Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
| Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! Breeding Pits Restoration Project 1.1.5Restores the orc breeding pits cut content to the game. Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.5.3Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Bulwark |
| Level / Exp | 50 / 3852% |
| Size | big |
| Lifes / Deaths | no deaths recorded / 0 |
| Antimagic | Follower |
Primary Stats
| Strength | 178 (base 60) |
| Dexterity | 103 (base 66) |
| Constitution | 84 (base 9) |
| Magic | 23 (base 14) |
| Willpower | 57 (base 31) |
| Cunning | 94 (base 56) |
Resources
| Life | 2248/2248 |
| Equilibrium | 45 |
| Stamina | 344/344 |
| Psi | 147/147 |
| Healing Factor | 2.0370078740156 |
| Regeneration | 21.694133858266 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 1 |
| Infravision | 7 |
| See Stealth | 25 |
| See Invisible | 24 |
Offense: Mainhand
| Damage | 358 |
| Accuracy | 87 |
| Crit Chance | 52% |
| APR | 21 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 21 |
| Crit Chance | 35% |
| Speed | 1 |
Offense: Mind
| Mindpower | 52 |
| Crit Chance | 49% |
| Speed | 1 |
Offense: Damage Bonus
| All | +7% |
Offense: Damage Penetration
| All | 0% |
Defense: Base
| Armour (hardiness) | 136.54732297887 (100%) |
| Defense | 67 |
| Ranged Defense | 71 |
| Fatigue | 0 |
| Physical Save | 102 |
| Spell Save | 68 |
| Mental Save | 89 |
Defense: Resistances
| All | + 22%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Bleed Resistance | 5% |
| Confusion Resistance | 100% |
| Fear Resistance | 100% |
| Disarm Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 467 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 21% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 815 life over 5 turns. Its effects scale with your Dexterity 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 875 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat techniques | 1.60 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.95 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Warcries | 1.60 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Battle tactics | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Shield offense | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Shield defense | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Dwarf | 1.20 |
| 1/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Technique / Combat training | 2.35 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Wild Growth |
| talent | Shield Wall |
| talent | Antimagic Shield |
| beneficial effect | The target filled with the spirit of the bunnies! This looks very very cute! Also whenever you deal damage you have 5% chances to turn into a vorpal bunny, increasing your critical chance by %10. Bunnyficated! |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
Anne Buryset has asked you to find the Aporia Fold Lys, somewhere in the old forest. Aporia Fold LysYou only have 0 minutes and 0 seconds to find it! | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have encountered a dying sun paladin that told you about the orcs breeding pit, a true abomination. Desperate MeasuresYou have taken upon yourself to cleanse it and deal a crippling blow to the orcs. The abominable task is done. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: temporal explorer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Dream Walk (+1 level(s)). | 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 |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * 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. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 3685. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within20 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You 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! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Unbreakable Greaves (8 def, 20 armour) Unbreakable Greaves (8 def, 20 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
| Light source | Blackbringer the dwarven lantern Blackbringer the dwarven lanternInfused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Defense: +15 (+3 eff.) Damage when hit (Melee): 12 darkness / 4 physical Critical mult.: +10.00% Physical save: +20 (+3 eff.) Spell save: +20 (+5 eff.) Mental save: +47 (+9 eff.) Maximum life: +79.00 Maximum stamina: +10.00 Maximum hate: +8.00 Mindpower: +9 (+3 eff.) Mental crit. chance: +12% Light radius: +4 See stealth: +25 See invisible: +24 Healing mod.: +15% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Xytira the Heatedge (0 def, 5 armour) Xytira the Heatedge (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Armour: +5 Fatigue: +5% Damage when hit (Melee): 12 fire Changes stats: +12 Str / +8 Dex / +7 Wil Changes resistances: +19% lightning / +11% physical / +9% fire / +11% temporal Changes resistances penetration: +5% fire Physical save: +13 (+2 eff.) Spell save: +9 (+2 eff.) A cap made of leather. |
| On hands | voratun gauntlets 'Manoruilar' (6 def, 3 armour) voratun gauntlets 'Manoruilar' (6 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Physical power: +4 (+1 eff.) Armour: +3 Defense: +6 (+1 eff.) Ranged Defense: +6 (+2 eff.) Changes stats: +2 Str / +6 Cun / +12 Con Changes resistances: +13% darkness Physical save: +60 (+10 eff.) Spell save: +16 (+4 eff.) Mental save: +15 (+3 eff.) Disarm immunity: +92% Infravision radius: +3 Healing mod.: +20% When used to modify unarmed attacks: Base power: 28.0 - 39.2 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +11 Armour Penetration: +15 Crit. chance: +26.0% Attack speed: 83% When this weapon hits: Juggernaut (20% chance level 2). When this weapon crits: Dominate (10% chance level 5). Damage (Melee): +29 darkness / +64 physical Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 6.4 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 40% and provides a 23% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Pick of Dwarven Emperors (dig speed 12 turns) Pick of Dwarven Emperors (dig speed 12 turns)Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +8 Str / +8 Con Changes resistances penetration: +10% physical Changes damage: +10% physical Talent mastery: +0.20 Race / Dwarf Physical save: +7 (+1 eff.) Spell save: +7 (+1 eff.) Mental save: +7 (+1 eff.) Maximum life: +50.00 When carried: Talent granted: +1 Dig It can be used to activate talent Pulverizing Auger (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: 6 Travel Speed: instantaneous Is: a spell Description: Fire a powerful beam of stone-shaterring force, digging out any walls in its path up to 4. The beam also affect any creatures in its path, dealing 169.47 physical damage to all. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
| On fingers | Toriharafast the Carrionwasp Toriharafast the CarrionwaspInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -10% Damage when hit (Melee): 8 nature Changes resistances: +12% acid / +40% cold / +6% darkness / +5% arcane Changes resistances penetration: +5% nature Changes damage: +20% cold Maximum encumbrance: +38 Stun/Freeze immunity: +50% Life regen: +5.90 Maximum life: +100.00 Mental crit. chance: +2% Healing mod.: +25% Rings can have magical properties. |
| On fingers | Ring of the War Master Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Dual techniques +0.30 Technique / Archery excellence +0.30 Technique / Combat veteran +0.30 Technique / Grappling +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Two-handed weapons +0.30 Technique / Thuggery +0.30 Technique / Shield offense +0.30 Technique / Unarmed training +0.30 Technique / Archery prowess +0.30 Technique / Combat training +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 / Superiority +0.30 Technique / Pugilism +0.30 Technique / Shield defense +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. |
