capable of shearing through solid granite, in the hands of those with the necessary mental fortitude to use it properly. |
Lisuvea the Offalworth (148% power, 9 apr)Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 149% Range: 1.3x Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 20% chance to slow global speed by 60% Damage (Melee): +8 mind When wielded/worn: Accuracy: +17 (+3 eff.) Armour penetration: +9 Defense: +10 (+2 eff.) Changes resistances: +9% lightning / +12% fire / +6% blight Changes resistances penetration: +5% physical Physical save: +12 (+3 eff.) Sharp, short and deadly. |
Lustrehunt the stralite dagger (131% power, 9 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Power: 131% Range: 1.3x Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 38 acid damage (1/turn) On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 1) on hit: +12 fire When wielded/worn: Physical crit. chance: +8.0% Damage when hit (Melee): 2 light Changes stats: +3 Wil Changes resistances penetration: +17% acid Changes damage: +18% acid Mental save: +3 (+1 eff.) Maximum psi: +50.00 Mental crit. chance: +2% Sharp, short and deadly. |
Relgihell the Lavabone (146% power, 9 apr)Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 146% Range: 1.3x Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (radius 2) on crit: +12 fire When wielded/worn: Accuracy: +25 (+4 eff.) Armour penetration: +15 Effects on melee hit: * 21% chance to reduce armor by 24% Changes resistances: +12% blight / +6% physical / +5% arcane / +9% darkness Changes resistances penetration: +10% fire / +15% all Poison immunity: +21% Maximum life: +100.00 Sharp, short and deadly. |
Swordbreaker (129% power, 20 apr)Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 129% Range: 1.3x Uses stats: 50% Cun, 50% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+2 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+4 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
dwarven-steel dagger 'Hurolin' (120% power, 7 apr)Requires: - Dexterity 24 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 121% Range: 1.3x Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns When wielded/worn: Physical crit. chance: +3.0% Physical power: +30 (+5 eff.) Changes resistances: +5% physical Changes resistances penetration: +10% physical Changes damage: +12% physical Physical save: +12 (+3 eff.) Only die when reaching: -40.00 life Sharp, short and deadly. |
warbringer's voratun dagger of ruin (146% power, 9 apr)Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 146% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Armour penetration: +7 Physical crit. chance: +9.0% Physical power: +7 (+2 eff.) Changes stats: +6 Con Changes resistances penetration: +8% physical Critical mult.: +24.00% Disarm immunity: +23% Sharp, short and deadly. |
Morningraptor the voratun greatmaul (178% power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 179% Range: 1.5x Uses stat: 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 2) on crit: +63 lightning / +63 cold When wielded/worn: Accuracy: +21 (+3 eff.) Armour penetration: +19 Physical crit. chance: +20.0% Defense: +20 (+3 eff.) Damage when hit (Melee): 10 light Changes resistances penetration: +35% lightning / +35% cold / +5% light Changes damage: +3% arcane Critical mult.: +49.00% Disarm immunity: +59% Mana each turn: +0.08 Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +8 Maximum vim: +30.00 Movement speed: +70% Massive two-handed mauls. |
Kindleradiance the voratun greatsword (170% power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 170% Range: 1.6x Uses stat: 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% Damage (Melee): +4 temporal Damage (radius 1) on hit: +32 fire Damage (radius 2) on crit: +12 mind When wielded/worn: Accuracy: +34 (+6 eff.) Armour penetration: +33 Physical crit. chance: +20.0% Changes resistances penetration: +15% temporal / +5% fire / +16% physical Changes damage: +6% fire Critical mult.: +51.00% Massive two-handed swords. |
Warmaster Gnarg's Murderblade (172% 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. Power: 172% Range: 1.6x Uses stat: 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 A blood-etched greatsword, it has seen many foes. From the inside. |
Gloramira the Prismsaw (116% power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Power: 116% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +12 light When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 32 Damage (Melee): 13 physical Changes stats: +7 Wil Changes resistances: +7% nature / +13% physical / +3% mind / +6% light Changes resistances penetration: +15% physical / +6% nature / +5% light Changes damage: +10% nature / +20% physical Talent mastery: +0.10 Wild-gift / Harmony Talent granted: +1 Attune Mindstar Spell save: +8 (+3 eff.) Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Light radius: +3 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. |
