












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Halfling |
| Class | Oozemancer |
| Level / Exp | 46 / 35% |
| Size | small |
| Lifes / Deaths | Killed by dreaming horror at level 46 on the 60th Regrowth 123rd year of Ascendancy at 14:53 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 45 (base 20) |
| Dexterity | 51 (base 15) |
| Constitution | 72 (base 52) |
| Magic | 38 (base 10) |
| Willpower | 126.51866940371 (base 66) |
| Cunning | 95 (base 60) |
Resources
| Life | -542/1107 |
| Psi | 267/267 |
| Stamina | 526/526 |
| Equilibrium | 95 |
| Healing Factor | 1.9042975206613 |
| Regeneration | 19.519049586778 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 45.661147899674 |
| See Invisible | 45.661147899674 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Mainhand
| Damage | 139 |
| Accuracy | 55 |
| Crit Chance | 35% |
| APR | 88 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 123 |
| Accuracy | 55 |
| Crit Chance | 35% |
| APR | 73 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 15 |
| Crit Chance | 31% |
| Speed | 1 |
Offense: Mind
| Mindpower | 79 |
| Crit Chance | 60% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +20% |
| Lightning | +18% |
| Fire | +41% |
| Darkness | +31% |
| Cold | +20% |
| Arcane | +9% |
| Mind | +9% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +31% |
| Light | +15% |
| Mind | +25% |
| Fire | +12% |
| Cold | +12% |
| Nature | +44% |
Defense: Base
| Armour (hardiness) | 49.118138619369 (56.923076923077%) |
| Defense | 44 |
| Ranged Defense | 47 |
| Fatigue | 29 |
| Physical Save | 48 |
| Spell Save | 77 |
| Mental Save | 63 |
Defense: Resistances
| Acid | + 54%( 70%) |
| Blight | + 50%( 70%) |
| Arcane | + 50%( 70%) |
| Cold | + 70%( 70%) |
| All | + 7%( 70%) |
| Mind | + 30%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 43%( 70%) |
| Temporal | + 21%( 70%) |
| Physical | -2%( 70%) |
| Darkness | + 70%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 58%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 5% |
| Bleed Resistance | 76% |
| Confusion Resistance | 20% |
| Knockback Resistance | 50% |
| Stun Resistance | 100% |
| Poison Resistance | 76% |
| Blind Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 24% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 680 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 373 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 23 for 12 turns. While Heroism is active, you will only die when reaching -987 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. |
Class Talents
| Wild-gift / Oozing blades | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Wild-gift / Moss | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Eyal's fury | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 3/5 |
| Wild-gift / Slime | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 3/5 |
| Wild-gift / Ooze | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Mucus | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Generic Talents
| Wild-gift / Fungus | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Survival | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.40 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Wild-gift / Antimagic | 1.60 |
| 2/5 |
| 3/5 |
| 5/5 |
| 4/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Psiblades |
| talent | Wild Growth |
| talent | Unstoppable Nature |
| talent | Acidic Skin |
| talent | Mitosis |
| talent | Antimagic Shield |
| detrimental effect | The target has recently taken distortion damage, is vulnerable to distortion effects, and has its physical resistance decreased by 52%. Distortion |
| beneficial effect | Increases physical power, physical save, spellpower, spell save, mindpower, and mental save by 3. Militant Mind |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| beneficial effect | The target is recovering 25 life each turn. Recovery |
| detrimental effect | The target is being ravaged by distortion, taking 218.17 physical damage and is losing one physical effect turn. Ravage |
| detrimental effect | Fatigue from poor sleep, dealing 127.43 mind damage per turn. Restless Night |
| beneficial effect | The target is wide awake and has 43% resistance to sleep effects. Insomnia |
| detrimental effect | Zone-wide effect: +20 magic, +2 mana regen, -20 accuracy, -20 stealth power. Sorcerous Aura |
| beneficial effect | The target has 50% chance to evade melee and ranged attacks and gains 18 defense. Evasion |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
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 |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers but not in time to save any of the captive Krogs. | failed |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by Polinor the cave troll. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved talent Earth's Eyes (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost anorithil (level 1 of Ruins of Kor'Pul)As a reward you improved talent Conversion (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Disengage (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Porynor the grave wight. Escort: lost sun paladin (level 4 of Dreadfell) | failed |
You failed to protect the lost warrior from death by Gluthra the giant fire ant. Escort: lost warrior (level 1 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1095. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | 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 Agrimley the hermit. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of the savior. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. Agrimley the hermit has completed an elixir of focus without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 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. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
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 | Boots of the Hunter (2 def, 12 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+3 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cursed / Endless hunt +0.20 Cunning / Trapping +0.20 Cursed / Predator Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action), costing 29 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