| Around neck | Airvice AirviceInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +16 (+3 eff.) Defense: +19 (+4 eff.) Fatigue: -20% Damage when hit (Melee): 12 lightning Changes stats: +10 Dex / +10 Cun / +10 Con / +19 Lck Changes resistances: +9% acid Changes resistances penetration: +15% lightning Changes damage: +9% lightning / +9% nature / +6% darkness Talent masteries: +0.35 Technique / Combat veteran +0.35 Technique / Combat training Spell save: +9 (+2 eff.) Life regen: +4.50 Stamina each turn: +1.40 Movement speed: +10% Reduce all damage from unseen attackers: 20% Amulets can have magical properties. |
| In main hand | Salerin (76-106.4 power, 6 apr) Salerin (76-106.4 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 76.0 - 106.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +60 insidious poison When wielded/worn: Accuracy: +4 (+1 eff.) Physical power: +15 (+2 eff.) Changes stats: +7 Con Changes resistances: +9% nature / +3% physical Changes resistances penetration: +11% physical Mental save: +6 (+1 eff.) Cut immunity: +5% Disarm immunity: +11% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Blunt and deadly. |
| Around waist | Girdle of Preservation Girdle of PreservationInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+2 eff.) Spell save: +15 (+3 eff.) Mental save: +15 (+3 eff.) Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
| In off hand | Loamcrypt the voratun shield (12 def, 9 armour, 70-84 power, 198 block) Loamcrypt the voratun shield (12 def, 9 armour, 70-84 power, 198 block)Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 70.0 - 84.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +198 On weapon crit: * smash the target with your shield crippling them Damage against: +10% Elemental / +25% Insect / +10% Horror When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +9 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Effects on melee hit: * Slows global speed by 15% Changes resistances: +8% acid / +39% fire / +9% lightning / +11% cold Changes resistances penetration: +10% physical Talent granted: +5 Block Handheld deflection devices. |
| Cloak | elven-silk cloak 'Yvysewyn' (3 def, 0 armour) elven-silk cloak 'Yvysewyn' (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Defense: +3 (+0 eff.) Fatigue: -7% Changes stats: +5 Str / +10 Dex / +4 Cun / +6 Con Changes resistances: +10% acid / +10% fire / +10% lightning / +19% cold Talent mastery: +0.40 Technique / Combat training Critical mult.: +9.00% Spell save: -28 (-7 eff.) Stamina each turn: +1.50 Mana each turn: -0.60 Maximum life: +60.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Plate of the Blackened Mind (15 def, 40 armour) Plate of the Blackened Mind (15 def, 40 armour)Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +40 Defense: +15 (+3 eff.) Fatigue: +17% Effects when hit in melee: * 20% chance to cause random gloom Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +15% light / +20% blight / +25% mind / +20% darkness Talent mastery: +0.20 Cursed / Gloom Physical save: +15 (+2 eff.) Mental save: +25 (+5 eff.) Confusion immunity: +100% Fear immunity: +100% Mindpower: +10 (+3 eff.) Light radius: -2 Infravision radius: +4 It can be used to activate talent Dominate (costing 15 power out of 25/25) : Effective talent level: 2.0 Power cost: 15 out of 25/25. Range: 2 Travel Speed: instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 9 Armour, 14 Defense and your attacks will gain 37% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
Inventory
healing infusion of the psychic (heal 180) healing infusion of the psychic (heal 180)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: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 180 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the sneak (heal 297) healing infusion of the sneak (heal 297)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: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 297 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the warrior (heal 508) healing infusion of the warrior (heal 508)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: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 508 and cleanse 1 wound and 1 poison effect. 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. |
healing infusion of the warrior (heal 484) healing infusion of the warrior (heal 484)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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 484 and cleanse 1 wound and 1 poison effect. 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. |
heroism infusion of the warrior (+32 for 11 turns, die at -947) heroism infusion of the warrior (+32 for 11 turns, die at -947)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 32 for 11 turns. While Heroism is active, you will only die when reaching -947 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 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. |
heroism infusion of the warrior (+31 for 11 turns, die at -982) heroism infusion of the warrior (+31 for 11 turns, die at -982)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: 26 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 31 for 11 turns. While Heroism is active, you will only die when reaching -982 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 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. |
heroism infusion of the warrior (+31 for 10 turns, die at -1118) heroism infusion of the warrior (+31 for 10 turns, die at -1118)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 31 for 10 turns. While Heroism is active, you will only die when reaching -1118 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 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. |
movement infusion (362% speed; 6 turns) movement infusion (362% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 362% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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 duelist (820% speed; 7 turns) movement infusion of the duelist (820% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 820% 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 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. |
movement infusion of the duelist (1021% speed; 8 turns) movement infusion of the duelist (1021% speed; 8 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1021% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the titan (632% speed; 6 turns) movement infusion of the titan (632% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 632% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the warrior (1104% speed; 7 turns) movement infusion of the warrior (1104% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1104% 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. |
movement infusion of the warrior (1034% speed; 6 turns) movement infusion of the warrior (1034% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1034% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your 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. |
movement infusion of the warrior (1106% speed; 8 turns) movement infusion of the warrior (1106% speed; 8 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1106% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 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. |
movement infusion of the warrior (1246% speed; 8 turns) movement infusion of the warrior (1246% speed; 8 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1246% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 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. |
movement infusion of the warrior (896% speed; 5 turns) movement infusion of the warrior (896% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 896% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 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. |
movement infusion of the warrior (1101% speed; 7 turns) movement infusion of the warrior (1101% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1101% 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. |