Isiressra the living mindstar (111% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Power: 111% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% 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: Damage (Melee): 16 physical Changes stats: +3 Cun / +4 Wil Changes resistances: +9% lightning / +22% physical / +6% light / +8% blight / +6% mind / +6% nature Changes resistances penetration: +20% physical Changes damage: +8% nature / +21% physical Talent granted: +1 Attune Mindstar Disease immunity: +20% Maximum life: +100.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Awakened Staff of Absorption (172% power, 60 apr, arcane element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 172% Range: 1.2x Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% 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 (+20 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 120 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." |
Betewe the DuskreekCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Damage when hit (Melee): 2 darkness Changes stats: +3 Con Changes resistances: +3% darkness / +6% fire Spell save: +6 (+2 eff.) See invisible: +6 Size category: +1 A belt that goes around your waist. |
Ce'NabrettaPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Damage when hit (Melee): 4 mind Changes stats: +6 Dex / +4 Wil / +10 Cun / +10 Lck Changes resistances: +9% mind Reduces incoming crit damage: 5.00% Trap disarming bonus: +27 Stealth bonus: +15 Physical save: +15 (+4 eff.) Maximum life: +234.00 Maximum mana: +138.00 Maximum stamina: +119.00 Maximum hate: +35.00 Maximum psi: +80.00 Maximum vim: +78.00 Maximum pos.energy: +74.00 Maximum neg.energy: +76.00 Mindpower: +12 (+3 eff.) Infravision radius: +6 See invisible: +9 Reduces paradox anomalies(equivalent to willpower): +39 A belt that goes around your waist. |
EmaramaCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +10 (+2 eff.) Changes resistances: +15% darkness / +7% fire / +5% arcane / +8% cold Silence immunity: +10% Confusion immunity: +20% A belt that goes around your waist. |
Flashsteel the drakeskin leather beltPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Defense: +23 (+4 eff.) Changes stats: +18 Mag / +12 Wil Changes resistances: +9% acid Changes resistances penetration: +20% lightning / +20% acid Changes damage: +6% lightning Stealth bonus: +15 Mental save: +15 (+5 eff.) Mana each turn: +0.59 Maximum mana: +53.00 Spellpower: +12 (+5 eff.) Spell crit. chance: +6% Infravision radius: +2 See invisible: +12 A belt that goes around your waist. |
MorningveinPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +17 Mag / +5 Con Changes resistances: +15% light Reduces incoming crit damage: 17.17% Mental save: +15 (+5 eff.) Spellpower: +10 (+4 eff.) Defense after a teleport: +17 Resist all after a teleport: +17% New effects duration reduction after a teleport: +17% A belt that goes around your waist. |
PurekingPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +13.0% Effects on melee hit: * 21% chance to slow global speed by 60% Changes stats: +6 Dex / +8 Wil / +13 Cun Changes resistances: +3% nature / +13% light / +14% darkness Changes resistances penetration: +10% mind / +20% nature Changes damage: +15% nature / +9% fire Damage against: +38% Summoned Reduced damage from: +32% Summoned Mental crit. chance: +14% A belt that goes around your waist. |
RunegenInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour penetration: +3 Physical power: +15 (+3 eff.) Armour: +4 Damage when hit (Melee): 6 physical Changes stats: +6 Str / +6 Con Changes resistances: +18% blight / +5% arcane / +15% mind Physical save: +15 (+4 eff.) Blindness immunity: +20% Silence immunity: +20% Maximum life: +60.00 Size category: +1 A belt that goes around your waist. |
Torublek the BlazenullPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Fatigue: -10% Effects on melee hit: * 10% chance to reduce all saves and defense by 32 Damage when hit (Melee): 4 lightning / 2 temporal Changes stats: +6 Dex / +5 Wil / +6 Cun Changes resistances: +12% mind / +9% temporal Changes damage: +9% lightning Maximum encumbrance: +52 Physical save: +14 (+3 eff.) Mental save: +12 (+4 eff.) Maximum life: +110.00 Mindpower: +12 (+3 eff.) Mental crit. chance: +11% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A belt that goes around your waist. |
XataInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +11 Defense: +14 (+2 eff.) Changes stats: +5 Str / +6 Dex / +2 Mag / +5 Wil / +4 Cun Changes resistances: +3% blight Reduces incoming crit damage: 15.00% Physical save: +35 (+9 eff.) Spell save: +16 (+5 eff.) Mental save: +16 (+5 eff.) Maximum life: +43.00 A belt that goes around your waist. |
balancing drakeskin leather belt of mageryPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +11.0% Changes stats: +5 Dex / +6 Mag / +9 Wil / +5 Cun Spell crit. chance: +5% Mental crit. chance: +10% A belt that goes around your waist. |
Ureslak's Molted Scales (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 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 30 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. |
elven-silk cloak 'Chargescar' (18 def, 18 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +18 Defense: +18 (+3 eff.) Changes stats: +4 Dex / +4 Wil / +4 Cun Changes resistances: +16% darkness / +3% lightning Changes resistances penetration: +20% darkness Changes damage: +18% darkness Stealth bonus: +24 Physical save: +30 (+7 eff.) Spell save: +23 (+6 eff.) Mental save: +39 (+13 eff.) Confusion immunity: +24% Life regen: +4.73 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Hailbender' (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +15 (+2 eff.) Armour penetration: +12 Defense: +3 (+0 eff.) Changes stats: +3 Dex / +5 Mag / +10 Wil / +7 Cun Changes resistances: +29% darkness / +29% temporal Changes resistances penetration: +20% cold Critical mult.: +24.00% Stealth bonus: +15 Mental save: +3 (+1 eff.) Maximum hate: +6.00 Spell crit. chance: +8% Mindpower: +15 (+4 eff.) Mental crit. chance: +1% Defense after a teleport: +24 Resist all after a teleport: +15% New effects duration reduction after a teleport: +23% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 6 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ulfildir the elven-silk robe (0 def, 2 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +2 Changes stats: +5 Mag / +5 Wil / +8 Cun Changes resistances: +30% physical / +6% darkness / +3% blight / +12% temporal / +15% all Changes damage: +30% physical Critical mult.: +17.00% Spell save: +3 (+1 eff.) Silence immunity: +46% Stun/Freeze immunity: +10% Spellpower on spell critical (stacks up to 3 times): +6 Hate when firing a critical mind attack: +3.00 Psi when firing a critical mind attack: +4.00 Spellpower: +17 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cindernaught the pair of hardened leather boots (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +4 (+1 eff.) Armour: +3 Damage when hit (Melee): 4 fire Changes stats: +8 Lck / +5 Dex Changes resistances: +6% acid / +7% fire / +6% nature / +17% cold Changes resistances penetration: +10% physical Changes damage: +6% fire Stealth bonus: +7 A pair of boots made of leather. |
Unbreakable Greaves (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 (+1 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Vorydhewen the Naturewisp (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +25 (+4 eff.) Armour penetration: +8 Physical crit. chance: +6.0% Physical power: +30 (+5 eff.) Armour: +3 Effects on melee hit: * 20% chance to slow global speed by 60% Changes stats: +2 Con Changes resistances: +6% mind Changes resistances penetration: +10% physical A pair of boots made of leather. |
pair of drakeskin leather boots 'Porivena' (0 def, 5 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +5 Changes stats: +3 Dex / +9 Mag / +2 Cun Changes damage: +9% acid / +8% blight Disease immunity: +49% Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +9 (+4 eff.) Mindpower: +18 (+5 eff.) Damage Shield penetration: +30% It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.6 Power cost: 9 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
pair of hardened leather boots 'Mucuswolf' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +2 Physical power: +30 (+5 eff.) Armour: +3 Changes stats: +11 Lck / +3 Dex Changes resistances: +4% physical Changes resistances penetration: +20% physical Changes damage: +9% arcane / +18% nature Stealth bonus: +10 Physical save: +12 (+3 eff.) A pair of boots made of leather. |
Bogpiety the drakeskin leather cap (5 def, 13 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +13 Defense: +5 (+1 eff.) Fatigue: +5% Effects on melee hit: * 20% chance to slow global speed by 60% Damage when hit (Melee): 2 nature Changes resistances: +3% cold / +6% nature / +6% all Changes resistances penetration: +25% cold Changes damage: +6% nature Physical save: +15 (+4 eff.) A cap made of leather. |
