










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Store Wish List 1.3.0Allows you to keep notes about things you'd like to buy in various stores in the future, and pops up reminders when you can afford them. Press Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Passive Cooldowns 1.3.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Talent Point Planner 1.5.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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:
Inventory Keys 1.5.0Some improvements to key handling in the inventory dialog and related dialogs used by the 'd'rop command and various item-using talents:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. ¹ Disclaimer: This functionality is actually already present in the main module, if the right subsection of the dialog is focused; we merely arrange for said subsection to have focus when the dialog is initially created and displayed, so that letter selection works without further user action. 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:
TS Inventory Squelching 1.5.10Clear up inventory clutter and focus on the items that matter. This addon allows you to hide items that aren't any use to your character so you can carefully inspect those that do, and suffer from less inventory fatigue over the course of a playthrough. This addon adds an extra dialog which is opened using Ctrl+D by default. The options should be fairly self-explanatory and mostly cover squelching individual item types, along with a few options useful to antimagic and undead characters, as well as the ability to squelch the mostly useless white items. Note that these options are tied to your character, so you'll need to set this up for each character you create. It also only applies to the transmogrification chest tab in your inventory; squelched items get their own special tab due to a variety of technical details. Items will be shown when they are picked up in the log, and artifacts will still show their lore popups. Squelched items will also be transmogrified when you leave the level, as normal. Directly copied from yrriban's addon, but updated to work for characters with Tinkers and with a few more squelching options. Items Vault 1.5.0Donators/Buyers bonus! Item Notes 1.3.0Allows you to add notes to objects in your inventory or equipment which will be displayed in the object's description tooltip. Notes can be manipulated by selecting the "Add note", "Edit note" or "Remove note" entry in the object's use-item dialog. Differences between item notes and the game's built-in tagging functionality:
Items with notes will be shown in inventory lists with a purple '!' prefix. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Turn Separators v2 1.5.10Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Showing Items Tier in Inventory 1.5.10This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Improved Combat Text v2 1.5.10Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Enhanced Wield Replace 1.3.0Allows you to choose which item to replace when wielding/wearing equipment if there are multiple possibilities. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. NOTE: If you are using this addon in conjunction with Enhanced Object Compare (directly or via ZOmnibus), be sure to update said addon(s) to at least the 2015-05-16 release (v3b for Enhanced Object Compare, v13d for ZOmnibus), as older versions will have minor interaction problems with this addon. 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 Adventure |
| Sex | Male |
| Race | Ogre |
| Class | Shadowblade |
| Level / Exp | 50 / 2846% |
| Size | huge |
| Lifes / Deaths | Killed by snow giant boulder thrower at level 20 on the 74th Haze 122nd year of Ascendancy at 03:16 0 / 8Killed by Bethinn the multi-hued drake at level 23 on the 9th Allure 123rd year of Ascendancy at 11:25 Killed by Xanith the umber hulk at level 25 on the 8th Regrowth 123rd year of Ascendancy at 08:29 Killed by Isolaith the ghast at level 26 on the 11st Regrowth 123rd year of Ascendancy at 01:04 Killed by venom drake at level 26 on the 11st Regrowth 123rd year of Ascendancy at 09:30 Killed by fire wyrm at level 50 on the 69th Regrowth 124th year of Ascendancy at 21:10 Killed by Fyrk, Faeros High Guard at level 50 on the 17th Pyre 124th year of Ascendancy at 17:23 Killed by unknown at level 50 on the 48th Pyre 124th year of Ascendancy at 12:25 |
Primary Stats
| Strength | 151 (base 60) |
| Dexterity | 91 (base 60) |
| Constitution | 25 (base 10) |
| Magic | 40 (base 13) |
| Willpower | 31 (base 10) |
| Cunning | 103 (base 60) |
Resources
| Life | 1582/1582 |
| Mana | 309/309 |
| Stamina | 260/260 |
| Steam | 100/100 |
| Healing Factor | 1.8753846153847 |
| Regeneration | 12.28376923077 |
Speed
| Mental | +38.86552214081% |
| Attack | +30% |
| Movement | 0% |
| Spell | +38.86552214081% |
| Global | +145% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 47.124985179865 |
| See Invisible | 53.124985179865 |
| ESP Range | 10 |
| ESP Kinds | animal/canine, humanoid/orc |
Offense: Mainhand
| Damage | 200 |
| Accuracy | 60 |
| Crit Chance | 62% |
| APR | 39 |
| Speed | 0.72 |
Offense: Offhand
| Damage | 121 |
| Accuracy | 60 |
| Crit Chance | 74% |
| APR | 32 |
| Speed | 0.72 |
Offense: Spell
| Spellpower | 39 |
| Crit Chance | 42% |
| Speed | 0.72012115360499 |
Offense: Mind
| Mindpower | 42 |
| Crit Chance | 32% |
| Speed | 0.76923076923077 |
Offense: Damage Bonus
| Physical | +33% |
| Mind | +16% |
| All | +7% |
| Lightning | +19% |
| Light | +16% |
| Temporal | +13% |
| Darkness | +27% |
| Arcane | +25% |
| Nature | +58% |
Offense: Damage Penetration
| Physical | +64% |
| Mind | +15% |
| All | 0% |
| Lightning | +20% |
| Light | +15% |
| Temporal | +30% |
| Darkness | +48% |
| Arcane | +5% |
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 44 (42.587548638132%) |
| Defense | 56 |
| Ranged Defense | 59 |
| Fatigue | 0 |
| Physical Save | 66 |
| Spell Save | 56 |
| Mental Save | 60 |
Defense: Resistances
| Blight | + 22%( 75%) |
| Arcane | + 21%( 75%) |
| Mind | + 33%( 75%) |
| All | + 17%( 75%) |
| Darkness | + 42%( 75%) |
| Light | + 39%( 75%) |
| Temporal | + 47%( 75%) |
| Lightning | + 24%( 75%) |
| Physical | + 23%( 75%) |
| Nature | + 49%( 75%) |
Defense: Immunities
| Teleport Resistance | 15% |
| Pinning Resistance | 40% |
| Disarm Resistance | 42% |
| Confusion Resistance | 74% |
| Silence Resistance | 45% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 43% |
Inscriptions (3/3)
| 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 magical or physical effect and reduce all damage taken by 17% for 5 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: HealingUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 527 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 971 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cunning / Stealth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Duelist | 1.20 |
| 5/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Spell / Phantasm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.20 |
| 1/5 |
| 5/5 |
| 2/5 |
| 2/5 |
| Cunning / Ambush | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 4/5 |
| 4/5 |
| 4/5 |
Generic Talents
| Technique / Combat training | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| 5/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Conveyance | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Essence of Speed |
| talent | Trained Reactions |
| talent | Shadow Feed |
| talent | Chant of Fortitude |
| detrimental effect | The target is using a two handed weapon in a single hand, reducing physical power, spellpower and mindpower by 15% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
| beneficial effect | Parrying melee and ranged attacks: Has a 73% chance to deflect up to 33 damage from the next 3.0 attack(s). Parried attacks cannot crit. Parrying |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 3 of Scintillating Caves. Escort: injured seer (level 3 of Scintillating Caves)As a reward you improved talent Vision (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Old Forest. Escort: lost anorithil (level 3 of Old Forest)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Gobrewe the fire wyrm. Escort: lost sun paladin (level 7 of Dreadfell) | failed |
You successfully escorted the lost tinker to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost tinker (level 1 of Lost Dwarven Kingdom of Reknor) | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. The fortress's current energy level is: 22. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed skeleton mage skull. * You've found the needed ice ant stinger. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * You've found the needed pouch of faeros ash. * You've found the needed ritch stinger. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed faerlhing fang. * You've found the needed vial of squid ink. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed minotaur nose. * You've found the needed warg claw. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | Prismgash the pair of voratun boots (0 def, 5 armour) =res=Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +6 Con / +6 Wil Changes resistances: +30% darkness / +30% temporal Changes resistances penetration: +15% light / +10% physical / +16% darkness / +20% temporal Changes damage: +12% arcane Silence immunity: +45% Confusion immunity: +50% Stun/Freeze immunity: +45% Mana when firing critical spell: +8.00 Maximum mana: +60.00 Maximum vim: +20.00 Spellpower: +8 (+3 eff.) Mindpower: +8 (+2 eff.) Defense after a teleport: +25 Resist all after a teleport: +19% New effects duration reduction after a teleport: +30% It can be used to activate talent Blindside, placing all other charms into a 23 cooldown : Effective talent level: 1.0 Power cost: 23 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 26 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | alchemist's lamp 'Glintfiend' =rad 6=Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Effects on melee hit: * 30% chance to daze at end of turn * 15% chance to blind Changes resistances: +15% light Changes resistances penetration: +20% lightning Changes damage: +9% light / +3% lightning Physical save: +16 (+4 eff.) Spell save: +15 (+5 eff.) Mental save: +15 (+4 eff.) Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Umbrabrace (12 def, 5 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +12 (+2 eff.) Armour: +5 Defense: +12 (+4 eff.) Fatigue: -3% Effects on melee hit: * 39% chance to inflict 15% damage reduction Effects when hit in melee: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 12 darkness Changes stats: +4 Wil / +10 Cun / +4 Con Changes resistances: +6% blight Changes resistances penetration: +32% darkness Grants telepathy: Humanoid/Orc Reduces incoming crit damage: 10.00% Infravision radius: +3 See invisible: +6 A cap made of leather. |
