Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.0 |
| Addons | Items Vault 1.0.0 Stone Wardens DLC Class 1.0.0 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Cursed |
| Level / Exp | 50 / 857% |
| Size | big |
| Lifes / Deaths | Killed by orc corruptor at level 16 on the 49th Dusk 122nd year of Ascendancy at 23:35 0 / 7Killed by vampire lord at level 27 on the 42nd Haze 122nd year of Ascendancy at 22:50 Killed by The Master at level 28 on the 44th Haze 122nd year of Ascendancy at 08:56 Killed by fire drake hatchling at level 32 on the 70th Haze 122nd year of Ascendancy at 19:38 Killed by worm that walks at level 33 on the 74th Haze 122nd year of Ascendancy at 00:02 Killed by Islata the ghoulking at level 35 on the 7th Decay 122nd year of Ascendancy at 05:21 Killed by worm that walks at level 47 on the 78th Pyre 123rd year of Ascendancy at 15:24 |
| Antimagic | Follower |
Primary Stats
| Strength | 109 (base 62) |
| Dexterity | 41 (base 30) |
| Constitution | 92 (base 60) |
| Magic | 30 (base 15) |
| Willpower | 101 (base 65) |
| Cunning | 32 (base 16) |
Resources
| Life | 1610/1610 |
| Hate | 50/100 |
| Psi | 191/191 |
| Equilibrium | 15 |
| Healing Factor | 0.74825000000004 |
| Regeneration | 0.18706250000001 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +112.52650824331% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 5 |
| See Invisible | 10 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Mainhand
| Damage | 224 |
| Accuracy | 64 |
| Crit Chance | 64% |
| APR | 22 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 14.25 |
| Crit Chance | 54% |
| Speed | 1 |
Offense: Mind
| Mindpower | 52.833333333333 |
| Crit Chance | 54% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +13% |
| All | +7% |
| Physical | +25% |
| Mind | +16% |
| Nature | +22% |
Offense: Damage Penetration
| Physical | +15% |
Defense: Base
| Armour (hardiness) | 56.2 (95%) |
| Defense | 29.625 |
| Ranged Defense | 30.125 |
| Fatigue | 6 |
| Physical Save | 74.75625 |
| Spell Save | 41.508333333333 |
| Mental Save | 56.408333333333 |
Defense: Resistances
| Acid | + 58%( 70%) |
| Blight | + 37%( 70%) |
| Physical | + 58%( 75%) |
| Cold | + 58%( 70%) |
| All | + 37%( 70%) |
| Lightning | + 59%( 70%) |
| Light | + 37%( 70%) |
| Temporal | + 41%( 70%) |
| Mind | + 56%( 70%) |
| Darkness | + 47%( 86%) |
| Fire | + 61%( 70%) |
| Nature | + 39%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 100% |
| Fear Resistance | 75% |
| Knockback Resistance | 100% |
| Pinning Resistance | 100% |
| Blind Resistance | 50% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 462 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 1073% 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 Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 566 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 20 for 11 turns. Also while Heroism is active, you will only die when reaching -738 life. However, when below 0 you cannot see how much life you have left, and you will die if you did not heal before the effect ends. It will always increase your three highest stats. Its effects scale with your Willpower stat. |
Class Talents
| Cursed / Predator | 1.00 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Cursed / Rampage | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Cursed / Strife | 1.30 |
| 4/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cursed / Slaughter | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Gloom | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 4/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 2/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 2/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Wild Growth |
| talent | Gloom |
| talent | Surge |
| talent | Stalk |
| beneficial effect | The target is hunting creatures of type / sub-type: humanoid / human with 2% effectiveness. Kills: 1 / 0 kills, Damage: +0% / +0%, Attack: +0 / +0, Stun: -- / 0.0%, Outmaneuver: 0.1% / 0.3% Predator |
| beneficial effect | The target is mimicking a previous victim. (+1 Strength, +0 Dexterity, +2 Magic, +2 Willpower, +1 Cunning, +1 Constitution) Mimic |
| beneficial effect | Mayhem and destruction seem to follow you. Level 1 Curse of Misfortune 1Penalty: Lost Fortune: You seem to find less gold in your journeys. Level 1: Missed Opportunities: +2 Defense, +1 Ranged Defense Level 2: -1 Luck, +3 Cunning Level 3: Devious Mind: You have an affinity for seeing the devious plans of others (+20% chance to avoid traps). Level 4: Unfortunate End: There is a 30% chance that the damage you deal will increase by 40% if it is enough to kill your opponent. |
| beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+15% resist all). Shroud of Passing |
| beneficial effect | Horrible visions fill your mind. Level 4, Cursed Aura Curse of Nightmares 4: 3%Penalty: Plagued by Visions: Your mental save has a 20% chance to be reduced by 21% when tested. Level 1: Removed from Reality: +5 Physical Resistance, +5 Maximum Physical Resistance Level 2: -3 Luck, +7 Willpower Level 3: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 13 air and an additional 5 air for each level below that. Level 4: Nightmare: Each time you are damaged by a foe there is 3% chance of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck. |
| beneficial effect | A shroud of darkness seems to fall across your path. Level 4 Curse of Shrouds 4Penalty: Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 12%) for 4 turns. Level 1: Nightwalker: +16 Darkness Resistance, +16% Max Darkness Resistance, +10 See Invisible Level 2: -3 Luck, +7 Constitution Level 3: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 15% for 1 turn after movement. Level 4: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
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 grave | 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 killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 8 of Dreadfell. Escort: injured seer (level 8 of Dreadfell)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You failed to protect the lone alchemist from death by armoured skeleton warrior. Escort: lone alchemist (level 7 of Dreadfell) | failed |
You successfully escorted the lost anorithil to the recall portal on level 1 of Daikara. Escort: lost anorithil (level 1 of Daikara)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you improved Willpower by +2. | done |
You failed to protect the lost warrior from death by skeleton warrior. Escort: lost warrior (level 4 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Daikara. Escort: temporal explorer (level 2 of Daikara)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 |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the Dragon. | done |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past. You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has changed the iron acorn which now serves as a cruel reminder of your past and present. | 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. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have 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: 1049. | 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, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of precision. 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. You have aided Marus of Elvala in creating an elixir of mastery. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. 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 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 defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | 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 within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | blood-soaked pair of drakeskin leather boots of tirelessness (0 def, 5 armour) (Shrouds) blood-soaked pair of drakeskin leather boots of tirelessness (0 def, 5 armour) (Shrouds)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +4 Physical crit. chance: +5.0% Physical power: +5 Armour: +5 Fatigue: +5% Stamina each turn: +0.80 Maximum stamina: +26.00 Curse of Shrouds A pair of boots made of leather. |