| Light source | dwarven lantern 'Ebonystreaker' =regen, blight/dark res=Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 31% chance to inflict 15% damage reduction Damage when hit (Melee): 16 arcane Changes stats: +5 Con Changes resistances: +11% blight / +12% darkness Changes resistances penetration: +10% darkness Changes damage: +9% arcane / +6% fire Life regen: +6.50 Light radius: +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | drakeskin leather cap 'Shineblur' (0 def, 5 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +9 (+2 eff.) Armour: +5 Fatigue: +5% Changes stats: +6 Str / +10 Dex / +8 Wil / +4 Cun Changes resistances: +10% physical / +19% darkness / +12% light Changes resistances penetration: +15% light Physical save: +14 (+5 eff.) Spell save: +30 (+7 eff.) Mindpower: +4 (+1 eff.) Infravision radius: +4 A cap made of leather. |
| On hands | Spellhunt Remnants (6 def, 8 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+2 eff.) Spell save: +15 (+4 eff.) Mindpower: +12 (+3 eff.) Mental crit. chance: +5% Light radius: +1 It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 195.11 arcane damage and stunned), costing 89 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
| Tool | Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +6 Con / +7 Wil 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, costing 9 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
| On fingers | Lightningknave =wil, elec/dark res, critm=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 8 lightning Changes stats: +7 Wil Changes resistances: +36% lightning / +12% darkness Changes resistances penetration: +25% mind Changes damage: +18% lightning Critical mult.: +15.00% Spell save: +6 (+2 eff.) Stun/Freeze immunity: +15% Rings can have magical properties. |
| On fingers | stralite ring 'Kilnwire' =armour, perseverance=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +6 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes resistances: +6% acid / +2% physical / +9% darkness Changes damage: +15% fire Disease immunity: +10% Disarm immunity: +5% Stun/Freeze immunity: +33% Life regen: +3.50 Rings can have magical properties. |
| Around neck | Jetorder =huge stats=Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +9 Str / +10 Dex / +8 Wil / +17 Cun Changes resistances penetration: +5% darkness Changes damage: +9% mind Critical mult.: +5.00% Mental save: +15 (+4 eff.) Amulets can have magical properties. |
| In main hand | living mindstar 'Shinehue' (15.5-17.05 power, 73 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar is wrathful to the hated. This psionic mindstar dreams of an epiphany. Base power: 15.5 - 17.1 Uses stats: 91% Wil, 54% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +73 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to blind Damage (Melee): +20 nature / +8 light When wielded/worn: Changes stats: +15 Wil Changes resistances: +25% mind / +9% light / +5% arcane / +6% darkness Physical save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Psi each turn: +0.00 Hate when firing a critical mind attack: +6.00 Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +18 (+4 eff.) Mental crit. chance: +16% Healing mod.: +27% Heals friendly targets nearby when you use a nature summon: +60 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Around waist | Girdle of PreservationInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Wil / +5 Con Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+5 eff.) Spell save: +15 (+4 eff.) Mental save: +15 (+4 eff.) Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
| In off hand | Thermal Focus (14-15.4 power, 58 apr, fire damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 14.0 - 15.4 Uses stats: 82% Wil, 45% Cun Damage type: Fire Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +58 Crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% cold When wielded/worn: Changes resistances: +20% cold / +20% fire Changes resistances penetration: +12% cold / +12% fire Changes damage: +20% cold / +20% fire Talent mastery: +0.20 Psionic / Thermal mastery Talent granted: +1 Psionic Maelstrom Spell save: +12 (+3 eff.) Psi each turn: +1.00 Mindpower: +29 (+6 eff.) Mental crit. chance: +8% Thermal energies are focussed in the core of this mindstar. |
| Cloak | Nightbrand the elven-silk cloak (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +7 Str / +4 Dex / +2 Mag / +4 Cun / +3 Con Changes resistances: +9% acid / +20% darkness / +16% fire / +19% cold / +10% lightning / +3% light Changes resistances penetration: +16% darkness Changes damage: +31% darkness Stealth bonus: +17 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Chromatic Harness (10 def, 14 armour)Requires: - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 (+4 eff.) Fatigue: +16% Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck Changes resistances: +20% lightning / +20% physical / +20% fire / +20% acid / +20% cold Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Corrosive Breath (-3 turns) Fire Breath (-3 turns) Blindness immunity: +50% Stun/Freeze immunity: +25% Knockback immunity: +50% This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
Inventory
heroism infusion of the psychic (+24 for 10 turns, die at -1086)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 24 for 10 turns. While Heroism is active, you will only die when reaching -1086 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
insidious poison infusion of the duelist (44 nature damage, 62% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 26 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 43.89 nature damage per turn for 7 turns, and reducing the target's healing received by 62%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
insidious poison infusion of the sneak (58 nature damage, 60% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 27 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 58.29 nature damage per turn for 7 turns, and reducing the target's healing received by 60%. The sudden stream of natural forces also strips you of one random detrimental magical 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 ability. |