| On hands | Dakhtun's Gauntlets (0 def, 6 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% When used to modify unarmed attacks: Power: 145% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Greater Weapon Focus (10% chance level 1). When this weapon hits: Displacement Shield (10% chance level 1). Damage (Melee): +20 arcane Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
| Tool | voratun torque of clear mind 'Blazewitch' [power 5] (9 cooldown) =clearmind=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +6% temporal / +6% light / +5% arcane Changes resistances penetration: +15% mind Changes damage: +9% mind / +9% lightning Spell save: +49 (+13 eff.) It can be used to absorb and nullify at most 5 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 9 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Betekira =ONE=Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Armour penetration: +1 Physical power: +10 (+3 eff.) Damage when hit (Melee): 12 mind Changes resistances: +9% mind Changes resistances penetration: +5% arcane Changes damage: +6% arcane / +6% temporal Physical save: +30 (+8 eff.) Disarm immunity: +42% Pinning immunity: +40% Stun/Freeze immunity: +44% Knockback immunity: +43% Life regen: +5.70 Maximum life: +127.00 Healing mod.: +46% Rings can have magical properties. |
| On fingers | voratun ring 'Cyrarianor' =TWO=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Dex Changes resistances: +9% lightning / +36% nature / +6% light Changes resistances penetration: +30% physical Changes damage: +18% nature Physical save: +15 (+4 eff.) Stun/Freeze immunity: +15% Teleport immunity: +15% Only die when reaching: -60.00 life Rings can have magical properties. |
| Around neck | Smeartaint =wear=Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +5 Defense: +10 (+3 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +3 Wil / +6 Mag Changes resistances: +3% nature Changes resistances cap: +5% all Changes resistances penetration: +15% nature / +10% temporal Changes damage: +3% nature Physical save: +22 (+6 eff.) Mental save: +10 (+3 eff.) Confusion immunity: +14% Mindpower: +9 (+3 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets can have magical properties. |
| In main hand | Sawrd (136% power, 19 apr)Requires: - Strength 35 Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 137% Range: 1.6x Uses stat: 120% Str Damage type: Physical bleed Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +19 Crit. chance: +10.0% Attack speed: 100% Multiple attacks: +3 Multiple attacks procs power reduction: -67% When wielded/worn: Changes stats: +7 Str / +7 Dex / +7 Cun Talent mastery: +0.20 Technique / Two-handed assault A brutal weapon of countless blades. |
| Around waist | hardened leather belt 'Rhuhad' =sweet=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +4 (+0 eff.) Physical crit. chance: +7.0% Armour: +4 Defense: +9 (+3 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +10 Str Changes resistances penetration: +14% physical Changes damage: +16% physical Healing mod.: +15% A belt that goes around your waist. |
| In off hand | Mandible of Ungolmor (150% power, 12 apr)Requires: - Cunning 38 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Power: 150% Range: 1.3x Uses stats: 35% Dex, 65% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +12 Crit. chance: +22.0% Attack speed: 100% On weapon crit: * inflicts pinning spydric poison upon the target Damage conversion: 30% darkness When wielded/worn: Armour: +5 Armour Hardiness: +5% Changes stats: +8 Cun / +4 Dex Changes damage: +30% nature / +20% darkness Light radius: -2 It can be used to activate talent Creeping Darkness (costing 23 power out of 40/40) : Effective talent level: 3.0 Power cost: 23 out of 40/40. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Creeping dark slowly spreads from 4 spots in a radius of 3 around the targeted location. The dark deals 28.77 darkness damage each turn to anything in its area, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +12% damage to anything that has entered your creeping dark. This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
| Cloak | Adora (2 def, 0 armour) =nice=Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +4 Str / +4 Dex / +5 Wil / +5 Cun Changes resistances: +7% physical Changes resistances penetration: +10% physical Critical mult.: +25.00% Life regen: +0.60 Maximum life: +44.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Deepsnaught (5 def, 14 armour) =speed=Requires: - Strength 20 Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +2 Armour: +14 Defense: +5 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 12 darkness / 12 physical Changes resistances: +10% mind Mental save: +21 (+5 eff.) Maximum stamina: +10.00 Combat speed: +30% Casting speed: +30% Mental speed: +30% Healing mod.: +15% A suit of armour made of leather. |
Inventory
heroism infusion of the duelist (+24 for 11 turns, die at -1115) =cd 30=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: 30 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 11 turns. While Heroism is active, you will only die when reaching -1115 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the sneak (+25 for 10 turns, die at -991) =cd 20=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: 20 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 25 for 10 turns. While Heroism is active, you will only die when reaching -991 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 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 (710% speed; 9 turns) =cd 14=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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 710% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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 warrior (1301% speed; 7 turns) =cd 18=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 1301% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. 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 duelist (heal 554 over 5 turns) =cd 12=Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 554 life over 5 turns. 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. Press to compare to your current inscriptions |
regeneration infusion of the warrior (heal 1132 over 5 turns) =cd 16=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: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1132 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
wild infusion (resist 30%; cure magical, physical) =cd 12=Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 30% for 8 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. Press to compare to your current inscriptions |
wild infusion (resist 30%; cure physical) =cd 13=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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 30% for 6 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. Press to compare to your current inscriptions |
wild infusion of the duelist (resist 31%; cure physical) =cd 12=Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 31% for 7 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. Press to compare to your current inscriptions |
controlled phase door rune (range 10) =cd 10=Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (72% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 10. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the warrior (range 16) =cd 10=Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (72% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 16. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune (range 8; power 35; dur 7) =cd 8=Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (72% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 8. Afterwards you stay out of phase for 7 turns. In this state all new negative status effects duration is reduced by 35%, your defense is increased by 35 and all your resistances by 35%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the duelist (range 15; power 49; dur 6) =cd 10=Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (72% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 15. Afterwards you stay out of phase for 6 turns. In this state all new negative status effects duration is reduced by 49%, your defense is increased by 49 and all your resistances by 49%. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the sneak (range 17; power 52; dur 5) =cd 8=Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (72% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 17. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 52%, your defense is increased by 52 and all your resistances by 52%. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the titan (range 16; power 47; dur 8) =cd 8=Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (72% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 16. Afterwards you stay out of phase for 8 turns. In this state all new negative status effects duration is reduced by 47%, your defense is increased by 47 and all your resistances by 47%. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the warrior (range 20; power 74; dur 5) =cd 10=Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (72% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 20. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 74%, your defense is increased by 74 and all your resistances by 74%. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the warrior (absorb 923 for 6 turns) =cd 14=Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 923 damage for 6 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