| Light source | Hettodil HettodilCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +14 Physical crit. chance: +2.0% Damage when the wearer hits(melee): 21 dreamforge Damage when the wearer is hit: 30 dreamforge Changes resistances penetration: +15% physical Changes damage: +9% mind Critical mult.: +10.00% Mental save: +9 Hate per kill: +1.00 Light radius: +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Steel Helm of Garkul (0 def, 6 armour) (Shrouds) Steel Helm of Garkul (0 def, 6 armour) (Shrouds)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 2 It is part of a set of items. The set is complete. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Damage when the wearer hits(melee): 5 % chance to summon an orc spirit Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 Spell save: +12 Mental save: +12 Curse of Shrouds A great helm that belonged to Garkul the Devourer, one of the greatest orcs to live. |
| Tool | quiet voratun torque of psychoportation [power 55] (30 cooldown) quiet voratun torque of psychoportation [power 55] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Talent cooldown: Silence (+5 turn) Talent granted: +2 Silence It can be used to teleport randomly (rad 55), placing all other charms into a 30 cooldown. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Ring of the Dead Ring of the DeadInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
| On fingers | Glory of the Pride Glory of the PrideCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 Physical power: +10 Armour: +10 Defense: +5 Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
| Around waist | monstrous drakeskin leather belt of dampening (Shrouds) monstrous drakeskin leather belt of dampening (Shrouds)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +7 Changes stats: +5 Str / +5 Con Changes resistances: +7% fire / +8% cold / +7% lightning / +7% acid Physical save: +10 Size category: +1 Curse of Shrouds A belt that goes around your waist. |
| In main hand | The Gaping Maw (72-108 power, 4 apr) (Nightmares) The Gaping Maw (72-108 power, 4 apr) (Nightmares)Requires: - Strength 60 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 72.0 - 108.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% Damage when this weapon hits: +50 slime / +50 acid When wielded/worn: Changes stats: +6 Str / +6 Wil Changes damage: +15% nature Talents cooldown: Mana Clash (-2 turns) Ice Claw (-1 turn) Swallow (-2 turns) Curse of Nightmares This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. |
| On hands | Skullcrusher (0 def, 3 armour) (Misfortune) Skullcrusher (0 def, 3 armour) (Misfortune)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +16 Physical crit. chance: +36.0% Armour: +3 Changes stats: +2 Wil / +2 Mag Changes resistances: +3% nature / +3% fire / +6% temporal Changes damage: +6% acid Critical mult.: +80.00% Physical save: +20 Spell save: +3 Mental save: +20 Spell crit. chance: +40% Mental crit. chance: +40% When used to modify unarmed attacks: Base power: 48.0 - 67.2 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy: +20 Armour Penetration: +15 Physical crit. chance: +36.0% Attack speed: 80% When this weapon hits: Perfect Control (20% chance level 5). When this weapon crits: Cripple (40% chance level 5). Curse of Misfortune Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Chromatic Harness (10 def, 14 armour) (Shrouds) Chromatic Harness (10 def, 14 armour) (Shrouds)Requires: - Talent Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 Fatigue: +16% Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck Changes resistances: +20% physical / +20% fire / +20% cold / +20% lightning / +20% acid Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Fire Breath (-3 turns) Corrosive Breath (-3 turns) Blindness immunity: +50% Stun/Freeze immunity: +25% Knockback immunity: +50% Curse of Shrouds This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
| Cloak | wyrmwaxed elven-silk cloak of the hunt (3 def, 0 armour) (Nightmares) wyrmwaxed elven-silk cloak of the hunt (3 def, 0 armour) (Nightmares)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 Fatigue: -8% Changes resistances: +8% fire / +6% cold / +8% lightning / +7% acid Maximum life: +103.00 Curse of Nightmares It can be used to activate talent Blinding Speed, placing all other charms into a 45 cooldown : Effective talent level: 3.0 Power cost: 45 out of 45/45. 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 27% for 5 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Garkul's Teeth Garkul's TeethCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 It is part of a set of items. The set is complete. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Two-handed maiming +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed weapons Physical save: +18 Mental save: +18 Pinning immunity: +100% Only die when reaching: -100.00 life It can be used to activate talent Shattering Shout (costing 10 power out of 48/48) : Effective talent level: 4.4 Power cost: 10 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 287.83 physical damage in a radius 7 cone in front of you. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
Inventory
duelist's movement infusion (878% speed; 7 turns) duelist's movement infusion (878% speed; 7 turns)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: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 878% 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 (687% speed; 4 turns) movement infusion (687% speed; 4 turns)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: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 687% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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. |
psychic's healing infusion (heal 375) psychic's healing infusion (heal 375)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 375 life. 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. |
psychic's heroism infusion (+20 for 10 turns, die at -622) psychic's heroism infusion (+20 for 10 turns, die at -622)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: 21 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 20 for 10 turns. Also while Heroism is active, you will only die when reaching -622 life. However, when below 0 you cannot see how much life you have left, and you will die if you did not heal before the effect ends. It will always increase your three highest stats. 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. |
psychic's wild infusion (resist 25%; cure magical) psychic's wild infusion (resist 25%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical effects and reduce all damage taken by 25% for 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. regeneration infusion (heal 514 over 5 turns)regeneration infusion (heal 514 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: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 514 life over 5 turns. 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. |
warrior's wild infusion (resist 28%; cure magical) warrior's wild infusion (resist 28%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical effects and reduce all damage taken by 28% for 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. |