movement infusion of the warrior (1146% speed; 6 turns) movement infusion of the warrior (1146% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1146% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your 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. |
movement infusion of the wizard (531% speed; 5 turns) movement infusion of the wizard (531% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 531% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the duelist (heal 658 over 5 turns) regeneration infusion of the duelist (heal 658 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 658 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. |
regeneration infusion of the duelist (heal 515 over 5 turns) regeneration infusion of the duelist (heal 515 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 515 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. |
regeneration infusion of the duelist (heal 622 over 5 turns) regeneration infusion of the duelist (heal 622 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 622 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. |
regeneration infusion of the sneak (heal 800 over 5 turns) regeneration infusion of the sneak (heal 800 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 800 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 968 over 5 turns) regeneration infusion of the warrior (heal 968 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 968 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. |
regeneration infusion of the wizard (heal 373 over 5 turns) regeneration infusion of the wizard (heal 373 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 373 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the warrior (resist 48%; cure mental, physical) wild infusion of the warrior (resist 48%; cure mental, physical)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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 48% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Daneth's Neckguard Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Activating this item is instant. It can be used to activate talent Juggernaut (costing 30 power out of 60/60) : Effective talent level: 3.2 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 28% and provides a 15% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Xywyn the voratun amulet Xywyn the voratun amuletPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +6 Damage (Melee): 15 light / 13 darkness Effects when hit in melee: * 14% chance to inflict 15% damage reduction * 15% chance to blind Changes stats: +6 Mag Changes resistances: +3% acid Changes damage: +19% light / +8% temporal / +23% darkness / +8% physical Talent masteries: +0.40 Technique / Archery training +0.40 Technique / Two-handed weapons Mental save: +9 (+1 eff.) Disarm immunity: +25% Pinning immunity: +5% Spellpower: +6 (+3 eff.) Spell crit. chance: +5% Amulets can have magical properties. |
stabilizing stralite amulet of mastery (0.34 Technique / Shield defense) stabilizing stralite amulet of mastery (0.34 Technique / Shield defense)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +19% temporal Talent mastery: +0.34 Technique / Shield defense Pinning immunity: +32% Knockback immunity: +37% Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Aroyabeth the Strikejam Aroyabeth the StrikejamCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +18 (+4 eff.) Physical crit. chance: +3.0% Defense: +20 (+5 eff.) Changes stats: +10 Dex / +7 Wil / +28 Cun Changes damage: +12% lightning Maximum life: +40.00 Maximum stamina: +15.00 Mindpower: +14 (+4 eff.) Rings can have magical properties. |
Fogkin FogkinInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+3 eff.) Armour penetration: +12 Defense: +16 (+4 eff.) Changes stats: +1 Str Changes resistances: +30% fire Changes resistances penetration: +5% physical Changes damage: +15% fire / +9% darkness / +21% physical Mental save: +12 (+2 eff.) Confusion immunity: +40% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
Inertial Twine Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+2 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Isildanne IsildanneInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +14 Fatigue: -4% Changes stats: +2 Dex Changes resistances: +36% lightning / +3% physical Changes damage: +18% lightning Reduces incoming crit damage: 15.00% Rings can have magical properties. |
Nileg the Cloudborn Nileg the CloudbornInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -4% Effects on melee hit: * 15% chance to cause random gloom Damage (Melee): 16 bleed Effects on ranged hit: * 15% chance to cause random gloom Damage (Ranged): 13 bleed Damage when hit (Melee): 12 lightning Changes stats: +1 Str / +11 Cun / +18 Con Changes resistances: +36% nature / +6% lightning Changes damage: +18% nature Physical save: +18 (+3 eff.) Hate when firing a critical mind attack: +3.00 Maximum hate: +12.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.6 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 150% weapon damage. If the attack hits, the target will bleed for 287% weapon damage over 7 turns, and all healing will be reduced by 51%. Rings can have magical properties. |
gold ring 'Elilewen' gold ring 'Elilewen'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour penetration: +4 Physical power: +8 (+1 eff.) Armour: +14 Damage when hit (Melee): 20 physical Changes stats: +7 Str / +3 Con Changes damage: +27% physical Healing mod.: +15% Rings can have magical properties. |
painweaver's voratun ring of speed painweaver's voratun ring of speedCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+3 eff.) Physical power: +17 (+3 eff.) Defense: +15 (+3 eff.) Changes damage: +8% all Spellpower: +19 (+10 eff.) Mindpower: +14 (+4 eff.) Movement speed: +25% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 6.4 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 54% for 5 turns. Rings can have magical properties. |
stralite ring 'Tarruran' stralite ring 'Tarruran'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +8 (+1 eff.) Changes stats: +8 Str / +2 Dex / +14 Con Changes resistances: +4% physical Changes damage: +9% physical Physical save: +18 (+3 eff.) Mental save: +11 (+2 eff.) Confusion immunity: +36% Rings can have magical properties. |
Beudragas the voratun battleaxe (74.5-111.75 power, 4 apr) Beudragas the voratun battleaxe (74.5-111.75 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 74.5 - 111.8 Uses stat: 120% Str Damage type: Mind Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 111% Damage (Melee): +8 mind Burst (radius 2) on crit: +26 fire When wielded/worn: Accuracy: +16 (+3 eff.) Changes stats: +12 Dex / +4 Wil Changes resistances: +9% mind Changes resistances penetration: +20% fire Reduces incoming crit damage: 15.00% Infravision radius: +1 Global speed: +8% Massive two-handed battleaxes. |
Gludheletta (93.5-140.25 power, 4 apr) Gludheletta (93.5-140.25 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 93.5 - 140.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 111% On weapon hit: * Random elemental explosion When wielded/worn: Accuracy: +24 (+5 eff.) Changes stats: +9 Dex / +1 Con Changes resistances: +12% acid Changes resistances penetration: +23% acid / +24% cold / +23% fire / +10% mind / +24% lightning Grants telepathy: Demon/Minor Demon/Major Mental save: +20 (+4 eff.) Massive two-handed mauls. |
voratun greatsword 'Thunderhunter' (79-126.4 power, 4 apr) voratun greatsword 'Thunderhunter' (79-126.4 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 79.0 - 126.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 44% chance to daze at end of turn Damage (Melee): +8 mind Burst (radius 1) on hit: +16 lightning When wielded/worn: Damage when hit (Melee): 4 lightning Changes stats: +6 Str / +5 Dex / +6 Mag / +5 Wil / +5 Cun / +6 Con Changes resistances: +3% mind / +14% all Changes resistances penetration: +19% nature / +21% lightning Changes damage: +3% lightning Massive two-handed swords. |