2 schematic: Acid GrooveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Air RecyclerRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Alchemist's HelperRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Antimagic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Armour ReinforcementRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Back SupportRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Corrosive ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal PlatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Deflection FieldRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Explosive ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Fiery SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Flare ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Flash PowderRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Focus LensRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Fungal WebRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Grounding StrapRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Hand CannonRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: HeadlampRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Healing SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hook ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Itching PowderRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Kinetic StabiliserRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Lightning CoilRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Mental StimulatorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Moss TreadRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Pain Suppressor SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Poison GrooveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Razor EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket BootsRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Saw ProjectorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Saw ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Second SkinRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking TouchRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Silver FiligreeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Solid ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Spike AttachmentRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Spring GrappleRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: SteamgunRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: SteamsawRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunder GrenadeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Thunderclap CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
8 schematic: Toxic Cannister LauncherRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Unstoppable Force SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Viral InjectorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral NeedlegunRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Water SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Waterproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Winterchill EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
BeidorInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +8 Defense: +20 (+6 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +5 Lck Changes damage: +6% mind Silence immunity: +15% Stun/Freeze immunity: +20% Knockback immunity: +20% Maximum hate: +8.00 Maximum psi: +20.00 Reduce all damage from unseen attackers: 12% Amulets can have magical properties. |
Blazemight the steel amulet =stam=Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: -5% Changes stats: +8 Dex / +4 Cun / +4 Con Changes resistances: +13% temporal / +9% physical Changes resistances penetration: +5% light Pinning immunity: +22% Knockback immunity: +20% Life regen: +0.40 Stamina each turn: +0.70 Movement speed: +10% Amulets can have magical properties. |
Burnsting the gold amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Mag Changes resistances: +6% fire / +5% arcane / +12% temporal Changes damage: +12% temporal Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets can have magical properties. |
Dazzlewarden the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +21% light / +21% darkness / +15% mind Changes resistances penetration: +10% mind Changes damage: +15% light / +24% mind Blindness immunity: +34% Amulets can have magical properties. |
Demontooth the steel amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 20 darkness Changes stats: +4 Mag Changes resistances: +12% darkness Changes damage: +9% darkness / +12% mind Grants telepathy: Demon/Minor Demon/Major Hate when firing a critical mind attack: +4.00 Amulets can have magical properties. |
Duskgrinder the gold amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +3 Mag Changes resistances: +12% darkness / +9% acid Changes resistances penetration: +10% acid Changes damage: +30% acid / +6% fire / +6% cold / +6% lightning Spellpower: +5 (+2 eff.) Spell crit. chance: +5% Amulets can have magical properties. |
Duskkarma the gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +21% acid Changes resistances penetration: +25% acid Changes damage: +24% mind / +24% darkness Talent mastery: +0.27 Technique / Combat training Amulets can have magical properties. |
Emyba the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +9 Dex / +3 Mag / +4 Wil / +5 Cun Changes resistances penetration: +25% arcane Grants telepathy: Humanoid/Orc Reduces incoming crit damage: 15.00% Amulets can have magical properties. |
Fiery ChokerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +20% fire / -20% cold Changes damage: +10% fire / -5% cold Damage affinity(heal): +30% fire Blindness immunity: +40% Spellpower: +7 (+2 eff.) Spell crit. chance: +8% Talent on hit(spell): Volcano (10% chance level 3). A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
Flashlady =tp imm=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 20 fire Changes resistances: +5% arcane Changes damage: +18% arcane Teleport immunity: +50% It can be used to teleport you randomly (rad 36), putting all charms on cooldown for 14 turns. Amulets can have magical properties. |
Frost Lord's ChainPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+4 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
HaryrathInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +11 (+2 eff.) Armour: +6 Defense: +13 (+4 eff.) Changes stats: +4 Str / +3 Dex / +4 Con / +13 Lck Changes resistances: +5% arcane Teleport immunity: +10% Reduce all damage from unseen attackers: 16% Amulets can have magical properties. |
Islarawen the voratun amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +8 Defense: +12 (+4 eff.) Changes stats: +3 Wil Changes resistances: +6% blight Changes resistances cap: +7% all Changes resistances penetration: +25% arcane Changes damage: +21% arcane / +15% blight Physical save: +27 (+7 eff.) Spell save: +39 (+11 eff.) Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +6 Spell crit. chance: +5% Amulets can have magical properties. |
Ivywen the gold amulet =antimagic blight res=Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +21% temporal / +3% light / +33% blight / +12% cold / +26% nature Poison immunity: +57% Disease immunity: +56% Pinning immunity: +29% Knockback immunity: +28% Amulets can have magical properties. |
Kilnsquall the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +15% acid / +5% physical / +6% blight / +6% fire / +12% mind / +9% nature Changes damage: +9% mind Blindness immunity: +25% Confusion immunity: +26% Stun/Freeze immunity: +35% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets can have magical properties. |
PitchfurnacePowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 26 darkness Changes stats: +6 Mag Changes resistances: +18% light / +21% darkness Changes resistances penetration: +30% darkness / +33% light Changes damage: +7% acid / +6% darkness / +8% lightning / +8% fire / +9% mind / +8% cold Spellpower: +6 (+2 eff.) Spell crit. chance: +6% Light radius: +4 Amulets can have magical properties. |
Pyrestinger the voratun amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 20 acid / 12 fire Changes resistances: +15% acid / +30% fire / +29% light / +30% darkness Changes resistances penetration: +20% acid Changes damage: +12% fire Blindness immunity: +50% Amulets can have magical properties. |
Samarath the DuathelsageInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 16 acid Changes resistances: +3% acid / +18% light / +20% darkness Changes resistances penetration: +25% darkness Blindness immunity: +23% Amulets can have magical properties. |