movement infusion of the psychic (974% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 974% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the titan (752% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 752% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.movement infusion of the wizard (737% speed; 4 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 737% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the sneak (heal 688 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 688 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion of the psychic (rad 9; power 73; turns 4; dispels darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 9 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 36). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 73) for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 18%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 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 18% for 5 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the duelist (resist 15%; cure magical, mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 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 magical or mental effect and reduce all damage taken by 15% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the duelist (resist 25%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 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 25% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the sneak (resist 32%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 32% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the titan (resist 31%; cure mental, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 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 or physical effect and reduce all damage taken by 31% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.Baluregosta the stralite amulet Powered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 22% chance to disease * 10% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 13 darkness / 12 light Effects when hit in melee: * 12% chance to inflict 15% damage reduction * 13% chance to blind Damage when hit (Melee): 8 blight / 8 temporal Changes stats: +5 Mag Changes resistances: +3% blight Changes resistances penetration: +5% blight Changes damage: +8% physical / +20% temporal / +21% light / +19% darkness Teleport immunity: +50% Spellpower: +5 (+2 eff.) Spell crit. chance: +6% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to teleport you randomly (rad 58), putting all charms on cooldown for 14 turns. Amulets can have magical properties. |
Boltlady the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Cun / +2 Wil Changes resistances: +13% light / +11% darkness Changes damage: +3% lightning Blindness immunity: +23% Mindpower: +8 (+2 eff.) Amulets can have magical properties. |
Breguletar the InfernoireInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 20 fire Changes stats: +4 Cun Changes resistances: +30% fire Changes resistances penetration: +20% temporal Changes damage: +9% fire Amulets can have magical properties. |
Dairorig the stralite amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +3 Mag / +6 Wil Changes resistances: +26% lightning Changes resistances penetration: +20% acid Physical save: +31 (+10 eff.) Stun/Freeze immunity: +44% Life regen: +0.60 Mana each turn: +0.12 Mana when firing critical spell: +3.00 Amulets can have magical properties. |
Shard of InsanityInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 (+9 eff.) Confusion immunity: -100% Mindpower: +8 (+2 eff.) It can be used to activate talent Inner Demons (costing 27 power out of 30/30) : Effective talent level: 4.0 Power cost: 27 out of 30/30. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Brings the target's inner demons to the surface. Each turn, for 10 turns, there's a 24% chance that a demon will surface, requiring the target to make a Mental Save to keep it from manifesting. If the target is sleeping, the chance to save will be halved, and fear immunity will be ignored. Otherwise, if the summoning is resisted, the effect will end early. The summon chance will scale with your Mindpower and the demon's life will scale with the target's rank. A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
Vorakira the voratun amulet =regen=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour penetration: +2 Physical power: +14 (+3 eff.) Fatigue: -9% Changes stats: +4 Dex / +4 Con Changes resistances: +3% physical Changes damage: +18% physical Life regen: +4.50 Amulets can have magical properties. |
clarifying voratun amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +23% mind Confusion immunity: +39% Amulets can have magical properties. |
gold amulet 'Ce'Noda' =saves, stun immun=Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -2% Changes stats: +1 Con Changes resistances: +12% lightning / +7% physical Changes resistances penetration: +5% temporal Grants telepathy: Humanoid/Orc Physical save: +14 (+5 eff.) Spell save: +10 (+3 eff.) Mental save: +14 (+3 eff.) Stun/Freeze immunity: +29% Stamina each turn: +0.60 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets can have magical properties. |
grounding stralite amulet of constitution (+6)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +6 Con Changes resistances: +18% lightning Stun/Freeze immunity: +44% Amulets can have magical properties. |
restful voratun amulet of healingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -9% Cut immunity: +60% Life regen: +2.80 Healing mod.: +30% It can be used to activate talent Heal, placing all other charms into a 32 cooldown : Effective talent level: 2.0 Power cost: 32 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 393 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
stralite amulet 'Nerotta' =def, lck, crit mult=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +16 (+8 eff.) Defense: +12 (+4 eff.) Changes stats: +12 Lck / +2 Mag Changes resistances penetration: +25% blight Critical mult.: +20.00% Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +8 Maximum mana: +80.00 Maximum vim: +20.00 Spellpower: +4 (+1 eff.) Damage Shield penetration: +20% Reduce all damage from unseen attackers: 10% Amulets can have magical properties. |
voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
voratun amulet 'Brightfiend'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +16 Changes stats: +4 Dex Changes resistances: +9% temporal Physical save: +20 (+7 eff.) Stun/Freeze immunity: +15% Knockback immunity: +15% Light radius: +3 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, costing 9 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. |
Firelore the stralite ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Changes resistances: +15% acid / +12% fire Changes resistances penetration: +25% acid / +25% fire Life regen: +1.70 Maximum life: +76.00 Healing mod.: +26% Rings can have magical properties. |