wild infusion (resist 10%; cure mental) wild infusion (resist 10%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental effects and reduce all damage taken by 10% for 4 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 11%; cure physical) wild infusion (resist 11%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 11% for 4 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 20%; cure magical, physical) wild infusion (resist 20%; cure magical, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, physical effects and reduce all damage taken by 20% for 6 turns. 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. |
wizard's heroism infusion (+9 for 8 turns, die at -455) wizard's heroism infusion (+9 for 8 turns, die at -455)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: 28 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 9 for 8 turns. Also while Heroism is active, you will only die when reaching -455 life. However, when below 0 you cannot see how much life you have left, and you will die if you did not heal before the effect ends. It will always increase your three highest stats. 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. |
wizard's regeneration infusion (heal 235 over 5 turns) wizard's regeneration infusion (heal 235 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: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 235 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. |
Elixir of Invulnerability Elixir of InvulnerabilityInfused by nature 2.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to grant you complete invulnerability for five turns. A vial of thick fluid, metallic and reflective. It's incredibly heavy. |
Rune of the Rift (554.00 temporal damage, removed from time 4 turns) Rune of the Rift (554.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4.00 Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Inflicts 592.78 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 60 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. frozen spear rune (185 cold damage)frozen spear rune (185 cold damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 9.00 Cooldown: 21 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a bolt of ice, doing 185.11 cold damage with a chance to freeze the target. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score |
Scroll of Summoning (Limmir the Jeweler) Scroll of Summoning (Limmir the Jeweler)Powered by unknown forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome It can be used to summon Limmir the jeweler at the center of the lake of the moon, costing 1 power out of 1/1. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score |
Relgudan RelgudanInfused by arcane disrupting forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +5% arcane / +9% nature / +15% darkness Disease immunity: +10% Amulets can have magical properties. |
anchoring steel amulet of dexterity (+4) anchoring steel amulet of dexterity (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Dex Changes resistances: +17% temporal Knockback immunity: +24% Amulets can have magical properties. |
anchoring steel amulet of mastery (0.13 Wild-gift / Antimagic) anchoring steel amulet of mastery (0.13 Wild-gift / Antimagic)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +14% temporal Talent mastery: +0.13 Wild-gift / Antimagic Knockback immunity: +20% Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. enraging voratun amulet of magic (+8)enraging voratun amulet of magic (+8) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +9 Changes stats: +8 Mag Changes damage: +10% physical Combat speed: +10% Amulets can have magical properties. |
inertial stralite amulet of mastery (0.30 Wild-gift / Antimagic) inertial stralite amulet of mastery (0.30 Wild-gift / Antimagic)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Talent mastery: +0.30 Wild-gift / Antimagic Pinning immunity: +33% Stamina each turn: +0.90 Amulets can have magical properties. |
shielding gold amulet of cunning (+5) shielding gold amulet of cunning (+5)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Cun Changes resistances: +14% light Blindness immunity: +23% Amulets can have magical properties. |
shielding steel amulet of the fish shielding steel amulet of the fishInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% light / +10% cold Allows you to breathe in: water Blindness immunity: +20% Amulets can have magical properties. |
shielding stralite amulet of cunning (+7) shielding stralite amulet of cunning (+7)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +7 Cun Changes resistances: +19% light Blindness immunity: +29% Amulets can have magical properties. |
voratun amulet voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
voratun amulet voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
wanderer's steel amulet of cunning (+9) wanderer's steel amulet of cunning (+9)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -6% Changes stats: +9 Cun / +5 Con Amulets can have magical properties. |
warmaker's voratun amulet of murder warmaker's voratun amulet of murderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +8 Armour penetration: +6 Physical crit. chance: +5.0% Changes stats: +7 Str / +7 Dex / +6 Wil Critical mult.: +15.00% 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 to not be of this world, switching rapidly. If used near a portal it could probably activate it. |
Beleta BeletaInfused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +5% arcane / +9% temporal Spell save: +6 Rings can have magical properties. |
Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6.00 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 32 damage per turn. The damage will increase with your Mindpower. You do +4% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +6% nature / +4% physical Physical save: +8 Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Ring of the War Master Ring of the War MasterCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Archery - slings +0.30 Technique / Thuggery +0.30 Technique / Shield defense +0.30 Technique / Two-handed weapons +0.30 Technique / Two-handed maiming +0.30 Technique / Shield offense +0.30 Technique / Archery prowess +0.30 Technique / Combat veteran +0.30 Technique / Combat techniques +0.30 Technique / Archery - bows +0.30 Technique / Dual techniques +0.30 Technique / Combat training +0.30 Technique / Superiority +0.30 Technique / Warcries +0.30 Technique / Archery training +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. |
conjurer's stralite ring conjurer's stralite ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +7 Mag / +6 Wil Spellpower: +7 Rings can have magical properties. |
copper ring of clarity copper ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Mental save: +6 Confusion immunity: +22% Rings can have magical properties. |
gladiator's stralite ring of speed gladiator's stralite ring of speedCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +3 Physical power: +8 Defense: +6 Changes stats: +6 Str / +6 Con Movement speed: +3% It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 4.0 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 36% for 5 turns. Rings can have magical properties. |
marksman's copper ring marksman's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 Changes stats: +3 Dex Rings can have magical properties. |
voratun ring 'Yvotira' voratun ring 'Yvotira'Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +19 Defense: +20 Changes stats: +8 Wil / +17 Cun / +5 Con Changes resistances: +5% arcane / +3% fire Changes resistances penetration: +5% mind Spell save: +15 Cut immunity: +10% Maximum stamina: +40.00 Spellpower: +18 Mindpower: +35 Defense after a teleport: +5 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. voratun ring of miseryvoratun ring of misery Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +4 Cun Hate when firing a critical mind attack: +2.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 30%. Rings can have magical properties. |