dragonbone longbow 'Darkgore' dragonbone longbow 'Darkgore'Requires: - Dexterity 48 - Talent Shoot Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +10 On weapon hit: * 20% chance to inflict 15% damage reduction Travel speed: +200% Burst (radius 2) on crit: +2 darkness / +2 mind When wielded/worn: Effects on ranged hit: * 60 arcane resource burn Changes stats: +19 Cun / +22 Wil Changes resistances penetration: +5% acid / +10% mind Changes damage: +3% acid Talent mastery: +0.60 Wild-gift / Antimagic Critical mult.: +15.00% Mindpower: +31 (+9 eff.) Longbows are used to shoot arrows at your foes. |
dragonbone longbow 'Glintgore' dragonbone longbow 'Glintgore'Requires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 Damage (Ranged): +47 nature When wielded/worn: Accuracy: +23 (+5 eff.) Physical crit. chance: +20.0% Changes stats: +12 Dex Changes resistances: +12% temporal / +14% all Changes resistances penetration: +5% light / +35% physical / +14% nature / +5% temporal Changes damage: +12% light / +3% temporal Longbows are used to shoot arrows at your foes. |
dragonbone longbow 'Thunderwither' dragonbone longbow 'Thunderwither'Requires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 Burst (radius 1) on hit: +4 lightning When wielded/worn: Changes stats: +11 Con Changes resistances penetration: +59% physical Changes damage: +6% arcane / +59% physical Talent mastery: +0.30 Wild-gift / Fungus Maximum mana: +20.00 Spell crit. chance: +2% Defense after a teleport: +15 It can be used to regenerate 366 life over 5 turns, putting all charms on cooldown for 20 turns. Longbows are used to shoot arrows at your foes. |
Plaguestun (57.5-80.5 power, 6 apr) Plaguestun (57.5-80.5 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 57.5 - 80.5 Uses stat: 100% Str Damage type: Temporal Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 26% chance to disease * Slows global speed by 40% * 40% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +16 blight Burst (radius 2) on crit: +8 nature When wielded/worn: Accuracy: +15 (+3 eff.) Defense: +14 (+3 eff.) Effects on melee hit: * Slows global speed by 30% Changes resistances: +3% nature Changes damage: +6% nature / +9% temporal Disarm immunity: +40% Sharp, long, and deadly. |
Relgeromigen the voratun longsword (42-58.8 power, 6 apr) Relgeromigen the voratun longsword (42-58.8 power, 6 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 42.0 - 58.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to disease * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 25% chance to put talents on cooldown On weapon crit: * cripple the target Burst (radius 1) on hit: +4 blight When wielded/worn: Physical crit. chance: +14.0% Fatigue: -10% Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 4 blight Changes stats: +1 Con Grants telepathy: Dragon Humanoid/Orc Sharp, long, and deadly. |
voratun longsword 'Kilnonslaught' (41-57.4 power, 6 apr) voratun longsword 'Kilnonslaught' (41-57.4 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 41.0 - 57.4 Uses stat: 100% Str Damage type: Fire Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 31% chance to daze at end of turn * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Burst (radius 1) on hit: +8 fire When wielded/worn: Accuracy: +9 (+2 eff.) Defense: +10 (+2 eff.) Changes stats: +2 Str / +4 Dex / +7 Mag / +8 Wil / +4 Cun / +4 Con Changes resistances: +6% fire Changes resistances penetration: +13% lightning Disarm immunity: +50% Spell crit. chance: +3% Sharp, long, and deadly. |
Nature's Vengeance (40-56 power, 4 apr) Nature's Vengeance (40-56 power, 4 apr)Requires: - Strength 42 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 3 Base power: 40.0 - 56.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +9.0% Attack speed: 100% Damage (Melee): +10 silence / +18 nature When wielded/worn: Accuracy: +6 (+1 eff.) Changes resistances: +0% all It can be used to activate talent Rush (costing 15 power out of 25/25) : Effective talent level: 4.8 Power cost: 15 out of 25/25. Range: 9 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. This thick-set mace was used by the Spellhunter Vorlan, who crafted it from the wood of an ancient oak that was uprooted during the Spellblaze. Many were the wizards and witches felled by this weapon, brought to justice for the crimes they committed against nature. |
Eyal's Will (22-24.2 power, 40 apr, nature damage) Eyal's Will (22-24.2 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 22.0 - 24.2 Uses stats: 60% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +10 Wil Changes resistances: +25% blight / +15% nature Changes resistances penetration: +20% nature / +10% acid Changes damage: +20% nature / +10% acid Talent mastery: +0.10 Wild-gift / Mindstar mastery Talent granted: +3 Ooze Spit Mindpower: +18 (+6 eff.) Mental crit. chance: +9% It can be used to activate talent Slime Wave (costing 30 power out of 30/30) : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 7, doing 52.31 slime damage for 12 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. |
Eye of the Wyrm (16-17.6 power, 24 apr, physical damage) Eye of the Wyrm (16-17.6 power, 24 apr, physical damage)Requires: - Willpower 45 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. The natural wyrm seeks an element. Base power: 16.0 - 17.6 Uses stats: 40% Wil, 20% Str, 10% Cun Damage type: Physical Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +2.5% Attack speed: 100% Damage conversion: 18% acid / 18% cold / 18% fire / 18% lightning When wielded/worn: Physical crit. chance: +4.0% Physical power: +8 (+1 eff.) Changes resistances: +8% acid / +8% physical / +8% cold / +8% fire / +8% lightning Changes damage: +8% lightning / +8% physical / +8% cold / +8% fire / +8% acid Talent masteries: +0.10 Wild-gift / Venom drake aspect +0.10 Wild-gift / Cold drake aspect +0.10 Wild-gift / Fire drake aspect +0.10 Wild-gift / Storm drake aspect +0.10 Wild-gift / Sand drake aspect Mindpower: +8 (+2 eff.) Mental crit. chance: +4% The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. It can be used to activate talent Ice Breath (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe ice in a frontal cone of radius 8. Any target caught in the area will take 504.32 cold damage, will be slowed 20% for three turns, and has a 25% to be frozen for a few turns (higher rank enemies will be frozen for a shorter time). The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in cold drake talents also increases your cold resistance by 1%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. |
Kheliregorath the Glareravage (17-18.7 power, 40 apr, mind damage) Kheliregorath the Glareravage (17-18.7 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar has an epiphany about dreams. Base power: 17.0 - 18.7 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 41% chance to cause random gloom Burst (radius 2) on crit: +4 temporal When wielded/worn: Changes resistances penetration: +10% temporal Changes damage: +48% mind / +10% acid Equilibrium when hit: +1.60 Mindpower: +20 (+6 eff.) Mental crit. chance: +13% Light radius: +3 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Oozing Heart (17-18.7 power, 25 apr, nature slow damage) Oozing Heart (17-18.7 power, 25 apr, nature slow damage)Requires: - Willpower 36 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 17.0 - 18.7 Uses stats: 50% Wil, 20% Cun Damage type: Nature slow Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +25 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Cun / +6 Wil Changes resistances: +12% arcane / +12% blight Changes damage: +18% nature / +15% acid Talent masteries: +0.10 Wild-gift / Slime +0.10 Wild-gift / Ooze Spell save: +15 (+3 eff.) Mindpower: +12 (+4 eff.) Mental crit. chance: +8% It can be used to activate talent Ooze Spit (costing 20 power out of 20/20) : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: 800% of base Description: Spit slime at your target doing 144.85 nature damage and slowing it down by 30% for 3 turns. The damage will increase with the Dexterity stat This mindstar oozes a thick, caustic liquid. Magic seems to die around it. |