Glimmerbutcher the gold ring =light res, conf immun=Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +20% light Changes resistances penetration: +25% lightning Changes damage: +24% light Mental save: +8 (+2 eff.) Confusion immunity: +37% Rings can have magical properties. |
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 (+4 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. |
Layyreyanne =damage, crit mult, Psave=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +12 (+3 eff.) Changes damage: +5% all Critical mult.: +20.00% Physical save: +20 (+7 eff.) Stamina each turn: +0.40 Spellpower: +5 (+2 eff.) Mindpower: +8 (+2 eff.) Healing mod.: +15% Rings can have magical properties. |
Mayosera the Stormmaim =dex, wil, Msave=Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -4% Changes stats: +7 Dex / +11 Wil Changes resistances: +9% nature Changes resistances penetration: +25% lightning Changes damage: +24% lightning Reduces incoming crit damage: 10.00% Mental save: +16 (+4 eff.) Rings can have magical properties. |
Samurath the steel ring =fire/mind/nat res, Ssave=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Con Changes resistances: +12% fire / +15% mind / +9% nature Spell save: +12 (+3 eff.) Silence immunity: +5% Only die when reaching: -40.00 life Maximum stamina: +20.00 Rings can have magical properties. |
Shimmerlore the gold ring =arm, str, acid blight res=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +10 Changes stats: +5 Str Changes resistances: +6% acid / +15% temporal / +9% blight Changes resistances penetration: +25% lightning Rings can have magical properties. |
Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 26.74 cold and 22.28 physical damage (based on Willpower) each turn and knocking opponents back, costing 54 power out of 60/60. This azure ring seems to be always moist to the touch. |
gladiator's stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +7 Str / +6 Con Rings can have magical properties. |
gold ring 'Yvamira' =armour, str, dex, con=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+5 eff.) Armour: +10 Changes stats: +4 Str / +7 Dex / +3 Con Spell save: +14 (+3 eff.) Only die when reaching: -40.00 life Maximum stamina: +21.00 Rings can have magical properties. |
marksman's stralite ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +10 (+5 eff.) Changes stats: +5 Dex Blindness immunity: +40% Infravision radius: +6 See stealth: +15 See invisible: +21 Rings can have magical properties. |
mule's copper ring of lightning (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances: +20% lightning Changes damage: +10% lightning Maximum encumbrance: +21 Rings can have magical properties. |
mule's voratun ring of the mind (+16%)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -8% Changes resistances: +16% mind Changes damage: +16% mind Maximum encumbrance: +37 Rings can have magical properties. |
psionicist's steel ring of nature (+26%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil Changes resistances: +26% nature Changes damage: +13% nature Mental save: +8 (+2 eff.) Rings can have magical properties. |
rogue's stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +12 (+4 eff.) Changes stats: +6 Cun Rings can have magical properties. |
steel ring of fire (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +22% fire Changes damage: +11% fire Rings can have magical properties. |
titan's voratun ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Con Physical save: +12 (+4 eff.) Rings can have magical properties. |
voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.voratun ring of aether (+12%) Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +12% arcane Changes damage: +12% arcane Rings can have magical properties. |
warrior's voratun ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +8 Changes stats: +4 Str Mental save: +10 (+2 eff.) Confusion immunity: +44% Rings can have magical properties. |
The Gaping Maw (72-108 power, 4 apr)Requires: - Strength 60 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 72.0 - 108.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * deal manaburn damage equal to your mindpower in a radius 3 cone Damage (Melee): +50 acid / +50 nature slow When wielded/worn: Talents cooldown: Ice Claw (-1 turn) Mana Clash (-2 turns) Swallow (-2 turns) This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. |
This item will automatically be transmogrified when you leave the level.Glerin the Gleamkiller (39.5-51.35 power, 9 apr) Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 39.5 - 51.4 Uses stats: 45% Str, 45% Dex Damage type: Light Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 111% On weapon crit: * wounds the target for 7 turns: 14 bleeding, 53% reduced healing Damage Shield penetration (this weapon only): +50% Damage (Melee): +16 darkness Burst (radius 2) on crit: +4 light Damage against: +12% Living When wielded/worn: Accuracy: +12 (+6 eff.) Physical crit. chance: +12.0% Physical power: +12 (+3 eff.) Fatigue: -6% Changes stats: +6 Dex Changes resistances penetration: +15% light Changes damage: +3% blight Mana when firing critical spell: +2.00 See invisible: +6 Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.balanced voratun dagger (37-48.1 power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.0 - 48.1 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +9 (+4 eff.) Defense: +8 (+3 eff.) Disarm immunity: +40% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.balanced voratun dagger of erosion (37.5-48.75 power, 9 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.5 - 48.8 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +16 nature / +11 temporal When wielded/worn: Accuracy: +9 (+4 eff.) Defense: +6 (+2 eff.) Disarm immunity: +36% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.insidious steel dagger of nature (10-13 power, 6 apr) Requires: - Dexterity 16 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 10.0 - 13.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +21 insidious poison When wielded/worn: Changes resistances: +4% all Changes resistances penetration: +8% nature Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.elemental stralite longsword of paradox (32.5-45.5 power, 5 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 32.5 - 45.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * Random elemental explosion Damage (Melee): +13 temporal When wielded/worn: Damage when hit (Melee): 9 temporal Changes resistances: +13% temporal Changes resistances penetration: +10% acid / +13% fire / +12% cold / +11% lightning Sharp, long, and deadly. |