warrior's voratun ring of physical power warrior's voratun ring of physical power Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +12 Armour: +12 Changes stats: +6 Str Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. voratun greatmaul of shearing (65-97.5 power, 4 apr) (Misfortune)voratun greatmaul of shearing (65-97.5 power, 4 apr) (Misfortune) Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 65.0 - 97.5 Uses stat: 120% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour penetration: +17 Changes resistances penetration: +17% physical Changes damage: +11% physical Curse of Misfortune Massive two-handed maul. |
Warmaster Gnarg's Murderblade (60-96 power, 19 apr) (Shrouds) Warmaster Gnarg's Murderblade (60-96 power, 19 apr) (Shrouds)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.0 - 96.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +19 Physical crit. chance: +4.5% Attack speed: 100% Special effect when this weapon hits: 10% chance to send the wielder into a killing frenzy When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Con Talent masteries: +0.20 Technique / Two-handed maiming +0.20 Technique / Two-handed weapons See invisible: +25 Curse of Shrouds A blood-etched greatsword, it has seen many foes. From the inside. |
crackling longbow crackling longbowRequires: - Dexterity 60 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. |
Thaloren-Tree Longbow (Madness) Thaloren-Tree Longbow (Madness)Requires: - Dexterity 36 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Armour Penetration: +12 Attack speed: 70% Firing range: +10 When wielded/worn: Changes stats: +5 Dex / +4 Wil Damage when the wearer hits(ranged): 30 light Changes damage: +12% physical Light radius: +1 Curse of Madness In the aftermath of the Spellblaze, the Thaloren had to defend their forests against foes and fires alike. Many of the trees died despite the efforts of the Elves to save them. Their wood was fashioned into a bow to be wielded against the darkness. |
This item will automatically be transmogrified when you leave the level. blazebringer's voratun longsword of massacre (56-78.4 power, 6 apr) (Misfortune)blazebringer's voratun longsword of massacre (56-78.4 power, 6 apr) (Misfortune) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 56.0 - 78.4 Uses stat: 100% Str Damage type: Physical Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% fire When wielded/worn: Changes resistances penetration: +12% fire Global speed: +5% Curse of Misfortune Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. acidic voratun mace of massacre (59.5-83.3 power, 6 apr) (Madness)acidic voratun mace of massacre (59.5-83.3 power, 6 apr) (Madness) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 59.5 - 83.3 Uses stat: 100% Str Damage type: Physical Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% Special effect when this weapon crits: splashes the target with acid Damage when this weapon hits: +16 acid Curse of Madness Blunt and deadly. |
Awakened Staff of Absorption (60-72 power, 60 apr, arcane damage) Awakened Staff of Absorption (60-72 power, 60 apr, arcane damage)Requires: - Magic 60 Powered by unknown forces 7.00 Encumbrance. Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% arcane / +30% fire / +30% cold / +30% lightning Changes damage: +60% arcane / +60% fire / +60% cold / +60% lightning Talent granted: +1 Command Staff Maximum mana: +100.00 Spellpower: +48 Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb energies, 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 tarnishment. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
This item will automatically be transmogrified when you leave the level. glacial voratun waraxe (40-56 power, 6 apr) (Shrouds)glacial voratun waraxe (40-56 power, 6 apr) (Shrouds) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 40.0 - 56.0 Uses stat: 100% Str Damage type: Physical Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% Damage conversion: 49% ice When wielded/worn: Armour: +12 Changes resistances penetration: +11% cold Curse of Shrouds One-handed war axes. |
Emblem of Evasion (Madness) Emblem of Evasion (Madness)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 2 When wielded/worn: Ranged Defense: +8 Changes stats: +5 Dex / +3 Cun / +2 Lck Slows Projectiles: +15% Curse of Madness It can be used to activate talent Evasion (costing 40 power out of 40/40) : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 28% chance to completely evade them for 15 turns. Duration increases with your Willpower, and the chance to evade improves with your Cunning and Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
Mighty Girdle (Nightmares) Mighty Girdle (Nightmares)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 2 It is part of a set of items. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% Curse of Nightmares This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
blurring hardened leather belt of the vagrant (Misfortune) blurring hardened leather belt of the vagrant (Misfortune)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +7 Changes stats: +2 Con Stealth bonus: +5 Mental save: +6 Mindpower: +5 Curse of Misfortune A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. drakeskin leather belt of recklessness (Shrouds)drakeskin leather belt of recklessness (Shrouds) Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 Critical mult.: +7.00% Curse of Shrouds A belt that goes around your waist. |
insulating hardened leather belt of dampening (Corpses) insulating hardened leather belt of dampening (Corpses)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +14% fire / +13% cold / +6% lightning / +7% acid Curse of Corpses A belt that goes around your waist. |
ravager's drakeskin leather belt of recklessness (Shrouds) ravager's drakeskin leather belt of recklessness (Shrouds)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +4 Changes resistances penetration: +15% physical Changes damage: +8% physical Critical mult.: +10.00% Curse of Shrouds A belt that goes around your waist. |
Branogar (3 def, 0 armour) (Misfortune) Branogar (3 def, 0 armour) (Misfortune)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 Changes resistances: +4% physical / +12% cold / +9% lightning / +12% acid / +9% darkness / +15% temporal Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Gyganor the cashmere cloak (2 def, 8 armour) (Misfortune) Gyganor the cashmere cloak (2 def, 8 armour) (Misfortune)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +11 Armour penetration: +11 Armour: +8 Defense: +2 Changes stats: +4 Cun / +7 Wil Damage when the wearer is hit: 4 arcane Changes resistances: +22% cold Critical mult.: +25.00% Stealth bonus: +11 Spell crit. chance: +2% Mental crit. chance: +5% Defense after a teleport: +5 Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping cashmere cloak of the hunt (10 def, 0 armour) (Corpses) enveloping cashmere cloak of the hunt (10 def, 0 armour) (Corpses)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 Fatigue: -6% Maximum life: +55.00 Curse of Corpses It can be used to activate talent Blinding Speed, placing all other charms into a 45 cooldown : Effective talent level: 2.0 Power cost: 45 out of 45/45. 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 18% for 5 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping elven-silk cloak of the hunt (13 def, 0 armour) (Madness) enveloping elven-silk cloak of the hunt (13 def, 0 armour) (Madness)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +13 Fatigue: -7% Maximum life: +78.00 Curse of Madness It can be used to activate talent Blinding Speed, placing all other charms into a 45 cooldown : Effective talent level: 2.0 Power cost: 45 out of 45/45. 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 18% for 5 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