Chamyldil the Blazefist (32 def, 8 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +4 Armour: +8 Defense: +32 (+5 eff.) Changes resistances: +24% nature / +6% light Changes damage: +16% nature / +18% physical Critical mult.: +10.00% Light radius: +3 A pointy cloth hat, very wizardly... |
Dragon-helm of Kroltar (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 Physical save: +0 (+0 eff.) Spell save: +0 (+0 eff.) Mental save: +0 (+0 eff.) It can be used to activate talent Bellowing Roar (costing 27 power out of 45/45) : Effective talent level: 3.0 Power cost: 27 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You let out a powerful roar that sends your foes in radius 5 into utter confusion (power: 38%) for 3 turns. The sound wave is so strong, your foes also take 286.25 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. |
Emota (0 def, 5 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 4 blight Changes stats: +7 Str / +3 Mag / +3 Wil / +8 Cun / +4 Con Changes resistances: +11% fire / +11% cold Mindpower: +5 (+1 eff.) It can be used to activate talent Skullcracker, placing all other charms into a 12 cooldown : Effective talent level: 3.9 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 4442.5 Physical damage. If the attack hits, the target is confused (46% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Tagarin the voratun helm (0 def, 5 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +5 Fatigue: +5% Changes stats: +7 Str / +4 Dex / +15 Con Changes resistances: +25% cold / +15% nature / +6% temporal Changes damage: +21% arcane / +6% temporal Allows you to breathe in: water Critical mult.: +10.00% Spell save: +10 (+3 eff.) Maximum life: +106.00 Healing mod.: +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
cashmere wizard hat 'Harodendil' (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +25 (+5 eff.) Defense: +2 (+0 eff.) Changes stats: +6 Wil Changes resistances: +12% light Changes resistances penetration: +10% physical Critical mult.: +20.00% Physical save: +11 (+3 eff.) Spell save: +6 (+2 eff.) Cut immunity: +20% Maximum life: +60.00 Maximum stamina: +30.00 A pointy cloth hat, very wizardly... |
elven-silk wizard hat 'Arydar' (3 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Effects on melee hit: * 21% chance to reduce all saves and defense by 32 Changes resistances: +13% lightning / +15% temporal / +20% darkness / +16% physical Changes resistances penetration: +10% mind Changes damage: +34% physical / +13% light / +12% temporal / +9% mind / +29% darkness Critical mult.: +10.00% Maximum hate: +11.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +10% A pointy cloth hat, very wizardly... |
Scale Mail of Kroltar (10 def, 18 armour)Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +18 Defense: +10 (+2 eff.) Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 It can be used to activate talent Devouring Flame (costing 30 power out of 80/80) : Effective talent level: 3.0 Power cost: 30 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Spit a cloud of flames, doing 35.12 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Beleyawe the Healnaught (35 def, 8 armour)Requires: - Strength 20 Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +20 Physical crit. chance: +8.0% Armour: +8 Defense: +35 (+6 eff.) Fatigue: +8% Damage when hit (Melee): 4 temporal Changes resistances: +30% acid / +12% temporal / +10% mind / +3% nature Changes resistances penetration: +33% temporal Changes damage: +3% temporal Mental save: +21 (+7 eff.) Stamina each turn: +1.50 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 21 cooldown : Effective talent level: 6.4 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 323 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
Beudas the Dimstoker (51 def, 8 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +12 Physical crit. chance: +6.0% Armour: +8 Defense: +51 (+8 eff.) Fatigue: +8% Damage when hit (Melee): 6 darkness Changes resistances: +24% lightning / +6% cold Changes damage: +3% darkness Cut immunity: +20% Pinning immunity: +20% Life regen: +8.00 Stamina each turn: +0.90 Maximum life: +71.00 Healing mod.: +14% Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 21 cooldown : Effective talent level: 8.0 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 343 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