Scaldripper the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 8 acid / 20 fire Changes resistances: +12% acid Changes resistances penetration: +25% acid / +15% fire Changes damage: +9% fire Cut immunity: +50% Healing mod.: +18% It can be used to activate talent Heal, placing all other charms into a 32 cooldown : Effective talent level: 3.0 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 282 life. The life healed will increase with your Mindpower. 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 16% 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. |
Tisadodir the Willowviper =saves=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +18% nature Changes resistances penetration: +25% nature Changes damage: +6% darkness Physical save: +18 (+5 eff.) Spell save: +21 (+6 eff.) Mental save: +22 (+6 eff.) Amulets can have magical properties. |
Vorymira the gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +14 Defense: +9 (+3 eff.) Ranged Defense: +9 (+2 eff.) Fatigue: -7% Changes resistances: +9% fire Reduces incoming crit damage: 15.00% Blindness immunity: +20% Poison immunity: +20% Life regen: +3.10 Amulets can have magical properties. |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
clarifying steel amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +11% mind Cut immunity: +50% Confusion immunity: +25% Healing mod.: +10% It can be used to activate talent Heal, placing all other charms into a 32 cooldown : Effective talent level: 1.0 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 190 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
cleansing gold amulet of dexterity (+2)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Dex Changes resistances: +14% nature / +13% blight Poison immunity: +25% Disease immunity: +25% Amulets can have magical properties. |
copper amulet 'Gumirada'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 4 acid Changes stats: +3 Dex Changes resistances: +15% acid Changes damage: +12% mind Amulets can have magical properties. |
gold amulet 'Beloth'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Changes stats: +7 Wil Changes resistances: +15% temporal Changes resistances penetration: +15% mind Changes damage: +6% mind / +18% temporal Amulets can have magical properties. |
gold amulet 'Dourzeal'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +18 Damage when hit (Melee): 8 darkness Changes stats: +2 Dex Changes resistances: +5% physical / +22% temporal Changes resistances penetration: +10% darkness Changes damage: +6% fire Physical save: +9 (+2 eff.) Pinning immunity: +38% Knockback immunity: +31% Amulets can have magical properties. |
gold amulet 'Shocklord'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +12 Fatigue: -6% Changes resistances: +6% lightning / +15% light / +16% darkness Changes resistances penetration: +20% lightning Changes damage: +6% arcane / +15% lightning Critical mult.: +15.00% Blindness immunity: +29% Life regen: +0.90 Amulets can have magical properties. |
grounding stralite amulet of willpower (+6)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +6 Wil Changes resistances: +21% lightning Stun/Freeze immunity: +35% Amulets can have magical properties. |
insulating gold amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +13% fire / +17% cold Blindness immunity: +16% Infravision radius: +5 Sight radius: +2 See invisible: +8 Amulets can have magical properties. |
insulating gold amulet of willpower (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Wil Changes resistances: +10% fire / +17% cold Amulets can have magical properties. |
insulating stralite amulet of cunning (+8)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +8 Cun Changes resistances: +18% fire / +19% cold Amulets can have magical properties. |
insulating voratun amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +28% fire / +30% cold Amulets can have magical properties. |
insulating voratun amulet of willpower (+10)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +10 Wil Changes resistances: +30% fire / +28% cold Amulets can have magical properties. |
restful steel amulet of the eclipsePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Damage (Melee): 5 light / 7 darkness Effects when hit in melee: * 5% chance to inflict 15% damage reduction * 5% chance to blind Changes damage: +6% light / +9% darkness Life regen: +1.00 Amulets can have magical properties. |
restful voratun amulet of soulsearingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -8% Changes damage: +9% blight / +12% fire Critical mult.: +11.00% Life regen: +2.00 Spellpower: +12 (+4 eff.) Amulets can have magical properties. |
stabilizing stralite amulet of willpower (+6)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +6 Wil Changes resistances: +20% temporal Pinning immunity: +30% Knockback immunity: +32% Amulets can have magical properties. |
starlit gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +19% light / +13% darkness Blindness immunity: +20% Amulets can have magical properties. |
starlit steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +11% light / +16% darkness Blindness immunity: +23% Amulets can have magical properties. |
starlit stralite amulet of teleportationPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +18% light / +18% darkness Blindness immunity: +38% Teleport immunity: +50% It can be used to teleport you randomly (rad 40), putting all charms on cooldown for 14 turns. Amulets can have magical properties. |
starlit voratun amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +25% light / +22% darkness Blindness immunity: +34% Amulets can have magical properties. |
starlit voratun amulet of constitution (+6)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Con Changes resistances: +26% light / +24% darkness Blindness immunity: +40% Amulets can have magical properties. |
steel amulet 'Aledunalen'Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Dex Changes resistances: +13% fire / +12% temporal / +11% cold Changes resistances penetration: +5% blight / +10% arcane Pinning immunity: +22% Knockback immunity: +20% Maximum mana: +20.00 Maximum vim: +20.00 Amulets can have magical properties. |
steel amulet of mastery (0.14 Cunning / Lethality)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Talent mastery: +0.14 Cunning / Lethality Amulets can have magical properties. |
stralite amulet 'Aeranne'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Grants telepathy: Dragon Critical mult.: +20.00% Physical save: +17 (+4 eff.) Spell save: +22 (+7 eff.) Mental save: +28 (+7 eff.) Psi when hit: +0.16 Hate when firing a critical mind attack: +4.00 Mindpower: +4 (+1 eff.) Amulets can have magical properties. |
stralite amulet 'Balancepiety'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +6% acid / +6% temporal / +12% blight / +9% cold / +5% arcane Changes resistances penetration: +25% nature Talent mastery: +0.22 Cunning / Dirty fighting Amulets can have magical properties. |
stralite amulet 'Bokugasus' =saves=Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +2 Changes stats: +3 Mag Changes resistances: +3% cold / +5% arcane / +2% physical Changes damage: +12% blight Physical save: +32 (+8 eff.) Spell save: +30 (+9 eff.) Mental save: +36 (+9 eff.) Stun/Freeze immunity: +5% Mana each turn: +0.34 Spellpower on spell critical (stacks up to 3 times): +5 Maximum mana: +29.00 Amulets can have magical properties. |
stralite amulet 'Layinne'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +9 Con Changes resistances: +9% light / +6% nature Changes damage: +9% blight Physical save: +20 (+5 eff.) Spell save: +15 (+5 eff.) Mental save: +6 (+2 eff.) Silence immunity: +15% Only die when reaching: -20.00 life Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets can have magical properties. |
stralite amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Cut immunity: +60% Healing mod.: +20% It can be used to activate talent Heal, placing all other charms into a 32 cooldown : Effective talent level: 3.0 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 282 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
vitalizing stralite amulet of perfection (0.29 Cunning / Dirty fighting,0.29 Cunning / Shadow magic)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Con Talent masteries: +0.29 Cunning / Dirty fighting +0.29 Cunning / Shadow magic Physical save: +11 (+3 eff.) Life regen: +1.70 Maximum life: +31.00 Amulets can have magical properties. |
voratun amulet 'Malekhad' =dmg=Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +9 (+1 eff.) Armour penetration: +14 Changes resistances: +25% temporal / +15% physical Changes damage: +6% blight Critical mult.: +18.00% Pinning immunity: +50% Knockback immunity: +44% Stamina each turn: +1.00 Mana each turn: +0.12 Vim when firing critical spell: +4.00 Spellpower: +2 (+1 eff.) Spell crit. chance: +2% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Amulets can have magical properties. |
voratun amulet 'Murkwrack'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Physical power: +4 (+1 eff.) Armour: +6 Damage when hit (Melee): 12 nature / 8 physical Changes resistances: +4% physical Changes damage: +9% nature Talent masteries: +0.32 Cunning / Survival +0.32 Technique / Duelist Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +80.00 Maximum stamina: +10.00 Amulets can have magical properties. |
voratun amulet of mastery (0.40 Steamtech / Physics) =physics=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Talent mastery: +0.40 Steamtech / Physics Amulets can have magical properties. |
wanderer's stralite amulet of teleportationPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -8% Changes stats: +6 Dex / +7 Cun / +7 Con Teleport immunity: +50% Life regen: +0.70 Stamina each turn: +0.70 Movement speed: +10% It can be used to teleport you randomly (rad 38), putting all charms on cooldown for 14 turns. Amulets can have magical properties. |