Scaldmight (15.5-17.05 power, 40 apr, nature damage) Scaldmight (15.5-17.05 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar dreams of an epiphany. This parasitic mindstar will draw strength from other psionic mindstars. Base power: 15.5 - 17.1 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Burst (radius 2) on crit: +4 fire When wielded/worn: Armour: +6 Effects on melee hit: * Slows global speed by 15% Changes stats: +6 Cun Changes resistances: +30% mind / +3% light Critical mult.: +20.00% Physical save: +10 (+1 eff.) Mental save: +6 (+1 eff.) Stun/Freeze immunity: +5% Hate when firing a critical mind attack: +4.00 Maximum hate: +23.00 Maximum psi: +50.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Life leech chance: +23% Life leech: +24% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Xoyassra the living mindstar (16.5-18.15 power, 40 apr, nature damage) Xoyassra the living mindstar (16.5-18.15 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar dreams of an epiphany. This natural venom should be returned to the wyrm. Base power: 16.5 - 18.2 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical power: +4 (+1 eff.) Damage when hit (Melee): 19 acid / 12 temporal Changes resistances: +20% acid / +6% lightning / +31% mind / +20% darkness Changes resistances penetration: +18% acid / +20% darkness Changes damage: +17% acid / +11% darkness Talent mastery: +0.20 Cursed / Darkness Mental save: +8 (+1 eff.) Blindness immunity: +25% Disease immunity: +10% Cut immunity: +10% Teleport immunity: +5% Life regen: +2.00 Only die when reaching: -60.00 life Maximum psi: +38.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
horrifying vined mindstar of nightfall (4-4.4 power, 18 apr, mind damage) horrifying vined mindstar of nightfall (4-4.4 power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.0 - 4.4 Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 3 mind / 4 darkness Changes resistances: +10% darkness Changes resistances penetration: +6% darkness Changes damage: +14% darkness / +6% mind Talent mastery: +0.20 Cursed / Darkness Blindness immunity: +14% Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
drakeskin leather sling 'Polarerin' drakeskin leather sling 'Polarerin'Requires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 Damage (Ranged): +35 fire Burst (radius 2) on crit: +6 physical When wielded/worn: Changes stats: +1 Str / +1 Con Changes resistances: +2% physical Changes resistances penetration: +44% physical / +13% fire Changes damage: +44% physical Maximum encumbrance: +10 Global speed: +5% Slings are used to hurl stones or metal shots at your foes. |
Awakened Staff of Absorption (60-72 power, 60 apr, fire element) Awakened Staff of Absorption (60-72 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. Base power: 60.0 - 72.0 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 (+22 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 200 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
drakeskin leather belt 'Polyma' drakeskin leather belt 'Polyma'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) * 15% chance to corrode armour by 30% Changes stats: +11 Dex / +10 Cun / +20 Lck Changes resistances: +15% lightning / +25% temporal Changes resistances penetration: +5% temporal Changes damage: +12% acid Trap disarming bonus: +55 Stealth bonus: +28 Infravision radius: +9 A belt that goes around your waist. |
ravager's drakeskin leather belt of valiance ravager's drakeskin leather belt of valianceCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +6 Wil Changes resistances penetration: +20% physical Changes damage: +25% physical Mental save: +15 (+3 eff.) Maximum life: +110.00 A belt that goes around your waist. |
Chargebrace the elven-silk cloak (12 def, 0 armour) Chargebrace the elven-silk cloak (12 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+3 eff.) Fatigue: -4% Damage when hit (Melee): 12 lightning Changes stats: +3 Str / +4 Con Changes resistances: +9% acid / +25% light / +29% fire / +9% cold / +7% lightning Changes resistances penetration: +20% mind Changes damage: +3% lightning Grants telepathy: Dragon Reduces incoming crit damage: 5.00% Stealth bonus: +14 Infravision radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Glimmerdredge (11 def, 0 armour) Glimmerdredge (11 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +11 (+2 eff.) Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 light Changes stats: +5 Str / +6 Con Changes resistances: +9% acid / +21% darkness / +9% cold / +21% fire / +6% nature / +19% light Changes resistances penetration: +20% darkness / +15% light Changes damage: +19% darkness Stealth bonus: +32 Physical save: +14 (+2 eff.) Spell save: +30 (+7 eff.) Maximum life: +100.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Serpentine Cloak (10 def, 0 armour) Serpentine Cloak (10 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +6 Cun / +5 Con Changes resistances penetration: +15% nature Talent mastery: +0.10 Cunning / Stealth It can be used to activate talent Phase Door (costing 30 power out of 60/60) : Effective talent level: 2.0 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a small range of up to 8 grids. At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 4). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. The range will increase with your Spellpower. Cunning and malice seem to emanate from this cloak. |
Eretomnir (5 def, 0 armour) Eretomnir (5 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Damage when hit (Melee): 4 temporal Changes stats: +18 Mag Changes resistances: +27% darkness / +3% mind Changes resistances penetration: +29% temporal / +20% mind / +29% physical Changes damage: +9% mind / +38% temporal / +18% darkness / +39% physical Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Reduces paradox anomalies(equivalent to willpower): +29 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Goth the Blazeterror (31 def, 5 armour) Goth the Blazeterror (31 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +31 (+7 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: -3% Changes stats: +2 Wil Changes resistances: +9% lightning / +6% cold Changes damage: +9% mind / +9% lightning Stamina each turn: +0.80 Maximum life: +56.00 Mental crit. chance: +4% Movement speed: +10% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 37% chance to evade melee and ranged attacks and 48 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Beligata the voratun gauntlets (0 def, 9 armour) Beligata the voratun gauntlets (0 def, 9 armour)Requires: - Talent Heavy Armour Training Infused by nature Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +9 Damage (Melee): 15 fire Damage when hit (Melee): 4 acid Changes stats: +4 Str / +5 Wil / +5 Con Changes resistances: +6% lightning / +18% darkness / +18% blight / +9% fire / +24% arcane Changes damage: +9% acid / +11% fire Damage affinity(heal): +15% nature Talent masteries: +0.20 Technique / Grappling +0.20 Wild-gift / Antimagic Spell save: +20 (+5 eff.) Disarm immunity: +50% Life regen: +4.00 Stamina each turn: +2.00 Maximum stamina: +38.00 Mental crit. chance: +2% When used to modify unarmed attacks: Base power: 30.0 - 42.0 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: Disarm (10% chance level 5). When this weapon hits: Slumber (10% chance level 5). When this weapon hits: Fire Breath (10% chance level 5). When this weapon crits: Call of the Ooze (20% chance level 2). On weapon hit: * 20% chance to corrode armour by 30% Burst (radius 2) on crit: +15 fire Metal gloves protecting the hands up to the middle of the lower arm. |