Fulyrand (0 def, 30 armour)Requires: - Massive armour training - Strength 48 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Armour: +30 Fatigue: +22% Changes stats: +6 Dex Changes resistances: +5% arcane Changes resistances penetration: +25% physical Changes damage: +18% physical Physical save: +15 (+4 eff.) Maximum stamina: +31.03 Mindpower: +20 (+6 eff.) A suit of armour made of metal plates. |
Plate of the Blackened Mind (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 (+2 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 (+4 eff.) Mental save: +25 (+8 eff.) Confusion immunity: +100% Fear immunity: +100% Mindpower: +10 (+3 eff.) Light radius: -2 Infravision radius: +4 It can be used to activate talent Dominate (costing 9 power out of 25/25) : Effective talent level: 2.0 Power cost: 9 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 7 Armour, 10 Defense and your attacks will gain 32% 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. |
Shieldsmaiden (5 def, 20 armour, 150 block)Requires: - Shield usage training - Strength 28 Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +20 Defense: +5 (+1 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +10% Changes resistances: +25% cold / +25% fire Talents granted: +1 Shieldsmaiden Aura +1 Block Granted talent can block up to 1 instance of damage each 10 turns. Myths tell of shieldsmaidens, a tribe of warrior women from the northern wastes of Maj'Eyal. Their martial prowess and beauty drew the fascination of swaths of admirers, yet all unrequited. So began the saying, that a shieldsmaiden's heart is as cold and unbreakable as her shield. |
Summertide (17 def, 15 armour, 260 block)Requires: - Shield usage training - Willpower 28 - Strength 20 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +15 Defense: +17 (+3 eff.) Ranged Defense: +17 (+3 eff.) Fatigue: +12% Changes stats: +3 Cun / +5 Wil Changes resistances: +12% mind / +10% fire / +20% light / +15% darkness Changes resistances penetration: +10% fire / +10% light / +10% mind Changes damage: +10% fire / +15% mind / +15% light Talent granted: +1 Block Mental save: +18 (+6 eff.) Blindness immunity: +100% Confusion immunity: +25% Maximum psi: +20.00 Mindpower: +8 (+2 eff.) Light radius: +3 It can be used to send out a range 7 beam, lighting its path and dealing 56.21 to 70.26 light damage (based on Willpower and Cunning) Activation costs 8 power out of 30/30. A bright light shines from the center of this shield. Holding it clears your mind. |
Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness Activation costs 60 power out of 100/100. The very essence of bearness! |
150 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. |
Eilinynne (dig speed 22 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +1 Changes stats: +2 Str / +1 Dex Changes resistances: +9% nature / +6% mind Changes damage: +12% physical Physical save: +9 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +9 (+3 eff.) Poison immunity: +20% Maximum life: +57.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Porolevea the dwarven-steel pickaxe (dig speed 25 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +3 Cun / +2 Str Changes damage: +9% mind Reduces incoming crit damage: 10.00% Pinning immunity: +10% Knockback immunity: +20% Psi when hit: +0.16 Infravision radius: +3 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of UngolรซInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 48 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Aruvena the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex Changes resistances: +9% light Changes damage: +3% mind Maximum life: +44.00 Light radius: +3 See invisible: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Haraharathad the brass lanternInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 60% * 20 arcane resource burn Mental save: +6 (+2 eff.) Disarm immunity: +10% Maximum life: +20.00 Light radius: +3 See stealth: +6 See invisible: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Ichordredge the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Str Changes damage: +6% mind / +6% nature Maximum life: +43.00 Light radius: +3 See invisible: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
PhlegmspikeInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Changes stats: +1 Con Changes damage: +12% nature Critical mult.: +10.00% Maximum life: +43.00 Maximum stamina: +30.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(93 power, based on Willpower) Activation costs 6 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
alchemist's lamp 'Kindlesnake'Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +5 Wil Changes resistances: +6% light Changes damage: +10% mind / +15% temporal Physical save: +13 (+3 eff.) Light radius: +5 Healing mod.: +27% A normal brass lantern, enhanced by alchemy to make it brighter. |
Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Telos's Staff CrystalPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff Activation costs 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
3 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 122 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 350.96 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 15 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) 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. |
Belybers the voratun torque of psionic shield [power 123] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 32 Damage when hit (Melee): 4 arcane Changes resistances: +5% arcane Changes resistances penetration: +15% arcane / +20% mind Changes damage: +6% mind It can be used to setup a psionic shield, reducing all damage taken by 123 for 5 turns Activation puts all charms on cooldown for 15 turns. When used: * Heal for 92. * Gain a 35% chance to evade weapon attacks for 2 turns. * Cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Glintoracle the voratun torque of psionic shield [power 125] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Changes resistances: +12% light Changes resistances penetration: +20% light Reduces incoming crit damage: 10.00% Hate when firing a critical mind attack: +5.00 Maximum hate: +4.00 Mindpower: +10 (+3 eff.) It can be used to setup a psionic shield, reducing all damage taken by 125 for 5 turns Activation puts all charms on cooldown for 15 turns. When used: * Heal for 105. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of mindblast 'Emakira' [power 245] (9 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +6 Effects on melee hit: * 20% chance to reduce all saves and defense by 32 Changes damage: +12% physical Mental save: +9 (+3 eff.) Mindpower: +25 (+7 eff.) It can be used to blast the opponent's mind dealing 321 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 9 turns. Torques are made by powerful psionics to store psionic powers. |
iron torque of gale force [power 105] (9 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to project a gust of wind in a cone knocking enemies back 7 spaces and dealing 246 physical damage Activation puts all charms on cooldown for 9 turns. Torques are made by powerful psionics to store psionic powers. |
steel torque of psionic shield 'Chargequell' [power 49] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes damage: +9% lightning Physical save: +3 (+1 eff.) Blindness immunity: +10% Silence immunity: +20% Maximum life: +100.00 It can be used to setup a psionic shield, reducing all damage taken by 49 for 5 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 16% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
voratun torque of psionic shield 'Beustir' [power 163] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +10.5% Physical power: +20 (+4 eff.) Changes resistances: +7% arcane Changes resistances penetration: +33% acid Changes damage: +30% physical It can be used to setup a psionic shield, reducing all damage taken by 163 for 5 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 30% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Balinaridurek [power 296] (9 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Changes stats: +3 Dex / +3 Wil Maximum mana: +60.00 It can be used to sting an enemy dealing 317 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 9 turns. When used: * Increase all damage by 14% for 2 turns. * Heal for 35. * Gain a 16% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Blizzardstriker the yew totem of healing [power 302] (9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes stats: +3 Dex / +3 Wil / +4 Cun Changes resistances: +9% cold Mana when firing critical spell: +2.00 Maximum mana: +100.00 Spellpower: +25 (+11 eff.) Infravision radius: +3 It can be used to heal yourself and all friendly characters within 10 spaces for 302 Activation puts all charms on cooldown for 9 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Honeywood ChaliceInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+2 eff.) Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
Rhyyatozor the Lightningshine [power 434] (9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +6 Dex / +5 Con Changes resistances penetration: +15% mind Changes damage: +6% lightning Hate when firing a critical mind attack: +2.00 Mental crit. chance: +3% It can be used to sting an enemy dealing 464 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 9 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