warrior's copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +5% physical Stamina each turn: +0.20 Amulets can have magical properties. |
warrior's voratun amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +14% physical Stamina each turn: +0.70 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. |
Blazedash the stralite ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% * 30% chance to daze at end of turn Damage when hit (Melee): 20 acid Changes resistances: +6% lightning Changes resistances penetration: +25% lightning Changes damage: +15% acid Blindness immunity: +33% Infravision radius: +6 See stealth: +21 See invisible: +13 Rings can have magical properties. |
BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
Bogtrencher the voratun ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 21 acid Changes stats: +8 Cun / +7 Wil Changes resistances penetration: +20% nature Changes damage: +9% acid / +9% nature Physical save: +31 (+8 eff.) Mental save: +9 (+2 eff.) Disease immunity: +10% Cut immunity: +15% Stun/Freeze immunity: +10% Mindpower: +15 (+4 eff.) Rings can have magical properties. |
CharwrestInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 20 blight Changes resistances: +36% lightning / +27% fire / +6% blight Changes resistances penetration: +20% fire Changes damage: +18% lightning / +15% fire Rings can have magical properties. |
Cuthuthel the gold ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Mag / +6 Wil / +6 Cun Changes resistances penetration: +15% blight Changes damage: +6% arcane Mana each turn: +0.04 Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +100.00 Mindpower: +8 (+2 eff.) Rings can have magical properties. |
Duvuran the Moldspawn =nice=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 30% * 35% chance to corrode armour by 30% Changes stats: +9 Str / +8 Dex Changes resistances: +9% nature Changes resistances penetration: +10% nature Changes damage: +21% nature Reduces incoming crit damage: 15.00% Disarm immunity: +32% Pinning immunity: +26% Knockback immunity: +31% Maximum life: +32.00 Rings can have magical properties. |
Earthwish the stralite ring =on hit=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% * Slows global speed by 30% * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 12 darkness / 12 nature Changes resistances: +42% nature Changes resistances penetration: +10% darkness / +15% acid Changes damage: +27% nature Rings can have magical properties. |
Emelylle the voratun ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 20 acid Changes resistances: +17% blight Changes damage: +17% blight / +12% acid Mana when firing critical spell: +7.00 Maximum vim: +30.00 Spellpower: +16 (+5 eff.) Spell crit. chance: +4% Rings can have magical properties. |
Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+3 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+1 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+11 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Gunurand the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -6% Changes resistances: +6% mind / +5% arcane Changes resistances penetration: +25% mind Changes damage: +18% arcane Maximum encumbrance: +28 Rings can have magical properties. |
IchormarkCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+1 eff.) Armour penetration: +9 Defense: +16 (+5 eff.) Changes stats: +4 Cun / +2 Str Changes resistances: +3% nature Grants telepathy: Dragon Disarm immunity: +22% Pinning immunity: +24% Knockback immunity: +31% Maximum life: +27.00 Infravision radius: +3 It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.6 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
Mayeretha the steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Damage when hit (Melee): 12 blight Changes stats: +6 Wil Changes resistances penetration: +15% arcane Spell save: +12 (+4 eff.) Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +9 (+3 eff.) Mindpower: +8 (+2 eff.) Rings can have magical properties. |
MoldmirePowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 20 temporal Changes stats: +6 Mag / +8 Wil Changes resistances: +9% nature / +6% temporal Changes resistances penetration: +20% nature / +20% temporal Spellpower: +12 (+4 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings can have magical properties. |
Pitchreign the voratun ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 16 darkness Changes stats: +3 Cun / +3 Wil Changes resistances: +14% nature / +15% blight Changes resistances penetration: +15% mind Changes damage: +27% mind Mental save: +62 (+16 eff.) Poison immunity: +28% Disease immunity: +27% Psi when hit: +0.16 Rings can have magical properties. |
Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+3 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Dual techniques +0.30 Technique / Combat training +0.30 Technique / Combat veteran +0.30 Technique / Grappling +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Unarmed training +0.30 Technique / Thuggery +0.30 Technique / Shield defense +0.30 Technique / Two-handed weapons +0.30 Technique / Archery prowess +0.30 Technique / Archery excellence +0.30 Technique / Combat techniques +0.30 Technique / Two-handed assault +0.30 Technique / Berserker's strength +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Shield offense +0.30 Technique / Superiority +0.30 Technique / Pugilism +0.30 Technique / Finishing moves +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Runoruisus the FilthoblivionPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +12 Changes stats: +6 Str / +4 Mag / +6 Wil Changes resistances: +6% blight / +26% cold Changes resistances penetration: +15% blight Changes damage: +9% blight / +13% cold / +6% nature Spellpower: +8 (+3 eff.) Rings can have magical properties. |
Salirada the steel ring =6 str 6 con=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical crit. chance: +3.0% Physical power: +9 (+2 eff.) Armour: +6 Changes stats: +6 Str / +6 Con Changes resistances: +3% physical Changes resistances penetration: +20% mind Equilibrium when hit: +0.08 Psi when hit: +0.08 Maximum stamina: +20.00 Rings can have magical properties. |
Siligalle the stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +4 Dex Changes resistances: +15% lightning / +9% nature / +9% light Grants telepathy: Demon/Minor Demon/Major Stun/Freeze immunity: +44% Life regen: +4.00 Rings can have magical properties. |
Smearwaker =notbad=Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+4 eff.) Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 4 nature Changes stats: +10 Str / +9 Con Changes resistances: +12% arcane / +6% light Changes resistances penetration: +15% nature Changes damage: +6% light / +12% arcane / +6% nature Disarm immunity: +43% Pinning immunity: +37% Knockback immunity: +40% Maximum life: +40.00 Light radius: +3 Rings can have magical properties. |
Splendournail the gold ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes resistances: +32% lightning / +6% light / +9% darkness Changes damage: +16% lightning / +30% light / +9% darkness Light radius: +3 Rings can have magical properties. |
Unrutohor the AshnailCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Damage when hit (Melee): 20 acid Changes stats: +3 Cun Changes resistances: +6% fire Changes damage: +21% fire Rings can have magical properties. |
Venomstrike the copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 16 mind Changes resistances: +22% acid / +12% nature / +15% mind Changes resistances penetration: +15% nature Changes damage: +11% acid Rings can have magical properties. |
Void OrbPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+4 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+3 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 6 power out of 6/6) : Effective talent level: 4.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful bolt doing 153.95 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Physical save: -30 (-8 eff.) Spell save: -30 (-10 eff.) Mental save: -30 (-10 eff.) When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
copper ring 'Puregrind'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +12% lightning / +11% physical / +3% nature Changes damage: +9% lightning / +11% physical / +18% nature Rings can have magical properties. |
gladiator's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +10 (+3 eff.) Changes stats: +6 Str / +8 Con Life regen: +1.20 Maximum life: +97.00 Healing mod.: +22% Rings can have magical properties. |
gold ring 'Glittermonster'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 16 light Changes resistances: +30% nature / +6% light Changes resistances penetration: +20% nature Changes damage: +15% nature Light radius: +3 Rings can have magical properties. |
gold ring 'Ulirion' =PEN=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+1 eff.) Physical crit. chance: +8.0% Changes stats: +3 Str / +4 Dex / +4 Con Changes resistances: +3% physical Changes resistances penetration: +25% physical Stamina each turn: +0.40 Rings can have magical properties. |
marksman's copper ring of light (+20%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +3 Dex Changes resistances: +20% light Changes damage: +10% light Rings can have magical properties. |
marksman's copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +3 Dex Disarm immunity: +22% Pinning immunity: +21% Knockback immunity: +24% Maximum life: +20.00 Rings can have magical properties. |
marksman's stralite ring of wardingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +12 (+2 eff.) Changes stats: +6 Dex Changes resistances: +26% acid / +24% fire / +19% lightning / +18% cold Rings can have magical properties. |