Eye of the Wyrm (16-17.6 power, 24 apr, physical damage)Requires: - Willpower 45 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. The natural wyrm seeks an element. Base power: 16.0 - 17.6 Uses stats: 40% Wil, 10% Cun, 20% Str Damage type: Physical Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +2.5% Attack speed: 100% Damage conversion: 18% acid / 18% cold / 18% lightning / 18% fire When wielded/worn: Physical crit. chance: +4.0% Physical power: +8 (+2 eff.) Changes resistances: +8% acid / +8% physical / +8% fire / +8% lightning / +8% cold Changes damage: +8% lightning / +8% physical / +8% fire / +8% acid / +8% cold Talent masteries: +0.10 Wild-gift / Venom drake aspect +0.10 Wild-gift / Cold drake aspect +0.10 Wild-gift / Fire drake aspect +0.10 Wild-gift / Storm drake aspect +0.10 Wild-gift / Sand drake aspect Mindpower: +8 (+2 eff.) Mental crit. chance: +4% The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. It can be used to activate talent Sand Breath (costing 27 power out of 30/30) : Effective talent level: 4.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe sand in a frontal cone of radius 8. Any target caught in the area will take 153.95 physical damage, and will be blinded for 3 turns. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in sand drake talents also increases your physical resistance by 0.5%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. |
This item will automatically be transmogrified when you leave the level.Morbusgrinder the pulsing mindstar (13.5-14.85 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.5 - 14.9 Uses stats: 45% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% Damage Shield penetration (this weapon only): +20% Damage (Melee): +16 nature Burst (radius 2) on crit: +16 nature When wielded/worn: Changes resistances penetration: +15% arcane Changes damage: +6% nature / +9% blight Critical mult.: +5.00% Spell crit. chance: +1% Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Healing mod.: +20% Heals friendly targets nearby when you use a nature summon: +50 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% 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. |
thorny mindstar 'Leladil' (8-8.8 power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.0 - 8.8 Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +11 Cun / +1 Str Changes resistances: +5% arcane Changes damage: +15% arcane Grants telepathy: All Critical mult.: +17.00% Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Infravision 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. |
This item will automatically be transmogrified when you leave the level.Glama (30-36 power, 6 apr, fire element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +16 temporal Burst (radius 1) on hit: +12 temporal When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Mag Changes damage: +9% blight / +12% temporal / +30% fire Talent granted: +1 Command Staff Critical mult.: +10.00% Maximum mana: +40.00 Spellpower: +34 (+8 eff.) Spell crit. chance: +9% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.dragonbone vilestaff of might (30-36 power, 6 apr, blight element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% blight Talent granted: +1 Command Staff Spellpower: +15 (+4 eff.) Spell crit. chance: +15% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.ethereal dragonbone magestaff of protection (30-36 power, 6 apr, fire element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +24 (+8 eff.) Damage (Melee): 12 % chance of confusion Changes resistances: +15% fire Changes damage: +30% fire Talent granted: +1 Command Staff Spellpower: +21 (+5 eff.) Spell crit. chance: +5% Damage Shield penetration: +27% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.potent elven-wood magestaff of illumination (33-39.6 power, 5 apr, fire element) Requires: - Magic 35 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 33.0 - 39.6 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Defense: +12 (+4 eff.) Effects on melee hit: * 13% chance to blind Changes damage: +33% fire Talent granted: +1 Command Staff Spellpower: +16 (+4 eff.) Spell crit. chance: +4% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 34.85 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.voratun waraxe (41-57.4 power, 6 apr) Requires: - Strength 48 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 41.0 - 57.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% One-handed war axes. |
This item will automatically be transmogrified when you leave the level.voratun waraxe of erosion (40-56 power, 6 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 40.0 - 56.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +12 nature / +5 temporal One-handed war axes. |
Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
hardened leather belt 'Blindrebel' =resists, str+5, con=Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +5 Str / +4 Con Changes resistances: +12% lightning / +12% cold / +15% darkness / +12% fire Changes damage: +6% darkness Physical save: +8 (+3 eff.) Spell save: +3 (+1 eff.) Size category: +1 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.elven-silk cloak (3 def, 0 armour) 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Crimson Robe (12 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+4 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.20 Cursed / Punishments +0.10 Psionic / Solipsism +0.20 Cursed / Slaughter Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+4 eff.) Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Robe of the Archmage (10 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +10 Defense: +10 (+4 eff.) Damage when hit (Melee): 15 arcane Changes stats: +4 Mag / +4 Wil / +4 Cun Changes resistances: +10% cold / +10% fire Changes damage: +12% all Spell save: +18 (+4 eff.) Mental save: +15 (+4 eff.) Blindness immunity: +40% Mana each turn: +1.00 Spellpower: +15 (+4 eff.) Light radius: +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