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 60% 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 (+6 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 30 power out of 50/50. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+2 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns Activation costs 6 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
dragonbone totem of healing 'Singelace' [power 452] (9 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Armour: +4 Changes stats: +2 Con Changes resistances: +15% fire Mindpower: +10 (+3 eff.) It can be used to heal yourself and all friendly characters within 10 spaces for 452 Activation puts all charms on cooldown for 9 turns. Natural totems are made by powerful wilders to store nature power. |
Shocknigh the elm wand of lightning storm [power 116] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes stats: +1 Wil Changes resistances: +6% mind Changes damage: +3% mind Reduces incoming crit damage: 5.00% It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 24 lightning damage and will be dazed for 1 turn (124 total damage) Activation puts all charms on cooldown for 9 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elven-wood wand of conjuration 'Mayyma' [power 335] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Armour penetration: +2 Physical crit. chance: +2.0% Physical power: +30 (+5 eff.) Defense: +10 (+2 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 32 Changes stats: +2 Str Changes resistances penetration: +10% physical Only die when reaching: -80.00 life Maximum stamina: +20.00 It can be used to fire a magical bolt dealing 358 cold damage Activation puts all charms on cooldown for 9 turns. When used: * Reduce fatigue by 52% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elven-wood wand of shielding 'Gleamriver' [power 374] (12 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 4 When wielded/worn: Changes damage: +12% light / +24% darkness Light radius: +2 It can be used to create a shield absorbing up to 374 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 12 turns. When used: * Reduce 2 talent cooldowns by 2. * Cleanse 3 total effects of type disease, wound, or poison. * Increase all damage by 12% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 18 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
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. |
4 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. |
4 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 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
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Phnom the Ogre Berserker level 35
25th Dusk 123rd year of Ascendancy at 03:35 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Phnom the Ogre Berserker level 49
20th Regrowth 124th year of Ascendancy at 03:30 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Phnom the Ogre Berserker level 35
22nd Dusk 123rd year of Ascendancy at 20:07 see stats
Arachnophobia (Insane (Adventure) difficulty)
Destroyed the spydric menace.By Phnom the Ogre Berserker level 41
31st Haze 123rd year of Ascendancy at 20:44 see stats
Back and there again (Insane (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Phnom the Ogre Berserker level 47
11st Regrowth 124th year of Ascendancy at 10:35 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Phnom the Ogre Berserker level 39
21st Haze 123rd year of Ascendancy at 01:36 see stats
Can you bear it? So much bearness! (Insane (Adventure) difficulty)
Killed Borius in the Bearscape.By Phnom the Ogre Berserker level 25
32nd Regrowth 123rd year of Ascendancy at 10:37 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Phnom the Ogre Berserker level 9
1st Flare 122nd year of Ascendancy at 15:38 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Phnom the Ogre Berserker level 37
11st Haze 123rd year of Ascendancy at 08:55 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Phnom the Ogre Berserker level 31
47th Pyre 123rd year of Ascendancy at 12:06 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Phnom the Ogre Berserker level 38
17th Haze 123rd year of Ascendancy at 14:33 see stats
Evil denied (Insane (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Phnom the Ogre Berserker level 50
75th Pyre 124th year of Ascendancy at 06:06 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Phnom the Ogre Berserker level 21
76th Haze 122nd year of Ascendancy at 12:32 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Phnom the Ogre Berserker level 27