mule's copper ring =enc=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +20 Rings can have magical properties. |
mule's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -6% Maximum encumbrance: +28 Rings can have magical properties. |
mule's steel ring of tenacity =enc=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Maximum encumbrance: +21 Disarm immunity: +21% Pinning immunity: +20% Knockback immunity: +20% Maximum life: +28.00 Rings can have magical properties. |
mule's stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -8% Maximum encumbrance: +28 Rings can have magical properties. |
mule's voratun ring of nature (+38%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -8% Changes resistances: +38% nature Changes damage: +19% nature Maximum encumbrance: +24 Rings can have magical properties. |
psionicist's copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+2 eff.) Rings can have magical properties. |
psionicist's stralite ring of sensingPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +7 Wil Mental save: +14 (+4 eff.) Blindness immunity: +44% Infravision radius: +5 See stealth: +15 See invisible: +17 Rings can have magical properties. |
psionicist's voratun ring of nature (+24%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Wil Changes resistances: +24% nature Changes damage: +12% nature Mental save: +14 (+4 eff.) Rings can have magical properties. |
psionicist's voratun ring of perseveranceCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +10 Wil Mental save: +20 (+5 eff.) Stun/Freeze immunity: +28% Life regen: +4.80 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. |
rogue's stralite ring of darkness (+24%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +5 Cun Changes resistances: +24% darkness Changes damage: +12% darkness Rings can have magical properties. |
rogue's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +18 (+5 eff.) Changes stats: +9 Cun Life regen: +2.00 Maximum life: +100.00 Healing mod.: +29% Rings can have magical properties. |
savior's stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical save: +9 (+2 eff.) Spell save: +16 (+5 eff.) Mental save: +10 (+3 eff.) Rings can have magical properties. |
savior's stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical save: +14 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +11 (+3 eff.) Rings can have magical properties. |
savior's voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical save: +14 (+4 eff.) Spell save: +7 (+3 eff.) Mental save: +11 (+3 eff.) Rings can have magical properties. |
steel ring 'Cloudcrypt' =gloom=Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 14% chance to cause random gloom Damage (Melee): 9 bleed Effects on ranged hit: * 14% chance to cause random gloom Damage (Ranged): 11 bleed Changes stats: +3 Cun / +4 Mag Changes damage: +6% arcane / +12% lightning Critical mult.: +10.00% Vim when firing critical spell: +2.00 Hate when firing a critical mind attack: +2.00 Maximum hate: +8.00 Maximum vim: +20.00 Spell crit. chance: +2% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 4.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
steel ring 'Starfurnace' =5 con=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Cun / +5 Con Changes resistances: +9% light Changes damage: +9% mind Critical mult.: +5.00% Physical save: +10 (+3 eff.) Equilibrium when hit: +0.08 Heals friendly targets nearby when you use a nature summon: +30 Rings can have magical properties. |
steel ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Blindness immunity: +25% Infravision radius: +3 See stealth: +9 See invisible: +6 Rings can have magical properties. |
stralite ring0.10 Encumbrance. Type: jewelry / ring ; tier 4 Rings can have magical properties. |
stralite ring0.10 Encumbrance. Type: jewelry / ring ; tier 4 Rings can have magical properties. |
stralite ring0.10 Encumbrance. Type: jewelry / ring ; tier 4 Rings can have magical properties. |
stralite ring 'Carrionsting'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +14 Changes stats: +14 Str / +6 Mag / +4 Cun Changes resistances: +9% nature Changes damage: +9% nature See invisible: +9 Rings can have magical properties. |
stralite ring 'Daybrace'Infused 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: +9% acid / +20% light Changes damage: +9% light Life regen: +1.40 Maximum life: +88.00 Light radius: +3 Healing mod.: +23% Rings can have magical properties. |
stralite ring 'Sewerbraid'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +4 Changes stats: +2 Str / +9 Wil Changes resistances: +9% darkness / +18% nature Changes damage: +9% physical Spell save: +9 (+3 eff.) Mental save: +27 (+7 eff.) Cut immunity: +30% Healing mod.: +15% Rings can have magical properties. |
stralite ring 'Voresenne'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +2 Wil Changes resistances: +6% temporal Changes damage: +9% blight Critical mult.: +10.00% Spell save: +30 (+9 eff.) Mental save: +13 (+3 eff.) Confusion immunity: +35% Maximum vim: +51.00 Spellpower: +10 (+3 eff.) Rings can have magical properties. |
voratun ring 'Starrip'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -10% Effects on melee hit: * 31% chance to blind Damage when hit (Melee): 12 light Changes resistances: +6% light Changes damage: +21% light / +24% lightning Maximum encumbrance: +35 Rings can have magical properties. |
voratun ring of frost (+32%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +32% cold Changes damage: +16% cold Rings can have magical properties. |
voratun ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 16% chance to cause random gloom Damage (Melee): 8 bleed Effects on ranged hit: * 16% chance to cause random gloom Damage (Ranged): 11 bleed Changes stats: +8 Cun Hate when firing a critical mind attack: +3.00 Maximum hate: +14.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
voratun ring of nature (+28%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +28% nature Changes damage: +14% nature Rings can have magical properties. |
warrior's voratun ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +14 Changes stats: +7 Str Stun/Freeze immunity: +37% Life regen: +3.50 Rings can have magical properties. |
warrior's voratun ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +12 (+3 eff.) Armour: +8 Changes stats: +4 Str Spellpower: +10 (+3 eff.) Mindpower: +11 (+3 eff.) Rings can have magical properties. |
wizard's copper ring =3 mag=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+2 eff.) Rings can have magical properties. |
wizard's stralite ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Mag Spell save: +12 (+4 eff.) Rings can have magical properties. |
wizard's voratun ring of fire (+32%)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Mag Changes resistances: +32% fire Changes damage: +16% fire Spell save: +12 (+4 eff.) Rings can have magical properties. |
dwarven-steel dagger 'Balancewrack' (119% power, 7 apr) =newfav=Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 120% Range: 1.3x Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * Slows global speed by 40% * 40% chance to cause random gloom * 25% chance for lightning to arc to a second target Damage (Melee): +9 lightning / +20 nature When wielded/worn: Changes resistances: +6% mind / +12% nature Changes resistances penetration: +10% nature Changes damage: +6% mind Sharp, short and deadly. |
voratun dagger 'Splendourslice' (147% power, 9 apr) =projx6=Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 147% Range: 1.3x Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Projects up to 6 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * Projects up to 6 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +24 cold / +4 light / +8 fire Burst (radius 2) on crit: +8 fire When wielded/worn: Effects on melee hit: * 30% chance to blind Changes resistances: +9% fire Changes resistances penetration: +15% light Light radius: +1 Sharp, short and deadly. |
Arudakira the voratun greatmaul (185% power, 4 apr) =backup=Requires: - Strength 48 Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 185% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 40% chance to disease * 25% chance to put talents on cooldown When wielded/worn: Accuracy: +4 (+0 eff.) Armour penetration: +30 Physical crit. chance: +16.0% Defense: +6 (+2 eff.) Ranged Defense: +6 (+1 eff.) Changes resistances penetration: +16% physical Changes damage: +16% physical Critical mult.: +21.00% Massive two-handed mauls. |
Awakened Staff of Absorption (172% power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Power: 172% Range: 1.2x Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+14 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 178 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Neira's Memory =res=Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +5 Wil Confusion immunity: +30% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 It can be used to surround yourself with a magical shield (strength 200, based on Magic) for 10 turns, costing 18 power out of 20/20. Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
Strikewarden the hardened leather belt =red cr/size=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Damage when hit (Melee): 20 lightning Changes stats: +3 Wil / +3 Cun / +3 Con Changes resistances penetration: +10% light Reduces incoming crit damage: 15.00% Spell save: +11 (+4 eff.) Light radius: +2 Size category: +1 A belt that goes around your waist. |