lightening elven-silk cloak of fog (13 def, 0 armour) (Nightmares) lightening elven-silk cloak of fog (13 def, 0 armour) (Nightmares)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +13 Fatigue: -4% Changes resistances: +20% fire / +14% light Stealth bonus: +5 Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick cashmere cloak of fog (8 def, 7 armour) (Madness) thick cashmere cloak of fog (8 def, 7 armour) (Madness)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +8 Changes resistances: +14% fire / +16% cold / +15% light Stealth bonus: +6 Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. dispeller's elven-silk robe of time (+19%) (5 def, 0 armour) (Misfortune)dispeller's elven-silk robe of time (+19%) (5 def, 0 armour) (Misfortune) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 Changes resistances: +19% temporal Changes damage: +19% temporal Physical save: +18 Spell save: +35 Mental save: +18 Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. dreamer's elven-silk robe (5 def, 0 armour) (Nightmares)dreamer's elven-silk robe (5 def, 0 armour) (Nightmares) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 Physical save: +19 Spell save: +20 Mental save: +30 Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. psion's elven-silk robe of Linaniil (5 def, 0 armour) (Madness)psion's elven-silk robe of Linaniil (5 def, 0 armour) (Madness) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 Changes damage: +11% mind Mana each turn: +0.19 Maximum mana: +100.00 Maximum psi: +31.00 Spellpower: +5 Spell crit. chance: +5% Mindpower: +8 Mental crit. chance: +3% Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Eden's Guile (2 def, 1 armour) (Misfortune) Eden's Guile (2 def, 1 armour) (Misfortune)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival Curse of Misfortune It can be used to boost speed, costing 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Frost Treads (1 def, 4 armour) (Madness) Frost Treads (1 def, 4 armour) (Madness)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Curse of Madness A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Yaroharafang (0 def, 5 armour) (Madness) Yaroharafang (0 def, 5 armour) (Madness)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when the wearer hits(melee): 8 mind Critical mult.: +25.00% Psi each turn: +0.30 Hate per kill: +4.00 Curse of Madness A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. dreamer's pair of voratun boots of strife (0 def, 5 armour) (Corpses)dreamer's pair of voratun boots of strife (0 def, 5 armour) (Corpses) Requires: - Talent Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +3 Wil Physical save: +11 Spell save: +12 Mental save: +12 Mindpower: +6 Curse of Corpses It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 2.6 Power cost: 25 out of 25/25. Range: 6.00 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 47% (at 0 Hate) to 157% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 29 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. pair of voratun boots of invasion (0 def, 5 armour) (Corpses)pair of voratun boots of invasion (0 def, 5 armour) (Corpses) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 Armour: +5 Fatigue: +4% Changes resistances penetration: +9% physical Curse of Corpses Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. reinforced pair of voratun boots of rushing (0 def, 11 armour) (Corpses)reinforced pair of voratun boots of rushing (0 def, 11 armour) (Corpses) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +11 Fatigue: +4% Changes stats: +2 Str / +3 Con Changes resistances: +11% fire / +12% cold / +13% lightning / +15% acid Curse of Corpses It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 8.00 Travel Speed: instantaneous Description: Rushes toward your target with incredible speed. If the target is reached, you get a free attack doing 120% weapon damage. If the attack hits, the target is dazed for 3 turns. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. stalker's pair of drakeskin leather boots of stability (0 def, 5 armour) (Nightmares)stalker's pair of drakeskin leather boots of stability (0 def, 5 armour) (Nightmares) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Physical save: +12 Infravision radius: +2 Curse of Nightmares A pair of boots made of leather. |
Gloves of the Firm Hand (0 def, 8 armour) (Nightmares) Gloves of the Firm Hand (0 def, 8 armour) (Nightmares)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Knockback immunity: +30% When used to modify unarmed attacks: Base power: 19.0 - 20.9 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Armour Penetration: +1 Physical crit. chance: +7.0% Curse of Nightmares These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Islildann (0 def, 2 armour) (Corpses) Islildann (0 def, 2 armour) (Corpses)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +26 Armour: +2 Changes stats: +3 Str / +10 Dex / +3 Cun Damage when the wearer is hit: 8 temporal Changes resistances penetration: +10% temporal Talent cooldown: Double Strike (-1 turn) Physical save: +7 When used to modify unarmed attacks: Base power: 17.5 - 19.3 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy: +18 Armour Penetration: +3 Physical crit. chance: +24.0% Attack speed: 50% When this weapon hits: Set Up (10% chance level 3). Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Snow Giant Wraps (0 def, 2 armour) (Nightmares) Snow Giant Wraps (0 def, 2 armour) (Nightmares)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 3 It is part of a set of items. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Knockback immunity: +50% Maximum life: +60.00 When used to modify unarmed attacks: Base power: 17.0 - 18.7 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Armour Penetration: +1 Physical crit. chance: +4.0% Damage when this weapon hits: +10 lightning / +10 cold Curse of Nightmares It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: 10.00 Travel Speed: instantaneous Is: a nature gift Description: Throws a huge boulder at a target, damaging it for 121.00 and knocking it back. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Sparkobsidian (0 def, 1 armour) (Shrouds) Sparkobsidian (0 def, 1 armour) (Shrouds)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: -12% Changes resistances: +9% lightning Life regen: +0.80 When used to modify unarmed attacks: Base power: 8.0 - 8.8 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 60% Damage when this weapon hits: +12 gravity Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. corrosive voratun gauntlets of magic (+4) (0 def, 3 armour) (Corpses)corrosive voratun gauntlets of magic (+4) (0 def, 3 armour) (Corpses) Requires: - Talent Armour Training Powered by arcane forces Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Changes stats: +4 Mag Damage when the wearer hits(melee): 8 acid Changes resistances: +7% acid Changes damage: +8% arcane / +7% acid When used to modify unarmed attacks: Base power: 30.5 - 42.7 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 80% When this weapon hits: Acid Breath (10% chance level 5). Damage when this weapon hits: +15 arcane Burst (radius 2) on crit: +12 arcane / +15 acid Damage conversion: 43% acid Curse of Corpses Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets of war-making (0 def, 2 armour) (Misfortune) dwarven-steel gauntlets of war-making (0 def, 2 armour) (Misfortune)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +6.0% Armour: +2 Critical mult.: +11.00% Spell crit. chance: +6% Mental crit. chance: +5% When used to modify unarmed attacks: Base power: 25.5 - 35.7 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Armour Penetration: +9 Physical crit. chance: +14.0% Attack speed: 80% When this weapon crits: Cripple (20% chance level 3). Curse of Misfortune Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets of war-making (0 def, 2 armour) (Nightmares) dwarven-steel gauntlets of war-making (0 def, 2 armour) (Nightmares)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +10.0% Armour: +2 Critical mult.: +15.00% Spell crit. chance: +10% Mental crit. chance: +10% When used to modify unarmed attacks: Base power: 25.0 - 35.0 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Armour Penetration: +9 Physical crit. chance: +15.0% Attack speed: 80% When this weapon crits: Cripple (20% chance level 3). Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
