







Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Skeleton |
| Class | Brawler |
| Level / Exp | 50 / 2687% |
| Size | big |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 121 (base 64) |
| Dexterity | 91 (base 61) |
| Constitution | 71 (base 34) |
| Magic | 26 (base 11) |
| Willpower | 27 (base 14) |
| Cunning | 104 (base 60) |
Resources
| Life | 2399/2399 |
| Stamina | 120/255 |
| Healing Factor | 2.0009499178416 |
| Regeneration | 10.29956702931 |
Speed
| Mental | -10% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 6 |
| See Stealth | 64.008794545935 |
| See Invisible | 76.008794545935 |
| ESP Range | 20 |
| ESP Kinds | animal/canine, horror |
Offense: Barehand
| Damage | 205 |
| Accuracy | 70 |
| Crit Chance | 122% |
| APR | 60 |
| Speed | 0.89 |
Offense: Spell
| Spellpower | 26 |
| Crit Chance | 45% |
| Speed | 1 |
Offense: Mind
| Mindpower | 56 |
| Crit Chance | 60% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +9% |
| Darkness | +59% |
| Light | +9% |
| Temporal | +25% |
| Blight | +6% |
| Physical | +170% |
| Mind | +15% |
| All | 0% |
Offense: Damage Penetration
| Physical | +74% |
| Acid | +35% |
| Darkness | +20% |
| Temporal | +39% |
| Blight | +15% |
| Arcane | +15% |
| Mind | +20% |
| All | 0% |
Defense: Base
| Armour (hardiness) | -36.549848532688 (53.292302510663%) |
| Defense | 71 |
| Ranged Defense | 71 |
| Fatigue | 0 |
| Physical Save | 50 |
| Spell Save | 52 |
| Mental Save | 50 |
Defense: Resistances
| Nature | + 39%( 70%) |
| Darkness | + 70%( 70%) |
| Light | + 13%( 45%) |
| Temporal | + 47%( 70%) |
| Blight | + 53%( 70%) |
| Physical | + 70%( 70%) |
| Mind | + 34%( 70%) |
| All | + 30%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 100% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
| Silence Resistance | 63% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 0% |
Inscriptions (4/4)
| Runes | Effective talent level: 2.5 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 55 up to 9 times. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 179 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 2.5 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 22 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
| Runes | Effective talent level: 2.5 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 14 up to 6 times. Its effects scale with your Dexterity stat. |
Class Talents
| Cunning / Tactical | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Finishing moves | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Grappling | 1.60 |
| 4/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Pugilism | 1.60 |
| 4/5 |
| 1/5 |
| 4/5 |
| 2/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Combat techniques | 1.60 |
| 1/5 |
| 3/5 |
| 2/5 |
| 5/5 |
| Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 4/5 |
| Technique / Unarmed discipline | 1.60 |
| 4/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 1/5 |
| 4/5 |
| 1/5 |
| 5/5 |
| Technique / Unarmed training | 1.60 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Conditioning | 1.60 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Daunting Presence |
| talent | Precise Strikes |
| talent | Trained Reactions |
| talent | Exploit Weakness |
| talent | Chant of Fortitude |
| talent | Striking Stance |
| beneficial effect | The target's defense is increased by 51. Defensive Maneuver |
| beneficial effect | Increases maximum life and stamina by 28%. When the effect ends, the extra life and stamina will be lost. Battle Shout |
| detrimental effect | The target has been splashed with acid, taking 53.03 acid damage per turn, reducing armour by 74 and attack by 64. Acid Splash |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
| beneficial effect | The target is in the middle of a combo chain and has earned 4 combo points. 4 Combo |
| beneficial effect | Increases the effectiveness of all healing the target receives by 62%. Empowered Healing |
| beneficial effect | The target is surrounded by a magical shield, absorbing 1046/1046 damage before it crumbles. Damage Shield |
| beneficial effect | Countering melee attacks: Has a 40% chance to get an automatic counter attack when avoiding a melee attack. (2.3 counters remaining) Counter Attacking |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Dexterity by +5. | done |
You failed to protect the lone alchemist from death by storm wyrm. Escort: lone alchemist (level 8 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Daikara. Escort: lost defiler (level 2 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | 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 Strength by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Dreadfell. Escort: lost tinker (level 2 of Dreadfell)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Arerimira the mountain troll. Escort: temporal explorer (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the temporal explorer from death by Eilinoriawyn the forest troll. Escort: temporal explorer (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 3917. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
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 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 within4 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 |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of voratun boots 'Bregumnir' (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -5% Changes stats: +5 Wil / +6 Con Changes resistances penetration: +15% arcane / +9% physical Changes damage: +15% mind Critical mult.: +10.00% Spell save: +6 (+2 eff.) Silence immunity: +43% Confusion immunity: +40% Stun/Freeze immunity: +50% Stamina each turn: +0.80 Maximum life: +60.00 Mindpower: +8 (+3 eff.) Movement speed: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to activate talent Blindside, placing all other charms into a 15 cooldown : Effective talent level: 4.5 Power cost: 15 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 55% (at 0 Hate) to 184% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 40 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. |