Frozen Shroud (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+4 eff.) Damage when hit (Melee): 60 ice Changes stats: +7 Mag Changes resistances: +25% cold / -15% fire / +8% all It can be used to release a radius 4 chilling blast, instantly dealing 208.65 cold damage and condensing the air into freezing vapors that deal 69.55 cold damage (based on Magic) each turn for 10 turns, costing 27 power out of 30/30. All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
cashmere cloak 'Gorotokath' (15 def, 0 armour) =err=Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour penetration: +1 Defense: +15 (+4 eff.) Ranged Defense: +6 (+1 eff.) Changes stats: +2 Cun / +3 Wil Changes resistances penetration: +10% physical Changes damage: +9% physical Physical save: +7 (+2 eff.) Maximum life: +34.00 Mental crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Nerimina' (2 def, 0 armour) =res=Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +9% blight / +4% physical Blindness immunity: +20% Confusion immunity: +25% Stun/Freeze immunity: +15% Maximum life: +47.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Dourtitan (0 def, 11 armour) =speed=Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +11 Fatigue: +4% Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +5 Con Physical save: +18 (+5 eff.) Life regen: +0.40 Stamina each turn: +0.60 Movement speed: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots 'Skykiller' (0 def, 3 armour) =res=Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -3% Effects on melee hit: * 15% chance to daze at end of turn * 10% chance to disease Changes stats: +7 Lck / +5 Dex Changes resistances: +9% blight / +3% lightning Changes damage: +9% blight Stealth bonus: +11 Maximum encumbrance: +28 Physical save: +8 (+2 eff.) Silence immunity: +28% Confusion immunity: +34% Stun/Freeze immunity: +24% A pair of boots made of leather. |
traveler's pair of voratun boots of tirelessness (0 def, 5 armour) =enc=Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -6% Maximum encumbrance: +45 Physical save: +15 (+4 eff.) Stamina each turn: +1.30 Maximum stamina: +40.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Duskbloom (0 def, 3 armour) =red crit=Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Changes resistances: +6% temporal / +12% nature / +6% mind Changes damage: +12% darkness Reduces incoming crit damage: 15.00% Silence immunity: +25% Stun/Freeze immunity: +20% Life regen: +4.00 Stamina each turn: +1.60 Only die when reaching: -85.00 life Maximum stamina: +31.00 When used to modify unarmed attacks: Power: 134% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Slumber (10% chance level 5). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Unralach the voratun gauntlets (0 def, 3 armour) =nice=Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by nature Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Fatigue: -10% Effects on melee hit: * 25% chance to cause random gloom Damage (Melee): 12 lightning / 45 darkness / 23 mind Damage when hit (Melee): 8 mind Changes stats: +2 Mag Changes resistances: +15% darkness / +9% lightning Changes damage: +9% darkness / +8% lightning Mental save: -5 (-1 eff.) Hate when firing a critical mind attack: +2.00 Mindpower: +8 (+2 eff.) When used to modify unarmed attacks: Power: 136% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Reproach (10% chance level 5). When this weapon hits: Lightning Breath (10% chance level 5). On weapon hit: * 15% chance to inflict 15% damage reduction Damage (Melee): +8 mind Burst (radius 2) on crit: +11 lightning It can be used to activate talent Ruined Earth, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
Aerudama (0 def, 1 armour) =water=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Str Changes resistances: +5% cold Allows you to breathe in: water Psi when hit: +0.08 Maximum hate: +4.00 Maximum psi: +50.00 Heals friendly targets nearby when you use a nature summon: +10 A cap made of leather. |
Steam Powered Helm (3 def, 12 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +12 Defense: +3 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Con Changes resistances: +10% all Blindness immunity: +50% A Helmet. But with steam power! |
6 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
1941 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. |
10 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Wyrm BileInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / blood It can be used to drink the vile fluid. A vial of thick, lumpy fluid. Who knows what this will do to you if you drink it? |
6 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 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. |
7 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe 'Hurudir' (dig speed 37 turns) =10 str=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -9% Changes stats: +10 Str / +2 Mag / +4 Cun / +2 Con When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe 'Gloomquill' (dig speed 6 turns) =dig=Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour: +3 Defense: +6 (+2 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 8 mind Changes stats: +3 Str / +2 Mag Changes resistances: +6% mind / +7% fire / +14% darkness / +9% physical Changes resistances penetration: +10% acid Maximum mana: +51.00 Spell crit. chance: +5% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang =fang=Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
6 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. |
5 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Gloralle the Shadebliss =nice=Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +14 Effects on melee hit: * 39% chance to inflict 15% damage reduction * 40% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 16 darkness Changes resistances: +15% darkness / +12% temporal Changes resistances penetration: +20% blight / +14% all Light radius: +6 Defense after a teleport: +19 Resist all after a teleport: +19% New effects duration reduction after a teleport: +19% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Xanagata the Seartreason =saves=Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Defense: +16 (+5 eff.) Damage when hit (Melee): 8 blight / 12 fire Changes stats: +3 Con Changes resistances: +11% blight / +18% fire Physical save: +25 (+6 eff.) Spell save: +27 (+8 eff.) Mental save: +28 (+7 eff.) Life regen: +3.20 Mana when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +2 Light radius: +3 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A normal brass lantern, enhanced by alchemy to make it brighter. |
Eye of the Dreaming One =sleeep=Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 18 power out of 25/25) : Effective talent level: 3.0 Power cost: 18 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)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. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Atamathon's Lost Ruby 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. |
69 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
13 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
10 fire 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. |
5 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (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. |
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. |
Brodeldil the voratun torque of kinetic psionic shield [power 173] (18 cooldown) =physmain=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Armour: +7 Changes stats: +3 Cun Changes resistances: +9% lightning / +18% temporal Changes damage: +12% mind Talent cooldown: Silence (-1 turn) Talent granted: +5 Silence Reduces incoming crit damage: 19.00% Psi when hit: +0.12 Maximum psi: +65.00 Mindpower: +18 (+5 eff.) It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 173 for 7 turns, putting all charms on cooldown for 18 turns. Torques are made by powerful psionics to store psionic powers. |
Daycrypt [power 205] (6 cooldown) =silence=Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 8 light Changes resistances: +6% light Changes resistances penetration: +10% light Talent cooldown: Silence (-2 turns) Talent granted: +6 Silence It can be used to fire a blast of psionic energies in a range 7 beam dealing 109.68 to 219.35 mind damage, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 6 hate. Torques are made by powerful psionics to store psionic powers. |
Zubysekira [power 145] (18 cooldown) =ward + light =Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Damage when hit (Melee): 4 blight / 8 temporal Changes resistances: +6% blight / +9% temporal Maximum wards: +3 physical / +4 mind / +4 darkness Changes resistances penetration: +15% temporal Changes damage: +9% blight Talent granted: +1 Ward It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 145 for 7 turns, putting all charms on cooldown for 18 turns. Torques are made by powerful psionics to store psionic powers. |
stralite torque of charged psionic shield 'Yvekira' [power 131] (18 cooldown) =charged=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Effects on melee hit: * 21% chance to disease Changes stats: +2 Cun Changes resistances penetration: +15% mind Changes damage: +6% temporal Talent cooldown: Silence (-1 turn) Talent granted: +4 Silence Psi when hit: +0.12 Maximum psi: +40.00 Mental crit. chance: +7% Heals friendly targets nearby when you use a nature summon: +40 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 131 for 7 turns, putting all charms on cooldown for 18 turns. Torques are made by powerful psionics to store psionic powers. |