46th Regrowth 123rd year of Ascendancy at 19:53 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Phnom the Ogre Berserker level 50
34th Pyre 124th year of Ascendancy at 22:52 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Phnom the Ogre Berserker level 31
47th Pyre 123rd year of Ascendancy at 16:41 see stats
Invasion from the Depths (Insane (Adventure) difficulty)
Stopped a naga invasion by closing their portal.By Phnom the Ogre Berserker level 50
70th Regrowth 124th year of Ascendancy at 03:51 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Phnom the Ogre Berserker level 10
14th Dusk 122nd year of Ascendancy at 22:45 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Phnom the Ogre Berserker level 20
60th Haze 122nd year of Ascendancy at 20:49 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Phnom the Ogre Berserker level 30
2nd Pyre 123rd year of Ascendancy at 21:14 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Phnom the Ogre Berserker level 40
25th Haze 123rd year of Ascendancy at 17:13 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Phnom the Ogre Berserker level 50
32nd Regrowth 124th year of Ascendancy at 16:10 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Phnom the Ogre Berserker level 50
6th Pyre 124th year of Ascendancy at 14:36 see stats
Overpowered! (Insane (Adventure) difficulty)
Did over 6000 damage in one attack.By Phnom the Ogre Berserker level 49
32nd Regrowth 124th year of Ascendancy at 09:00 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Phnom the Ogre Berserker level 50
17th Pyre 124th year of Ascendancy at 09:21 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Phnom the Ogre Berserker level 12
44th Dusk 122nd year of Ascendancy at 09:02 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Phnom the Ogre Berserker level 31
48th Pyre 123rd year of Ascendancy at 23:21 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Phnom the Ogre Berserker level 22
7th Regrowth 123rd year of Ascendancy at 08:48 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Phnom the Ogre Berserker level 38
17th Haze 123rd year of Ascendancy at 01:11 see stats
Tactical master (Insane (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Phnom the Ogre Berserker level 50
75th Pyre 124th year of Ascendancy at 06:05 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Phnom the Ogre Berserker level 23
8th Regrowth 123rd year of Ascendancy at 17:42 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Phnom the Ogre Berserker level 50
35th Regrowth 124th year of Ascendancy at 11:53 see stats
The Restless Dead (Insane (Adventure) difficulty)
Disturbed an old battlefield and survived the consequences.By Phnom the Ogre Berserker level 31
43rd Pyre 123rd year of Ascendancy at 21:17 see stats
The Sun Still Shines (Insane (Adventure) difficulty)
Aeryn survived the last battle.By Phnom the Ogre Berserker level 50
75th Pyre 124th year of Ascendancy at 06:06 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Phnom the Ogre Berserker level 39
24th Haze 123rd year of Ascendancy at 09:25 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Phnom the Ogre Berserker level 18
54th Haze 122nd year of Ascendancy at 20:59 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Phnom the Ogre Berserker level 42
59th Haze 123rd year of Ascendancy at 05:18 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Phnom the Ogre Berserker level 23
8th Regrowth 123rd year of Ascendancy at 15:07 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Phnom the Ogre Berserker level 16
43rd Haze 122nd year of Ascendancy at 10:48 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Phnom the Ogre Berserker level 34
22nd Dusk 123rd year of Ascendancy at 09:27 see stats
Log
Resting starts...
Talent Warshout is ready to use.
Rested for 3 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is an item here: burglar's dwarven lantern
Ran for 7 turns (stop reason: object seen).
Phnom can not wear (in main hand): Awakened Staff of Absorption (172% power, 60 apr, arcane element) (not enough stat).
There is an item here: burglar's dwarven lantern
Berserker Rage's rage awakens!
Berserker Rage's rage subsides!
Berserker Rage's rage awakens!
Ran for 6 turns (stop reason: hostile spotted to the north (Training Dummy)).
There is an item here: burglar's dwarven lantern
There is an item here: burglar's dwarven lantern
Berserker Rage's rage subsides!
Ran for 2 turns (stop reason: object seen).
Saving game...
Saving done.
Phnom deactivates Berserker Rage.
Phnom deactivates Daunting Presence.









































































































