Flashstun (0 def, 9 armour) Flashstun (0 def, 9 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +20 (+4 eff.) Armour penetration: +12 Armour: +9 Changes stats: +3 Str / +9 Dex / +5 Wil / +7 Cun / +5 Con Changes resistances: +3% blight / +6% temporal Changes resistances penetration: +15% mind Changes damage: +6% lightning Talent mastery: +0.20 Technique / Grappling Critical mult.: +10.00% Physical save: +10 (+1 eff.) Mental save: +23 (+4 eff.) Disarm immunity: +95% Maximum life: +80.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +4% When used to modify unarmed attacks: Base power: 36.5 - 51.1 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +33 Armour Penetration: +23 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Disarm (10% chance level 5). When this weapon hits: Battle Shout (10% chance level 5). When this weapon hits: Perfect Control (10% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 4.2 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 173% damage with a 28% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Spellhunt Remnants (6 def, 8 armour) Spellhunt Remnants (6 def, 8 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+1 eff.) Spell save: +15 (+3 eff.) Mindpower: +12 (+4 eff.) Mental crit. chance: +5% Light radius: +1 When used to modify unarmed attacks: Base power: 34.0 - 47.6 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Armour Penetration: +18 Crit. chance: +12.0% Attack speed: 83% When this weapon hits: Destroy Magic (100% chance level 5). When this weapon hits: Mana Clash (15% chance level 3). When this weapon hits: Aura of Silence (10% chance level 1). On weapon hit: * 50 arcane resource burn Damage (Melee): +20 silence It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 162.64 arcane damage and stunned), costing 100 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Brandstrike the drakeskin leather cap (0 def, 5 armour) Brandstrike the drakeskin leather cap (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 16 fire Changes stats: +3 Str / +6 Wil Changes resistances: +9% nature Changes resistances penetration: +15% fire Changes damage: +9% blight Critical mult.: +15.00% Spell save: +9 (+2 eff.) Mental save: +15 (+3 eff.) Stamina when hit: +1.90 Equilibrium when hit: +2.20 Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +92.00 Light radius: +2 Healing mod.: +30% A cap made of leather. |
Glorydata the drakeskin leather cap (19 def, 14 armour) Glorydata the drakeskin leather cap (19 def, 14 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +14 Defense: +19 (+4 eff.) Fatigue: +5% Effects on melee hit: * Slows global speed by 30% Effects when hit in melee: * 17% chance to gain 10% of a turn (3/turn limit) Changes stats: +2 Dex / +1 Mag / +3 Wil / +10 Cun Changes resistances: +9% blight / +6% acid / +6% nature / +7% all Changes damage: +9% mind Physical save: +40 (+6 eff.) A cap made of leather. |
Borfast's Cage (10 def, 20 armour) Borfast's Cage (10 def, 20 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 Defense: +10 (+2 eff.) Fatigue: +24% Changes stats: +5 Con Changes resistances: -15% acid / +15% physical Reduces opponents crit chance: 20% Physical save: +15 (+2 eff.) Knockback immunity: +30% Life regen: +2.00 Maximum life: +50.00 Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
Belyleba the voratun shield (12 def, 17 armour, 70-84 power, 205 block) Belyleba the voratun shield (12 def, 17 armour, 70-84 power, 205 block)Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 70.0 - 84.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +205 On weapon hit: * deal bonus physical damage equal to your armor Damage (Melee): +4 mind / +18 cold Burst (radius 1) on hit: +16 temporal When wielded/worn: Armour: +17 Armour Hardiness: +9% Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Damage (Melee): 8 cold Damage when hit (Melee): 18 ice / 8 mind Changes resistances: +14% physical / +30% fire Changes damage: +9% mind Talent granted: +5 Block Handheld deflection devices. |
voratun shield 'Duatheltorrent' (12 def, 3 armour, 84-100.8 power, 195.5 block) voratun shield 'Duatheltorrent' (12 def, 3 armour, 84-100.8 power, 195.5 block)Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 84.0 - 100.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +196 On weapon crit: * smash the target with your shield crippling them Burst (radius 1) on hit: +12 mind / +20 fire Burst (radius 2) on crit: +12 mind When wielded/worn: Physical crit. chance: +6.0% Physical power: +9 (+1 eff.) Armour: +3 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Damage (Melee): 9 fire Damage when hit (Melee): 20 fire Changes resistances: +26% blight / +6% lightning / +20% nature / +3% light Changes damage: +3% darkness Talent granted: +5 Block Spell save: +10 (+2 eff.) Blindness immunity: +10% Disease immunity: +5% Cut immunity: +10% Handheld deflection devices. |
Silidhemira the quiver of dragonbone arrows (22/51, 72-100.8 power, 30 apr) Silidhemira the quiver of dragonbone arrows (22/51, 72-100.8 power, 30 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 72.0 - 100.8 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +27 Armour Penetration: +30 Crit. chance: +3.0% Capacity: 51 Turns elapse between self-loadings: 1 When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 20% chance to cause random gloom * 55% chance to disease Damage (Ranged): +29 blight / +4 mind Burst (radius 1) on hit: +4 mind / +8 blight Arrows are used with bows to pierce your foes to death. |
5 agate 5 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. |
6 onyx 6 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. |
2 aquamarine 2 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. |
2 lapis lazuli 2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal 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. |
5 sapphire 5 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+0 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Gloragaseta the voratun pickaxe (dig speed 12 turns) Gloragaseta the voratun pickaxe (dig speed 12 turns)Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Physical power: +8 (+1 eff.) Armour: +6 Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Damage when hit (Melee): 12 physical Changes stats: +3 Str / +3 Dex / +2 Wil Changes damage: +15% fire / +15% mind / +30% physical Mental save: +15 (+3 eff.) Stamina each turn: +1.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Willowreeve (dig speed 24 turns) Willowreeve (dig speed 24 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Fatigue: -10% Changes stats: +7 Str Grants telepathy: All Spellpower on spell critical (stacks up to 3 times): +2 Hate when firing a critical mind attack: +1.00 Spellpower: +4 (+2 eff.) Spell crit. chance: +2% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe 'Guravea' (dig speed 5 turns) voratun pickaxe 'Guravea' (dig speed 5 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +3 Str / +3 Cun / +1 Con Changes resistances: +9% blight / +7% fire / +9% darkness / +2% physical Changes resistances penetration: +20% physical Physical save: +6 (+1 eff.) Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
emerald 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. |
6 jade 6 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 spinel 6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise 2 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. |