stralite torque of thermal psionic shield 'Mayybrenn' [power 107] (18 cooldown) =fire=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Changes stats: +3 Wil Maximum wards: +3 physical / +5 mind / +4 darkness Changes resistances penetration: +20% arcane Changes damage: +6% mind Talent granted: +1 Ward Critical mult.: +20.00% Maximum mana: +60.00 Spell crit. chance: +9% It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 107 for 7 turns, putting all charms on cooldown for 18 turns. Torques are made by powerful psionics to store psionic powers. |
Pitchwrest [power 210] (18 cooldown) =tent=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn * 30% chance to inflict 15% damage reduction Changes resistances: +6% lightning / +3% darkness / +12% nature Changes resistances penetration: +25% lightning Changes damage: +6% nature / +6% darkness Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle It can be used to heal a target within range 7 (based on Willpower) for 210, putting all charms on cooldown for 18 turns. Natural totems are made by powerful wilders to store nature power. |
dragonbone totem of cure ailments 'Adewe' [power 5] (9 cooldown) =cureails=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Armour: +6 Changes resistances: +15% light / +12% cold Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle Blindness immunity: +20% Poison immunity: +15% Disease immunity: +40% It can be used to remove up to 5 poisons or diseases from a target within range 7 (based on Willpower), putting all charms on cooldown for 9 turns. Natural totems are made by powerful wilders to store nature power. |
forceful dragonbone totem of thorny skin [power 90] (18 cooldown) =hrm=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 90 and armour hardiness by 70%, putting all charms on cooldown for 18 turns. When used: 100% chance to regenerate 14 stamina. Natural totems are made by powerful wilders to store nature power. |
12 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Rootcrypt [power 15] (6 cooldown) =darkness=Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 8 nature Changes resistances penetration: +15% nature Changes damage: +18% nature / +3% light Talent cooldown: Volcano (-2 turns) Talent granted: +5 Volcano Light radius: +2 It can be used to reveal the area around you, dispelling darkness (radius 15, power 63 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
yew wand of clairvoyance [power 11] (6 cooldown) =clair=Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to reveal the area around you, dispelling darkness (radius 11, power 59 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
12 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. |
3 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
12 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. |
6 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 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. |
3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Demonic SoulPowered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Usuir the Ogre Shadowblade level 37
24th Dusk 123rd year of Ascendancy at 15:58 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Usuir the Ogre Shadowblade level 33
20th Pyre 123rd year of Ascendancy at 13:40 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Usuir the Ogre Shadowblade level 37
21st Dusk 123rd year of Ascendancy at 22:10 see stats
Anti-Antimagic! (Insane (Adventure) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By Usuir the Ogre Shadowblade level 36
6th Flare 123rd year of Ascendancy at 13:55 see stats
Arachnophobia (Insane (Adventure) difficulty)
Destroyed the spydric menace.By Usuir the Ogre Shadowblade level 43
60th Dusk 123rd year of Ascendancy at 05:59 see stats
Back and there again (Insane (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Usuir the Ogre Shadowblade level 50
3rd Allure 124th year of Ascendancy at 02:58 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Usuir the Ogre Shadowblade level 41
55th Dusk 123rd year of Ascendancy at 18:18 see stats
Clone War (Insane (Adventure) difficulty)
Destroyed your own Shade.By Usuir the Ogre Shadowblade level 50
37th Regrowth 124th year of Ascendancy at 02:16 see stats
Demonic Invasion (Insane (Adventure) difficulty)
Stopped a demonic invasion by closing their portal.By Usuir the Ogre Shadowblade level 50
5th Pyre 124th year of Ascendancy at 15:44 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Usuir the Ogre Shadowblade level 39
51st Dusk 123rd year of Ascendancy at 01:52 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Usuir the Ogre Shadowblade level 50
51st Regrowth 124th year of Ascendancy at 10:52 see stats
Evil denied (Insane (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Usuir the Ogre Shadowblade level 50
55th Pyre 124th year of Ascendancy at 01:58 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Usuir the Ogre Shadowblade level 20
5th Decay 122nd year of Ascendancy at 23:41 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Usuir the Ogre Shadowblade level 35
9th Mirth 123rd year of Ascendancy at 06:17 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Usuir the Ogre Shadowblade level 50
28th Pyre 124th year of Ascendancy at 18:13 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Usuir the Ogre Shadowblade level 32
47th Regrowth 123rd year of Ascendancy at 18:04 see stats
I'm a cool hero (Insane (Adventure) difficulty)
Saved Derth without a single inhabitant dying.By Usuir the Ogre Shadowblade level 33
27th Pyre 123rd year of Ascendancy at 05:56 see stats
Is that how it feels to be an escort quest?! (Insane (Adventure) difficulty)
Got saved from death in the Godfeaster by Malyu and managed to escape.By Usuir the Ogre Shadowblade level 32
43rd Regrowth 123rd year of Ascendancy at 23:04 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Usuir the Ogre Shadowblade level 10
1st Dusk 122nd year of Ascendancy at 05:37 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Usuir the Ogre Shadowblade level 20
64th Haze 122nd year of Ascendancy at 17:05 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Usuir the Ogre Shadowblade level 30
31st Regrowth 123rd year of Ascendancy at 18:08 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Usuir the Ogre Shadowblade level 40
51st Dusk 123rd year of Ascendancy at 01:52 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Usuir the Ogre Shadowblade level 50
1st Allure 124th year of Ascendancy at 16:21 see stats
Look at me, I'm playing a roguelike! (Insane (Adventure) difficulty)
Linked yourself in the in-game chat.By Usuir the Ogre Shadowblade level 41
54th Dusk 123rd year of Ascendancy at 00:16 see stats
Lucky Girl (Insane (Adventure) difficulty)
Saved Melinda again and invited her to the Fortress to cure her.By Usuir the Ogre Shadowblade level 32
72nd Regrowth 123rd year of Ascendancy at 03:52 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Usuir the Ogre Shadowblade level 50
5th Pyre 124th year of Ascendancy at 07:16 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Usuir the Ogre Shadowblade level 16
65th Dusk 122nd year of Ascendancy at 22:47 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Usuir the Ogre Shadowblade level 50
17th Pyre 124th year of Ascendancy at 16:50 see stats
Savior of the damsels in distress (Insane (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Usuir the Ogre Shadowblade level 31
36th Regrowth 123rd year of Ascendancy at 13:18 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Usuir the Ogre Shadowblade level 46
42nd Haze 123rd year of Ascendancy at 18:24 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Usuir the Ogre Shadowblade level 30
32nd Regrowth 123rd year of Ascendancy at 12:33 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Usuir the Ogre Shadowblade level 40
51st Dusk 123rd year of Ascendancy at 15:11 see stats
Tactical master (Insane (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Usuir the Ogre Shadowblade level 50
55th Pyre 124th year of Ascendancy at 01:57 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Usuir the Ogre Shadowblade level 10
16th Dusk 122nd year of Ascendancy at 07:35 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Usuir the Ogre Shadowblade level 33
20th Pyre 123rd year of Ascendancy at 13:40 see stats
The Sun Still Shines (Insane (Adventure) difficulty)
Aeryn survived the last battle.By Usuir the Ogre Shadowblade level 50
55th Pyre 124th year of Ascendancy at 01:58 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Usuir the Ogre Shadowblade level 10
13rd Dusk 122nd year of Ascendancy at 02:25 see stats
The sky is falling! (Insane (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Usuir the Ogre Shadowblade level 35
5th Flare 123rd year of Ascendancy at 19:19 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Usuir the Ogre Shadowblade level 45
29th Haze 123rd year of Ascendancy at 09:47 see stats
Thralless (Insane (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Usuir the Ogre Shadowblade level 33
45th Pyre 123rd year of Ascendancy at 00:28 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Usuir the Ogre Shadowblade level 20
7th Decay 122nd year of Ascendancy at 03:12 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Usuir the Ogre Shadowblade level 15
54th Dusk 122nd year of Ascendancy at 00:44 see stats
Unstoppable (Insane (Adventure) difficulty)
Returned from the dead.By Usuir the Ogre Shadowblade level 50
48th Pyre 124th year of Ascendancy at 12:25 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Usuir the Ogre Shadowblade level 37
21st Dusk 123rd year of Ascendancy at 14:41 see stats
Log
--------------------------------
Saving game...
Saving done.
Usuir deactivates Trained Reactions.
Usuir deactivates Essence of Speed.
Usuir deactivates Shadow Feed.
Usuir deactivates Chant of Fortitude.











































































































































