restful voratun gauntlets of regeneration (0 def, 3 armour) (Madness) restful voratun gauntlets of regeneration (0 def, 3 armour) (Madness)Requires: - Talent Armour Training Infused by nature Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Life regen: +2.40 Stamina each turn: +2.20 Psi each turn: +0.35 Maximum stamina: +19.00 When used to modify unarmed attacks: Base power: 28.5 - 39.9 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 80% When this weapon hits: Slumber (10% chance level 5). When this weapon hits: Second Wind (10% chance level 1). Curse of Madness Metal gloves protecting the hands up to the middle of the lower arm. |
steady dwarven-steel gauntlets of strength (+2) (0 def, 2 armour) (Misfortune) steady dwarven-steel gauntlets of strength (+2) (0 def, 2 armour) (Misfortune)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +6 Physical power: +8 Armour: +2 Changes stats: +2 Str Physical save: +6 Mental save: +6 When used to modify unarmed attacks: Base power: 24.5 - 34.3 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy: +7 Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 80% When this weapon hits: Perfect Control (10% chance level 3). Curse of Misfortune Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. Arogalle (0 def, 5 armour) (Shrouds)Arogalle (0 def, 5 armour) (Shrouds) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +15% temporal Changes resistances penetration: +20% arcane Changes damage: +21% arcane Mana each turn: +0.16 Spellpower on spell critical (stacks up to 3 times): +8 Defense after a teleport: +20 Curse of Shrouds A cap made of leather. |
This item will automatically be transmogrified when you leave the level. augmenting elven-silk wizard hat (3 def, 0 armour) (Shrouds)augmenting elven-silk wizard hat (3 def, 0 armour) (Shrouds) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 Changes damage: +10% arcane / +10% fire / +6% cold / +10% lightning / +6% acid Curse of Shrouds A pointy cloth hat, very wizardly... |
bladed dwarven-steel helm of knowledge (0 def, 4 armour) (Misfortune) bladed dwarven-steel helm of knowledge (0 def, 4 armour) (Misfortune)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +4 Str / +4 Cun / +3 Wil Damage when the wearer is hit: 7 physical Mindpower: +4 Curse of Misfortune It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.6 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 916.04 physical damage. If the attack hits, the target is confused for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. fearwoven elven-silk wizard hat (3 def, 0 armour) (Nightmares)fearwoven elven-silk wizard hat (3 def, 0 armour) (Nightmares) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 Changes damage: +16% darkness Maximum hate: +12.00 Mindpower: +7 Mental crit. chance: +4% Curse of Nightmares A pointy cloth hat, very wizardly... |
grounding iron helm (0 def, 3 armour) (Madness) grounding iron helm (0 def, 3 armour) (Madness)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +5% lightning / +6% temporal Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. thaloren voratun helm of knowledge (0 def, 5 armour) (Corpses)thaloren voratun helm of knowledge (0 def, 5 armour) (Corpses) Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +4 Cun / +6 Wil Mental save: +10 Mindpower: +3 Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. fortifying voratun plate armour of command (21 def, 25 armour) (Shrouds)fortifying voratun plate armour of command (21 def, 25 armour) (Shrouds) Requires: - Strength 60 - Talent Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +25 Defense: +21 Fatigue: +26% Changes stats: +6 Str / +4 Cun / +5 Con Mental save: +23 Maximum life: +84.00 Curse of Shrouds A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. impenetrable voratun plate armour of delving (9 def, 29 armour) (Misfortune)impenetrable voratun plate armour of delving (9 def, 29 armour) (Misfortune) Requires: - Strength 60 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +29 Defense: +9 Fatigue: +26% Changes stats: +8 Str Light radius: +1 Curse of Misfortune It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 11 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. spiked voratun plate armour of clarity (9 def, 16 armour) (Madness)spiked voratun plate armour of clarity (9 def, 16 armour) (Madness) Requires: - Strength 60 - Talent Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 Fatigue: +26% Damage when the wearer is hit: 20 physical Mental save: +17 Curse of Madness A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. voratun shield (12 def, 3 armour, 195.5 block) (Madness)voratun shield (12 def, 3 armour, 195.5 block) (Madness) Requires: - Strength 48 - Talent Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 Ranged Defense: +12 Fatigue: +14% Talent granted: +5 Block Curse of Madness Handheld deflection devices |
Quiver of the Sun (4/4, 34-47.6 power, 10 apr) Quiver of the Sun (4/4, 34-47.6 power, 10 apr)Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 34.0 - 47.6 Uses stats: 50% Str, 70% Dex Damage type: Bright light Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 4 Travel speed: +300% Shots beam through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. |
elemental quiver of dragonbone arrows of annihilation (14/14, 64.5-90.3 power, 20 apr) elemental quiver of dragonbone arrows of annihilation (14/14, 64.5-90.3 power, 20 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 64.5 - 90.3 Uses stats: 50% Str, 70% Dex Damage type: Physical Armour Penetration: +20 Physical crit. chance: +15.0% Capacity: 14 Special effect when this weapon hits: random elemental effect Travel speed: +200% Damage conversion: 18% fire / 13% cold / 15% lightning / 16% acid Arrows are used with bows to pierce your foes to death. |
plaguebringer's quiver of dragonbone arrows of torment (13/13, 55-77 power, 18 apr) plaguebringer's quiver of dragonbone arrows of torment (13/13, 55-77 power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 55.0 - 77.0 Uses stats: 50% Str, 70% Dex Damage type: Physical Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 13 When this weapon hits: Epidemic (10% chance level 1). Special effect when this weapon hits: 20% chance to torment the target Damage when this weapon hits(ranged): +15 blight When wielded/worn: Changes resistances penetration: +11% mind / +8% darkness Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. quiver of dragonbone arrows of annihilation (14/14, 61.5-86.1 power, 26 apr)quiver of dragonbone arrows of annihilation (14/14, 61.5-86.1 power, 26 apr) Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 61.5 - 86.1 Uses stats: 50% Str, 70% Dex Damage type: Physical Armour Penetration: +26 Physical crit. chance: +12.0% Capacity: 14 Travel speed: +200% 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 Gems can be sold for money or used in arcane rituals. |