This item will automatically be transmogrified when you leave the level.elven-silk robe of Linaniil (5 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Mana each turn: +0.17 Maximum mana: +47.00 Spellpower: +26 (+6 eff.) Spell crit. chance: +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.focusing cashmere robe of alchemy (2 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +6 Wil / +6 Mag Changes resistances: +13% acid / +15% physical / +15% cold / +16% fire Changes damage: +10% acid / +10% physical / +9% cold / +8% fire Talent cooldown: Refit Golem (-4 turns) Mana each turn: +0.15 Psi each turn: +0.24 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.shimmering elven-silk robe (5 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes damage: +17% arcane Maximum mana: +93.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.silk robe 'Cleansequench' (3 def, 0 armour) Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +6 Str / +6 Mag / +6 Wil / +5 Con Changes resistances: +9% lightning / +31% cold / +15% nature Changes resistances penetration: +5% nature Changes damage: +13% lightning / +27% cold / +10% nature / +9% physical Poison immunity: +39% Disease immunity: +38% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Balirion the Ebonyfame (0 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Effects on melee hit: * Slows global speed by 30% Changes resistances: +15% lightning / +26% temporal / +12% darkness / +12% blight Changes resistances penetration: +25% darkness / +15% nature Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
This item will automatically be transmogrified when you leave the level.Noonwrest the drakeskin leather gloves (0 def, 3 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 15 blight Damage when hit (Melee): 8 light Changes resistances: +10% blight Changes resistances penetration: +20% mind Changes damage: +11% blight / +12% mind Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Blazehunter the drakeskin leather cap (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 20 lightning Changes resistances: +9% acid / +12% fire / +14% cold / +15% lightning Changes resistances penetration: +15% acid Changes damage: +18% acid A cap made of leather. |
Huryrain the elven-silk wizard hat (3 def, 0 armour) =resists incl blight=Infused by nature Infused by arcane disrupting forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +7 Cun / +6 Wil Changes resistances: +12% lightning / +18% temporal / +13% blight / +12% nature / +2% physical Spell save: +20 (+5 eff.) Disease immunity: +10% Silence immunity: +5% Only die when reaching: -80.00 life Mindpower: +6 (+2 eff.) A pointy cloth hat, very wizardly... |
Omniscience (7 def, 0 armour)Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+3 eff.) Changes resistances: +15% mind Changes resistances cap: +10% mind Changes resistances penetration: +10% mind Mental save: +25 (+6 eff.) Confusion immunity: +40% Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +20 (+4 eff.) Mental crit. chance: +9% Infravision radius: +5 It can be used to reveal the surrounding area (range 20), costing 27 power out of 30/30. This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
Wildbraze the drakeskin leather cap (0 def, 5 armour) =damage=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +7 Armour: +5 Fatigue: +5% Effects on melee hit: * Slows global speed by 31% Changes stats: +9 Cun / +7 Dex Changes damage: +18% nature / +15% arcane Reduces incoming crit damage: 15.00% Spell save: +9 (+2 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cap made of leather. |
This item will automatically be transmogrified when you leave the level.mindwoven elven-silk wizard hat of frost (+22%) (3 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +22% cold Changes damage: +15% cold Psi each turn: +0.36 Mindpower: +4 (+1 eff.) Mental crit. chance: +5% A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.spellwoven elven-silk wizard hat (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Mana each turn: +0.18 Spellpower: +2 (+0 eff.) Spell crit. chance: +4% A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.rejuvenating steel mail armour of clarity (2 def, 6 armour) Requires: - Strength 20 - Talent Heavy Armour Training Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Changes resistances: +7% mind Mental save: +14 (+3 eff.) Life regen: +3.20 Stamina each turn: +0.70 A suit of armour made of mail. |
Breath of Eyal (10 def, 10 armour)Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +10 Defense: +10 (+4 eff.) Fatigue: +20% Changes resistances: +20% lightning / +20% temporal / +20% light / +20% fire / +20% nature / +20% acid / +20% blight / +20% cold / +15% arcane / +20% darkness Spell save: +20 (+5 eff.) Mindpower: +10 (+2 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
This item will automatically be transmogrified when you leave the level.drakeskin leather armour 'Kindletrial' (5 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 16 acid Changes resistances: +30% fire Changes resistances penetration: +25% acid Changes damage: +30% light Light radius: +3 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.prismatic drakeskin leather armour of clarity (5 def, 8 armour) Requires: - Strength 20 Powered by arcane forces Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Changes resistances: +20% darkness / +8% mind / +16% light Mental save: +22 (+5 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.Porada the stralite plate armour (7 def, 13 armour) Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+3 eff.) Fatigue: +26% Effects on melee hit: * 31% chance to corrode armour by 30% Damage when hit (Melee): 16 mind Changes resistances: +9% arcane / +6% acid Changes resistances penetration: +20% acid / +26% mind Changes damage: +18% acid / +6% mind Spell save: +15 (+4 eff.) A suit of armour made of metal plates. |
Summertide (17 def, 15 armour, 260 block)Requires: - Willpower 28 - Strength 20 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +15 Defense: +17 (+6 eff.) Ranged Defense: +17 (+6 eff.) Fatigue: +12% Changes stats: +3 Cun / +5 Wil Changes resistances: +15% darkness / +10% fire / +12% mind / +20% light Changes resistances penetration: +10% fire / +10% light / +10% mind Changes damage: +10% fire / +15% mind / +15% light Talent granted: +5 Block Mental save: +18 (+4 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 75.07 to 93.84 light damage (based on Willpower and Cunning), costing 11 power out of 30/30. A bright light shines from the center of this shield. Holding it clears your mind. |