| On hands | drakeskin leather gloves 'Manogas' (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +19.0% Armour: +8 Effects on melee hit: * 10% chance to reduce all saves and defense by 33 Changes stats: +3 Str / +4 Dex / +4 Cun Changes resistances: +6% mind / +12% temporal Changes resistances penetration: +10% mind Talent cooldown: Double Strike (-1 turn) Critical mult.: +15.00% Physical save: +11 (+4 eff.) Mental save: +15 (+5 eff.) Maximum life: +47.00 Spell crit. chance: +16% Mental crit. chance: +15% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% When used to modify unarmed attacks: Power: 154% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +21 Armour Penetration: +5 Crit. chance: +32.0% Attack speed: 125% When this weapon hits: Set Up (10% chance level 5). When this weapon hits: Battle Shout (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | Dairasus the Gloomfurnace (3 def, 6 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Armour: +6 Defense: +3 (+1 eff.) Changes stats: +2 Con Changes resistances: +42% darkness / +53% physical Changes damage: +38% darkness / +63% physical Maximum hate: +28.00 Mindpower: +17 (+5 eff.) Mental crit. chance: +10% A pointy cloth hat, very wizardly... |
| Tool | Aerilathalach the voratun pickaxe (dig speed 22 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +16 Physical power: +19 (+4 eff.) Changes stats: +3 Str / +2 Dex / +8 Cun / +2 Con Changes resistances: +3% darkness Changes resistances penetration: +18% physical Critical mult.: +37.00% See invisible: +12 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent category bonus: +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
| On fingers | Zubynor the voratun ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +16 (+4 eff.) Armour penetration: +17 Armour: +18 Defense: +15 (+4 eff.) Damage when hit (Melee): 2 physical Changes stats: +9 Str / +1 Con Changes resistances: +13% nature / +27% blight Reduces incoming crit damage: 15.00% Poison immunity: +25% Disease immunity: +23% Silence immunity: +20% Stun/Freeze immunity: +60% It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 5.6 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 7 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 207% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| Around neck | Unflinching EyePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 Activating this item is instant. It can be used to activate talent Arcane Eye (costing 35 power out of 60/60) : Effective talent level: 3.5 Power cost: 35 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 20 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 7 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
| Main armor | Bokunarihell the Freezepulverizer (0 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Damage when hit (Melee): 8 cold Changes stats: +9 Mag Changes resistances: +21% physical / +15% all Changes resistances penetration: +14% temporal / +27% physical / +20% darkness / +10% mind Changes damage: +6% blight / +68% physical / +21% darkness / +25% temporal Maximum hate: +15.00 Maximum psi: +40.00 Mindpower: +19 (+6 eff.) Mental crit. chance: +6% Reduces paradox anomalies(equivalent to willpower): +16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Light source | Bethalralaith the alchemist's lampPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +8 Str Changes resistances: +10% darkness Changes resistances penetration: +25% acid / +25% temporal Changes damage: +9% light / +30% physical Damage affinity(heal): +5% light Light radius: +7 It can be used to activate talent Sun Flare, placing all other charms into a 18 cooldown : Effective talent level: 4.5 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 4, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 101.26 light damage. At talent level 3 you gain 19% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
| Cloak | Xerogassra the Oakmaster (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Damage when hit (Melee): 4 nature Changes stats: +1 Cun Changes resistances: +11% darkness / +12% temporal Changes resistances penetration: +10% acid Changes damage: +9% nature Critical mult.: +10.00% Mindpower: +5 (+2 eff.) Defense after a teleport: +11 Resist all after a teleport: +11% New effects duration reduction after a teleport: +11% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 6 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | DemonticklerCrafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 15 * 20% chance to reduce damage dealt by 27% Damage when hit (Melee): 2 darkness Changes stats: +7 Cun / +8 Wil Changes resistances: +6% blight Changes resistances penetration: +15% blight / +20% physical Changes damage: +19% physical Damage against: +41% Summoned Reduced damage from: +43% Summoned Spell save: +11 (+4 eff.) Size category: +1 A belt that goes around your waist. |
Inventory
Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; acid, physical, cold, mind, arcane)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 acid, 4 physical, 3 cold, 3 mind, 5 arcane It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the titan (damage 188; dur 4; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 188.20 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the sneak (range 8; phase 26; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 8 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 26%, your defense is increased by 26 and all your resistances by 26%. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