580 alchemist agate 580 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
11 onyx 11 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 Gems can be sold for money or used in arcane rituals. |
4 aquamarine 4 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 Gems can be sold for money or used in arcane rituals. |
8 lapis lazuli 8 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
7 opal 7 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 Gems can be sold for money or used in arcane rituals. |
10 sapphire 10 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used to imbue an object: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 Gems can be sold for money or used in arcane rituals. |
6 topaz 6 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
Pick of Dwarven Emperors (dig speed 12 turns) Pick of Dwarven Emperors (dig speed 12 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str / +3 Con Changes resistances penetration: +10% physical Physical save: +7 Spell save: +7 Mental save: +7 Maximum life: +50.00 It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft are covered in runes that recount the stories of the dwarven people. |
Mummified Egg-sac of Ungolรซ Mummified Egg-sac of UngolรซInfused by nature 2.00 Encumbrance. Type: misc / egg When carried: Light radius: -2 It can be used to summon spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some of shadow of life. |
8 emerald 8 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 Gems can be sold for money or used in arcane rituals. |
11 jade 11 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 Gems can be sold for money or used in arcane rituals. |
3 spinel 3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
14 turquoise 14 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 Gems can be sold for money or used in arcane rituals. |
Guidance GuidanceInfused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes resistances: +20% blight Changes resistances cap: +10% blight Talent masteries: +0.20 Wild-gift / Call of the wild +0.10 Wild-gift / Antimagic Physical save: +6 Spell save: +6 Mental save: +6 Light radius: +4 Said to have once belonged to Inquisitor Marcus Dunn during the Spellhunt this fist sized quartz crystal glows constantly with a soft white light and was rumoured to be a great aid in meditation, helping focus the mind, body, and soul of the owner as well as protecting them from the foulest of magics. It seems somebody well versed in antimagic could use it to its fullest potential. |
Crystal Heart Crystal HeartPowered by arcane forces 0.00 Encumbrance. Type: gem / multi-hued ; tier 5 It can be used to combine with a suit of body armor, costing 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
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 Scrying Orb of ScryingPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: It can be used to use the orb, costing 1 power out of 1/1. This orb was given to you by Elisa the Halfling scryer. It will automatically identify normal and rare items for you and can be activated to contact Elisa for rarer items. |
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. |
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. |
Runed Skull Runed SkullPowered by arcane forces 3.00 Encumbrance. Type: gem / red ; tier 5 When carried: Damage when the wearer is hit: 25 fire Spellpower: +7 Dull red runes are etched all over this blackened skull. |
70 alchemist bloodstone 70 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
7 bloodstone 7 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Gems can be sold for money or used in arcane rituals. |
4 fire opal 4 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Gems can be sold for money or used in arcane rituals. |
7 garnet 7 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% Gems can be sold for money or used in arcane rituals. |
8 ruby 8 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 Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, 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. Type: charm / rod It can be used to shoot a bolt of spydric poison, 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 Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level. overpowered voratun torque of charged psionic shield [power 160] (31 cooldown)overpowered voratun torque of charged psionic shield [power 160] (31 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to setup a psionic shield, reducing all lightning and blight damage by 160 for 6 turns, placing all other charms into a 31 cooldown. Torques are made by powerful psionics to store psionic powers. |
Shimmersear of cure illness [power 2] (20 cooldown) Shimmersear of cure illness [power 2] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Damage when the wearer is hit: 20 lightning Changes damage: +30% lightning It can be used to removes up to 2 diseases from the target, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
Tree of Life Tree of LifeInfused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Damage when the wearer is hit: 10 nature Changes resistances: +10% nature / +10% blight Changes damage: +10% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 This small tree shaped totem is imbued with powerful healing energies. |
quick elm totem of cure poisons [power 1] (13 cooldown) quick elm totem of cure poisons [power 1] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to removes up to 1 poisons from the target, placing all other charms into a 13 cooldown. Natural totems are made by powerful wilders to store nature power. |
webbed elven-wood totem of cure illness [power 4] (20 cooldown) webbed elven-wood totem of cure illness [power 4] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Talent granted: +2 Lay Web It can be used to removes up to 4 diseases from the target, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
Iron Acorn Iron AcornInfused by psionic forces 0.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 When carried: Changes resistances: +30% mind / +8% physical Maximum life: +40.00 Mindpower: +15 A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. You find having the acorn helps to anchor your mind and prepare you for the trials ahead. |
15 amethyst 15 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
shining pearl shining pearlInfused by nature 2.00 Encumbrance. Type: gem / white |
4 diamond 4 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Gems can be sold for money or used in arcane rituals. |
4 moonstone 4 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 When used to imbue an object: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 Gems can be sold for money or used in arcane rituals. |
7 pearl 7 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Gems can be sold for money or used in arcane rituals. |
8 quartz 8 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% Gems can be sold for money or used in arcane rituals. |
7 amber 7 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% Gems can be sold for money or used in arcane rituals. |
6 ametrine 6 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% Gems can be sold for money or used in arcane rituals. |
6 citrine 6 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Gems can be sold for money or used in arcane rituals. |
7 zircon 7 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 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
Found the mysterious staff and told Last Hope about it.By Nameless the Cornac Cursed level 29
47th Haze 122nd year of Ascendancy at 12:24 see stats
Against all odds
Killed Ukruk in the ambush.By Nameless the Cornac Cursed level 29
45th Haze 122nd year of Ascendancy at 20:14 see stats
Antimagic!