This item will automatically be transmogrified when you leave the level.acidic dwarven-steel shield of cold resistance (+24%) (8 def, 2 armour, 77 block) Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+3 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +12% Damage (Melee): 7 acid Damage when hit (Melee): 21 acid Changes resistances: +24% cold Talent granted: +3 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.voratun shield (12 def, 3 armour, 191 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Talent granted: +5 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.Darktickler (19/19, 49.5-69.3 power, 14 apr) Requires: - Dexterity 35 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 49.5 - 69.3 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +2.5% Capacity: 19 On weapon hit: * 42% chance to inflict 15% damage reduction * Slows global speed by 42% * 10% chance to create an air burst Travel speed: +400% Damage (Ranged): +12 darkness Burst (radius 1) on hit: +12 nature / +12 physical Arrows are used with bows to pierce your foes to death. |
969 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Daimukan the dwarven-steel pickaxe (dig speed 15 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +30% acid / +8% fire / +8% darkness / +15% mind Changes resistances penetration: +10% mind Changes damage: +21% acid When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Salivea the Galebreacher (dig speed 9 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +7 Physical power: +17 (+4 eff.) Changes stats: +6 Str / +6 Dex / +2 Mag / +3 Con Changes resistances penetration: +15% arcane / +5% blight Changes damage: +6% lightning Critical mult.: +18.00% Spell save: +26 (+6 eff.) Light radius: +1 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
BetinnCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Changes resistances: +5% arcane / +12% temporal Changes resistances penetration: +20% temporal Changes damage: +12% arcane / +15% temporal Blindness immunity: +38% Confusion immunity: +22% Light radius: +7 See stealth: +11 See invisible: +17 It can be used to activate talent Track, placing all other charms into a 36 cooldown : Effective talent level: 2.2 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 37 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (168 power, based on Willpower), costing 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
This item will automatically be transmogrified when you leave the level.bright dwarven lantern of health Infused by nature Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Maximum life: +65.00 Light radius: +8 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
This item will automatically be transmogrified when you leave the level.Fortune's Eye Crafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+6 eff.) Armour penetration: +12 Defense: +12 (+4 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 17 power out of 35/35) : Effective talent level: 2.2 Power cost: 17 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 37 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying 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. |
5 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. |
4 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 180 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 (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 422.40 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 23 power out of 75/75. 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), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level.Magmathorn (23/23, 53.5-64.2 power, 6 apr) Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 53.5 - 64.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +7.0% Capacity: 23 Damage (Ranged): +42 fire Burst (radius 1) on hit: +37 fire Burst (radius 2) on crit: +8 fire Shots are used with slings to pummel your foes to death. |
Lighttreason [power 121] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Changes stats: +3 Wil Changes resistances: +9% light Grants telepathy: Dragon Mental save: +20 (+5 eff.) Psi when hit: +0.08 Mental crit. chance: +5% Heals friendly targets nearby when you use a nature summon: +50 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 121 for 7 turns, putting all charms on cooldown for 18 turns. Torques are made by powerful psionics to store psionic powers. |
hateful voratun torque of clear mind [power 4] (9 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to absorb and nullify at most 4 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 9 turns. When used: 100% chance to regenerate 11 hate. Torques are made by powerful psionics to store psionic powers. |
steel torque of charged psionic shield 'Rootpassion' [power 53] (18 cooldown) =nature damage=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Damage when hit (Melee): 8 nature Changes resistances: +15% lightning Changes resistances penetration: +20% nature Changes damage: +24% nature It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 53 for 7 turns, putting all charms on cooldown for 18 turns. When used: 100% chance to regenerate 4 psi. Torques are made by powerful psionics to store psionic powers. |
supercharged voratun torque of kinetic psionic shield [power 233] (24 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 233 for 7 turns, putting all charms on cooldown for 24 turns. Torques are made by powerful psionics to store psionic powers. |
Vorybremira the dragonbone totem of cure ailments [power 5] (9 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Changes resistances: +5% arcane / +9% cold Maximum wards: +4 acid / +3 nature / +4 light Changes damage: +9% acid Talents cooldown: Invoke Tentacle (+5 turn) Lay Web (-1 turn) Talents granted: +1 Invoke Tentacle +5 Lay Web +1 Ward Disarm immunity: +10% Confusion immunity: +5% Stun/Freeze immunity: +10% It can be used to remove up to 5 poisons or diseases from a target within range 10 (based on Willpower), putting all charms on cooldown for 9 turns. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level.dragonbone totem of thorny skin [power 60] (18 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to harden the skin for 7 turns increasing armour by 60 and armour hardiness by 70%, putting all charms on cooldown for 18 turns. Natural totems are made by powerful wilders to store nature power. |