Cloudtorrent the dwarven lantern Cloudtorrent the dwarven lanternInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Defense: +14 (+3 eff.) Changes resistances: +6% lightning / +5% arcane / +12% darkness Physical save: +18 (+3 eff.) Spell save: +19 (+4 eff.) Mental save: +26 (+5 eff.) Blindness immunity: +50% Confusion immunity: +29% Maximum life: +80.00 Mental crit. chance: +3% Light radius: +9 See stealth: +25 See invisible: +22 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 35 for 5 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Duvatar DuvatarInfused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +14% blight Physical save: +40 (+6 eff.) Mental save: +10 (+2 eff.) Disarm immunity: +20% Stun/Freeze immunity: +35% Life regen: +5.70 Mindpower: +16 (+5 eff.) Mental crit. chance: +12% Light radius: +4 Healing mod.: +30% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (114 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Eternity's Counter Eternity's CounterPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: +0% all / +15% temporal Reduce damage by fixed amount: +0 all Changes damage: +15% temporal Movement speed: +0% Combat speed: +0% Casting speed: +0% Mental speed: +0% Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. It can be used to flip the hourglass (sands currently flowing towards stability), costing 20 power out of 20/20. This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, 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) 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 Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Petrified Wood Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
5 garnet 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. |
ruby 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. |
Gwai's Burninator Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 370.22 fire damage (based on Magic), costing 50 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 338.72 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), 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. |
Ce'Nylralle the pouch of voratun shots (18/42, 82-98.4 power, 22 apr) Ce'Nylralle the pouch of voratun shots (18/42, 82-98.4 power, 22 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 82.0 - 98.4 Uses stats: 70% Dex, 50% Cun Damage type: Acid Accuracy bonus: +0.1% dam / acc Armour Penetration: +22 Crit. chance: +14.0% Capacity: 42 Turns elapse between self-loadings: 4 Travel speed: +400% Damage (Ranged): +12 temporal / +13 nature / +12 physical Burst (radius 1) on hit: +8 physical When wielded/worn: Ammo reloads per turn: +2 Shots are used with slings to pummel your foes to death. |
Glikira (20/20, 67-80.4 power, 12 apr) Glikira (20/20, 67-80.4 power, 12 apr)Requires: - Dexterity 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 67.0 - 80.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +25 Armour Penetration: +12 Crit. chance: +19.0% Capacity: 20 On weapon hit: * Slows global speed by 15% * leeches stamina from the target On weapon crit: * cripple the target When wielded/worn: Ammo reloads per turn: +4 Shots are used with slings to pummel your foes to death. |
Heatworth the pouch of voratun shots (19/19, 76-91.2 power, 28 apr) Heatworth the pouch of voratun shots (19/19, 76-91.2 power, 28 apr)Requires: - Dexterity 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 76.0 - 91.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Crit. chance: +25.0% Capacity: 19 On weapon hit: * Slows global speed by 17% * 40% chance to corrode armour by 30% Travel speed: +400% Burst (radius 1) on hit: +16 fire Burst (radius 2) on crit: +4 mind / +4 fire Shots are used with slings to pummel your foes to death. |
Salygawyn [power 53] (30 cooldown) Salygawyn [power 53] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Armour penetration: +4 Changes stats: +3 Wil / +2 Cun / +3 Con Changes resistances: +5% physical Changes resistances penetration: +10% mind Grants telepathy: Dragon Mental save: +31 (+6 eff.) Life regen: +0.80 Healing mod.: +25% It can be used to teleport randomly (rad 53), putting all charms on cooldown for 30 turns. When used: 100% chance to regenerate 9 psi. Torques are made by powerful psionics to store psionic powers. |
The Guardian's Totem The Guardian's TotemInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 18 nature slow Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+5 eff.) Mindpower: +8 (+2 eff.) It can be used to call forth an immobile antimagic pillar for 15 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.), costing 35 power out of 35/35. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
Firerune the dragonbone wand of conjuration [power 355] (10 cooldown) Firerune the dragonbone wand of conjuration [power 355] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Changes resistances penetration: +5% blight / +15% fire Changes damage: +6% temporal Talent cooldown: Volcano (-4 turns) Talent granted: +9 Volcano Critical mult.: +10.00% Vim when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +6 Spell crit. chance: +3% It can be used to fire a bolt of a random element with (base) damage 178 to 355, putting all charms on cooldown for 10 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 Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
5 quartz 5 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 amber 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. |
4 ametrine 4 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. |
citrine 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. |
zircon 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. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Rormov the Dwarf Bulwark level 41
12nd Voratun 123rd year of Ascendancy at 09:19 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Rormov the Dwarf Bulwark level 50
13rd Gold 124th year of Ascendancy at 21:24 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Rormov the Dwarf Bulwark level 41
40th Stralite 123rd year of Ascendancy at 08:00 see stats
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Rormov the Dwarf Bulwark level 17
22nd Dearth 122nd year of Ascendancy at 04:14 see stats
Arachnophobia (Insane (Roguelike) difficulty)
Destroyed the spydric menace.By Rormov the Dwarf Bulwark level 48
10th Wealth 123rd year of Ascendancy at 14:04 see stats
Are you out of your mind?! (Insane (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Rormov the Dwarf Bulwark level 50
31st Voratun 124th year of Ascendancy at 08:28 see stats
Back and there again (Insane (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Rormov the Dwarf Bulwark level 50
39th Dearth 123rd year of Ascendancy at 11:52 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Rormov the Dwarf Bulwark level 46
41st Profit 123rd year of Ascendancy at 22:57 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Rormov the Dwarf Bulwark level 50
7th Voratun 124th year of Ascendancy at 06:22 see stats
Can you bear it? So much bearness! (Insane (Roguelike) difficulty)
Killed Borius in the Bearscape.By Rormov the Dwarf Bulwark level 43
18th Profit 123rd year of Ascendancy at 18:11 see stats
Clone War (Insane (Roguelike) difficulty)
Destroyed your own Shade.By Rormov the Dwarf Bulwark level 50
19th Loss 123rd year of Ascendancy at 05:06 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Rormov the Dwarf Bulwark level 6
30th Voratun 122nd year of Ascendancy at 17:10 see stats
Destroyer of the creation (Insane (Roguelike) difficulty)
Killed Slasul.By Rormov the Dwarf Bulwark level 50
14th Loss 123rd year of Ascendancy at 03:28 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Rormov the Dwarf Bulwark level 45
37th Profit 123rd year of Ascendancy at 22:40 see stats
Don't mind the slimy smell (Insane (Roguelike) difficulty)
Have 400 walls on the sludgenest turn into hostile creatures.By Rormov the Dwarf Bulwark level 50
20th Profit 124th year of Ascendancy at 07:35 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Rormov the Dwarf Bulwark level 32
37th Steel 123rd year of Ascendancy at 03:49 see stats
Evil denied (Insane (Roguelike) difficulty)
Won ToME by preventing the Void portal from opening.By Rormov the Dwarf Bulwark level 50
22nd Voratun 124th year of Ascendancy at 08:49 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Rormov the Dwarf Bulwark level 19