Completed antimagic training in the Ziguranth camp.By Nameless the Cornac Cursed level 16
49th Dusk 122nd year of Ascendancy at 23:35 see stats
Arachnophobia
Destroyed the spydric menace.By Nameless the Cornac Cursed level 35
1st Decay 122nd year of Ascendancy at 01:12 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By Nameless the Cornac Cursed level 41
7th Pyre 123rd year of Ascendancy at 12:16 see stats
Brave new world
Went to the Far East and took part in the war.By Nameless the Cornac Cursed level 34
77th Haze 122nd year of Ascendancy at 05:35 see stats
Bringer of Doom
Killed a Bringer of Doom.By Nameless the Cornac Cursed level 36
9th Regrowth 123rd year of Ascendancy at 09:02 see stats
Clone War
Destroyed your own Shade.By Nameless the Cornac Cursed level 46
54th Pyre 123rd year of Ascendancy at 07:11 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Nameless the Cornac Cursed level 12
15th Dusk 122nd year of Ascendancy at 07:53 see stats
Demonic Invasion
Stopped a demonic invasion by closing their portal.By Nameless the Cornac Cursed level 43
20th Pyre 123rd year of Ascendancy at 07:22 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Nameless the Cornac Cursed level 32
73rd Haze 122nd year of Ascendancy at 17:50 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By Nameless the Cornac Cursed level 22
25th Haze 122nd year of Ascendancy at 11:48 see stats
Evil denied
Won ToME by preventing the Void portal from opening.By Nameless the Cornac Cursed level 50
18th Dusk 123rd year of Ascendancy at 10:32 see stats
Exterminator
Killed 1000 creatures.By Nameless the Cornac Cursed level 21
24th Haze 122nd year of Ascendancy at 03:45 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Nameless the Cornac Cursed level 20
15th Haze 122nd year of Ascendancy at 09:38 see stats
Fear me not!
Survived the Fearscape!By Nameless the Cornac Cursed level 31
66th Haze 122nd year of Ascendancy at 23:50 see stats
Genocide
Killed the Orc Greatmother in the breeding pits, thus dealing a terrible blow to the orc race.By Nameless the Cornac Cursed level 46
66th Pyre 123rd year of Ascendancy at 14:33 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Nameless the Cornac Cursed level 16
45th Dusk 122nd year of Ascendancy at 11:24 see stats
Level 10
Got a character to level 10.By Nameless the Cornac Cursed level 10
3rd Flare 122nd year of Ascendancy at 12:36 see stats
Level 20
Got a character to level 20.By Nameless the Cornac Cursed level 20
3rd Haze 122nd year of Ascendancy at 06:02 see stats
Level 30
Got a character to level 30.By Nameless the Cornac Cursed level 30
52nd Haze 122nd year of Ascendancy at 13:28 see stats
Level 40
Got a character to level 40.By Nameless the Cornac Cursed level 40
44th Regrowth 123rd year of Ascendancy at 15:04 see stats
Level 50
Got a character to level 50.By Nameless the Cornac Cursed level 50
18th Dusk 123rd year of Ascendancy at 09:58 see stats
Orcrist
Killed the leaders of the Orc Pride.By Nameless the Cornac Cursed level 48
79th Pyre 123rd year of Ascendancy at 16:33 see stats
Portal master
Fought the two Sorcerers and closed four invocation portals.By Nameless the Cornac Cursed level 50
18th Dusk 123rd year of Ascendancy at 10:30 see stats
Race through fire
Raced through the fires of the Charred Scar to stop the Sorcerers.By Nameless the Cornac Cursed level 44
26th Pyre 123rd year of Ascendancy at 17:30 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Nameless the Cornac Cursed level 13
32nd Dusk 122nd year of Ascendancy at 10:33 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Nameless the Cornac Cursed level 30
52nd Haze 122nd year of Ascendancy at 22:56 see stats
Size is everything
Did over 1500 damage in one attack.By Nameless the Cornac Cursed level 49
14th Dusk 123rd year of Ascendancy at 17:00 see stats
Size matters
Did over 600 damage in one attack.By Nameless the Cornac Cursed level 30
58th Haze 122nd year of Ascendancy at 09:40 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Nameless the Cornac Cursed level 33
73rd Haze 122nd year of Ascendancy at 19:47 see stats
The Arena
Unlocked Arena mode.By Nameless the Cornac Cursed level 8
7th Mirth 122nd year of Ascendancy at 16:11 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By Nameless the Cornac Cursed level 36
5th Regrowth 123rd year of Ascendancy at 21:29 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Nameless the Cornac Cursed level 30
52nd Haze 122nd year of Ascendancy at 22:56 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Nameless the Cornac Cursed level 21
24th Haze 122nd year of Ascendancy at 05:48 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Nameless the Cornac Cursed level 28
45th Haze 122nd year of Ascendancy at 11:43 see stats
Log
High Sun Paladin Aeryn uses Block.
High Sun Paladin Aeryn casts Sunburst.
High Sun Paladin Aeryn uses Block.
High Sun Paladin Aeryn uses Block.
High Sun Paladin Aeryn uses Block.
High Sun Paladin Aeryn uses Block.
High Sun Paladin Aeryn uses Block.
High Sun Paladin Aeryn casts Sunburst.
High Sun Paladin Aeryn uses Block.
High Sun Paladin Aeryn uses Block.
High Sun Paladin Aeryn uses Block.
High Sun Paladin Aeryn uses Block.
High Sun Paladin Aeryn casts Sunburst.
High Sun Paladin Aeryn uses Block.
High Sun Paladin Aeryn uses Block.