elven-wood totem of healing 'Silath' [power 210] (18 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 12 acid Changes resistances penetration: +25% acid Changes damage: +18% acid / +12% arcane Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle It can be used to heal a target within range 10 (based on Willpower) for 210, putting all charms on cooldown for 18 turns. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level.arcane dragonbone wand of clairvoyance [power 16] (6 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to reveal the area around you, dispelling darkness (radius 16, power 63 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 17 mana. 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, costing 27 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. |
2 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 (+4 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+4 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 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. |
3 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Bolantim the Halfling Oozemancer level 28
36th Haze 122nd year of Ascendancy at 14:05 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Bolantim the Halfling Oozemancer level 22
21st Haze 122nd year of Ascendancy at 03:02 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Bolantim the Halfling Oozemancer level 27
35th Haze 122nd year of Ascendancy at 00:09 see stats
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Bolantim the Halfling Oozemancer level 20
48th Dusk 122nd year of Ascendancy at 17:12 see stats
Arachnophobia (Insane (Roguelike) difficulty)
Destroyed the spydric menace.By Bolantim the Halfling Oozemancer level 32
55th Haze 122nd year of Ascendancy at 22:46 see stats
Back and there again (Insane (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Bolantim the Halfling Oozemancer level 40
18th Regrowth 123rd year of Ascendancy at 19:07 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Bolantim the Halfling Oozemancer level 31
53rd Haze 122nd year of Ascendancy at 02:27 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Bolantim the Halfling Oozemancer level 21
60th Dusk 122nd year of Ascendancy at 01:12 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Bolantim the Halfling Oozemancer level 29
49th Haze 122nd year of Ascendancy at 12:21 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Bolantim the Halfling Oozemancer level 36
5th Regrowth 123rd year of Ascendancy at 08:23 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Bolantim the Halfling Oozemancer level 22
20th Haze 122nd year of Ascendancy at 09:55 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Bolantim the Halfling Oozemancer level 20
52nd Dusk 122nd year of Ascendancy at 14:03 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Bolantim the Halfling Oozemancer level 22
20th Haze 122nd year of Ascendancy at 23:46 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Bolantim the Halfling Oozemancer level 10
2nd Flare 122nd year of Ascendancy at 16:55 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Bolantim the Halfling Oozemancer level 20
44th Dusk 122nd year of Ascendancy at 08:19 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Bolantim the Halfling Oozemancer level 30
49th Haze 122nd year of Ascendancy at 12:21 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Bolantim the Halfling Oozemancer level 40
18th Regrowth 123rd year of Ascendancy at 10:10 see stats
Race through fire (Insane (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Bolantim the Halfling Oozemancer level 42
28th Regrowth 123rd year of Ascendancy at 02:58 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Bolantim the Halfling Oozemancer level 21
78th Dusk 122nd year of Ascendancy at 05:32 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Bolantim the Halfling Oozemancer level 31
54th Haze 122nd year of Ascendancy at 06:45 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Bolantim the Halfling Oozemancer level 30
49th Haze 122nd year of Ascendancy at 16:18 see stats
Tales of the Spellblaze (Insane (Roguelike) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Bolantim the Halfling Oozemancer level 22
21st Haze 122nd year of Ascendancy at 03:02 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Bolantim the Halfling Oozemancer level 8
79th Pyre 122nd year of Ascendancy at 15:31 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Bolantim the Halfling Oozemancer level 22
21st Haze 122nd year of Ascendancy at 03:02 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Bolantim the Halfling Oozemancer level 36
1st Allure 123rd year of Ascendancy at 00:28 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Bolantim the Halfling Oozemancer level 23
29th Haze 122nd year of Ascendancy at 02:22 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Bolantim the Halfling Oozemancer level 16
24th Dusk 122nd year of Ascendancy at 15:58 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Bolantim the Halfling Oozemancer level 26
34th Haze 122nd year of Ascendancy at 10:45 see stats
Log
Dreaming horror's maelstrom hits Bolantim for 53 physical damage.
Dreaming horror converts some damage to Psi!
Dreaming horror receives 12 healing (24 psi heal).
Dreaming horror hits Bolantim for 26 mind damage.
Poison from Bolantim hits Orc assassin for 57 nature damage.
Poison from Bolantim hits Dreaming horror for (54 resonance), 15 to psi, 18 nature (33 total damage).
Bolantim feels pain again.
Bolantim tries to evade attacks.
Bolantim is no longer sleeping.
Talent Oozebeam is ready to use.
Bolantim shares damage with his oozes!
Restless Night from Dreaming horror hits Bolantim for 61 mind damage.
Ravage from Dreaming horror hits Bolantim for 309 physical damage.
Bolantim receives 51 healing.
Dreaming horror uses Distortion Bolt.
Dreaming horror's Distortion Bolt hits Bloated ooze for 321 physical damage.
Dreaming horror's Distortion Bolt killed Bloated ooze!
Bolantim uses Slime Roots.
Dreaming horror's maelstrom pulls Bolantim in!
Dreaming horror's maelstrom hits Bolantim for 137 physical damage.
Dreaming horror speeds up.
Dreaming horror stops being poisoned.
Dreaming horror receives 14 healing (28 psi heal).
Poison from Bolantim hits Orc master assassin for 103 nature damage.
Dreaming horror uses Distortion Wave.
Bolantim resists the knockback!
Bolantim resists the stun!
Dreaming horror hits Bolantim for 431 physical damage.
Saving game...



















































































































