39th Dearth 122nd year of Ascendancy at 15:32 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Rormov the Dwarf Bulwark level 28
11st Steel 123rd year of Ascendancy at 22:56 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Rormov the Dwarf Bulwark level 50
26th Gold 124th year of Ascendancy at 13:51 see stats
Fear of Fours (Insane (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By Rormov the Dwarf Bulwark level 50
2nd Stralite 124th year of Ascendancy at 10:32 see stats
Flooder (Insane (Roguelike) difficulty)
Defeated Ukllmswwik while doing his own quest.By Rormov the Dwarf Bulwark level 50
14th Loss 123rd year of Ascendancy at 14:33 see stats
Gem of the Moon (Insane (Roguelike) difficulty)
Completed the Master Jeweler quest with Limmir.By Rormov the Dwarf Bulwark level 50
17th Steel 124th year of Ascendancy at 07:13 see stats
Genocide (Insane (Roguelike) difficulty)
Killed the Orc Greatmother in the breeding pits, thus dealing a terrible blow to the orc race.By Rormov the Dwarf Bulwark level 50
7th Loss 123rd year of Ascendancy at 23:43 see stats
Guiding Hand (Insane (Roguelike) difficulty)
Saved all escorted adventurers.By Rormov the Dwarf Bulwark level 44
30th Profit 123rd year of Ascendancy at 01:02 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Rormov the Dwarf Bulwark level 35
13rd Stralite 123rd year of Ascendancy at 06:15 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Roguelike) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Rormov the Dwarf Bulwark level 50
31st Voratun 124th year of Ascendancy at 10:34 see stats
In the company of slimes (Insane (Roguelike) difficulty)
Have 500 walls on the sludgenest turn into hostile creatures.By Rormov the Dwarf Bulwark level 50
22nd Profit 124th year of Ascendancy at 20:38 see stats
Invasion from the Depths (Insane (Roguelike) difficulty)
Stopped a naga invasion by closing their portal.By Rormov the Dwarf Bulwark level 50
8th Loss 123rd year of Ascendancy at 12:27 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Rormov the Dwarf Bulwark level 10
18th Profit 122nd year of Ascendancy at 19:49 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Rormov the Dwarf Bulwark level 20
2nd Loss 122nd year of Ascendancy at 04:15 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Rormov the Dwarf Bulwark level 30
22nd Steel 123rd year of Ascendancy at 06:06 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Rormov the Dwarf Bulwark level 40
37th Stralite 123rd year of Ascendancy at 02:13 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Rormov the Dwarf Bulwark level 50
13rd Dearth 123rd year of Ascendancy at 18:53 see stats
Mad slime dash (Insane (Roguelike) difficulty)
Have 300 walls on the sludgenest turn into hostile creatures.By Rormov the Dwarf Bulwark level 50
19th Profit 124th year of Ascendancy at 04:15 see stats
Oozemancer (Insane (Roguelike) difficulty)
Destroyed the corrupted oozemancer.By Rormov the Dwarf Bulwark level 50
14th Profit 124th year of Ascendancy at 05:16 see stats
Orcrist (Insane (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By Rormov the Dwarf Bulwark level 50
28th Gold 124th year of Ascendancy at 03:27 see stats
Overpowered! (Insane (Roguelike) difficulty)
Did over 6000 damage in one attack.By Rormov the Dwarf Bulwark level 50
28th Stralite 124th year of Ascendancy at 13:17 see stats
Pest Control (Insane (Roguelike) difficulty)
Killed 1000 reproducing vermin.By Rormov the Dwarf Bulwark level 50
14th Profit 124th year of Ascendancy at 08:18 see stats
Portal master (Insane (Roguelike) difficulty)
Fought the two Sorcerers and closed four invocation portals.By Rormov the Dwarf Bulwark level 50
22nd Voratun 124th year of Ascendancy at 08:47 see stats
Race through fire (Insane (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Rormov the Dwarf Bulwark level 50
32nd Steel 124th year of Ascendancy at 06:51 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Rormov the Dwarf Bulwark level 20
2nd Loss 122nd year of Ascendancy at 07:53 see stats
Shasshhiy'Kaish (Insane (Roguelike) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Rormov the Dwarf Bulwark level 41
19th Voratun 123rd year of Ascendancy at 22:31 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Rormov the Dwarf Bulwark level 43
18th Profit 123rd year of Ascendancy at 22:35 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Rormov the Dwarf Bulwark level 29
18th Steel 123rd year of Ascendancy at 05:49 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Rormov the Dwarf Bulwark level 45
38th Profit 123rd year of Ascendancy at 06:04 see stats
Slime killer party (Insane (Roguelike) difficulty)
Have 200 walls on the sludgenest turn into hostile creatures.By Rormov the Dwarf Bulwark level 50
17th Profit 124th year of Ascendancy at 21:36 see stats
Slimefest (Insane (Roguelike) difficulty)
Have 100 walls on the sludgenest turn into hostile creatures.By Rormov the Dwarf Bulwark level 50
15th Profit 124th year of Ascendancy at 14:28 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Rormov the Dwarf Bulwark level 7
9th Profit 122nd year of Ascendancy at 10:12 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Rormov the Dwarf Bulwark level 50
29th Gold 124th year of Ascendancy at 01:56 see stats
The Old Ones (Insane (Roguelike) difficulty)
Kill all the three demons that are on Eyal since before the Spellblaze: Shasshhiy'Kaish, Kryl'Feijan and Walrog.By Rormov the Dwarf Bulwark level 41
19th Voratun 123rd year of Ascendancy at 22:31 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By Rormov the Dwarf Bulwark level 50
15th Steel 124th year of Ascendancy at 10:08 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Rormov the Dwarf Bulwark level 48
27th Wealth 123rd year of Ascendancy at 03:05 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Rormov the Dwarf Bulwark level 22
24th Iron 123rd year of Ascendancy at 20:01 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Rormov the Dwarf Bulwark level 16
4th Dearth 122nd year of Ascendancy at 15:10 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Rormov the Dwarf Bulwark level 40
38th Stralite 123rd year of Ascendancy at 20:23 see stats
Well trained (Insane (Roguelike) difficulty)
Deal one million damage to training dummies in a single training session.By Rormov the Dwarf Bulwark level 50
27th Voratun 124th year of Ascendancy at 11:45 see stats
Log
There is an item here: Xanadhetta the elven-silk robe (12 def, 6 armour)
There is an item here: Evermoss Robe (12 def, 0 armour)
There is an item here: Duskwrest the silk robe (3 def, 0 armour)
There is an item here: Bindings of Eternal Night (12 def, 12 armour)
There is an item here: Rod of Sarrilon (30-36 power, 4 apr, temporal element)
There is an item here: Xaneremira the Glintidol (42-50.4 power, 6 apr, temporal element)
There is an item here: Telos's Staff (Bottom Half)
There is an item here: Telos's Staff (Top Half) (35-42 power, 0 apr, arcane element)
There is an item here: Staff of Arcane Supremacy (20-24 power, 4 apr, physical element)
There is an item here: Taint of Telepathy (Range 10 telepathy for 5 turns)
There is an item here: truestriking voratun waraxe of ruin (40-56 power, 6 apr)
There is an item here: Razorblade, the Cursed Waraxe (58-81.2 power, 16 apr)
There is an item here: Cyrunn (31.5-44.1 power, 5 apr)
There is an item here: stralite waraxe 'Xonor' (30-42 power, 5 apr)
There is an item here: dwarven-steel waraxe 'Kindlecast' (23-32.2 power, 4 apr)
There is an item here: Satyrwaker (31-43.4 power, 4 apr)
There is an item here: sentry's pouch of voratun shots of warping (52/52, 65.5-78.6 power, 18 apr)
There is an item here: pouch of voratun shots 'Abyssripper' (23/23, 56-67.2 power, 6 apr)
Resting starts...
Rested for 147 turns (stop reason: all resources and life at maximum).
Rormov deactivates Wild Growth.
Rormov deactivates Antimagic Shield.
Rormov deactivates Shield Wall.