This item will automatically be transmogrified when you leave the level.shatter afflictions rune (absorb 119; cd 20) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 119 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the duelist (absorb 115; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 115 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the psychic (absorb 120; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 120 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the warrior (threshold 20; blocks 7; dur 4; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 20 up to 7 times. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
BokagorekInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +15 Changes stats: +2 Mag / +6 Wil Changes resistances: +18% light / +26% darkness Critical mult.: +18.00% Mental save: +15 (+5 eff.) Blindness immunity: +41% Confusion immunity: +17% Spellpower on spell critical (stacks up to 3 times): +10 Spell crit. chance: +5% Mindpower: +13 (+4 eff.) Amulets make your neck look great! |
Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+2 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 21 power out of 35/35) : Effective talent level: 3.5 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 358 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Frozendream the voratun amuletInfused by arcane disrupting forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 4 cold Changes resistances: +21% blight / +19% nature / +9% mind Changes damage: +3% mind Talent mastery: +0.26 Technique / Combat training Physical save: +13 (+5 eff.) Spell save: +13 (+5 eff.) Mental save: +16 (+5 eff.) Poison immunity: +28% Disease immunity: +26% Amulets make your neck look great! |
IvythaInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Defense: +15 (+4 eff.) Fatigue: -7% Changes stats: +9 Cun Changes resistances: +6% blight / +2% physical / +3% light Reduces incoming crit damage: 15.00% Physical save: +24 (+8 eff.) Spell save: +22 (+8 eff.) Mental save: +24 (+8 eff.) Cut immunity: +10% Life regen: +4.00 Amulets make your neck look great! |
Pendant of the Sun and MoonsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +10% light / +10% darkness Changes resistances cap: +5% light / +5% darkness Changes resistances penetration: +15% light / +15% darkness Changes damage: +8% light / +8% darkness Spellpower: +8 (+4 eff.) Spell crit. chance: +5% All your damage is converted and split into light and darkness. Activating this item is instant. It can be used to activate talent Circle of Sanctity (costing 18 power out of 60/60) : Effective talent level: 4.5 Power cost: 18 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 10 light damage to everyone else who enters. The circle lasts 5 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
ShadesliceCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +15 Changes stats: +2 Str / +4 Mag Changes resistances: +18% darkness Critical mult.: +35.00% Equilibrium when hit: +0.12 Psi when hit: +0.12 Amulets make your neck look great! |
Tarrythad the stralite amuletPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -7% Changes stats: +9 Str / +15 Dex / +5 Mag / +8 Wil / +7 Cun / +9 Con Changes resistances: +12% blight / +3% temporal Life regen: +3.00 Stamina each turn: +1.20 Maximum life: +20.00 Movement speed: +10% Healing mod.: +5% Amulets make your neck look great! |
VoxPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Silence immunity: +100% Maximum mana: +50.00 Maximum vim: +50.00 Spellpower: +9 (+5 eff.) Spell crit. chance: +4% See invisible: +20 Casting speed: +15% No force can hope to silence the wearer of this amulet. |
enraging voratun amulet of the eclipsePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +8 (+2 eff.) Damage (Melee): 10 light / 9 darkness Effects when hit in melee: * 11% chance to reduce damage dealt by 27% * 5% chance to blind Changes damage: +9% physical / +11% light / +11% darkness Combat speed: +10% Amulets make your neck look great! |
grounding copper amulet of willpower (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +11% lightning Stun/Freeze immunity: +20% Amulets make your neck look great! |
wanderer's steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +3 Dex / +4 Cun / +5 Con Life regen: +3.00 Stamina each turn: +0.50 Movement speed: +10% Amulets make your neck look great! |
warrior's steel amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +5% physical Stamina each turn: +0.30 Amulets make your neck look great! |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 6 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Bleakward the steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 2 fire Changes resistances: +43% darkness / +9% blight Changes resistances penetration: +15% darkness Changes damage: +20% darkness Rings make your fingers look great! |
Bregilarek the SootsawCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 8 darkness Changes stats: +5 Dex / +6 Mag / +5 Wil / +4 Con Changes damage: +6% darkness Stun/Freeze immunity: +38% Life regen: +6.00 Rings make your fingers look great! |
Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Erelilaregokor the copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +4 Mag Changes damage: +3% arcane / +9% blight Mental save: +6 (+2 eff.) Confusion immunity: +21% Vim when firing critical spell: +2.00 Spell crit. chance: +1% Rings make your fingers look great! |
IslalrathraPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +5 (+1 eff.) Defense: +10 (+3 eff.) Effects on melee hit: * 11% chance to reduce all saves and defense by 33 Damage (Melee): 11 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 33 Damage (Ranged): 9 physical Changes stats: +4 Mag / +6 Wil / +3 Cun Hate when firing a critical mind attack: +2.00 Maximum hate: +6.00 Spellpower: +17 (+9 eff.) Spell crit. chance: +4% Mindpower: +5 (+2 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 7.2 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 184% weapon damage. If the attack hits, the target will bleed for 343% weapon damage over 7 turns, and all healing will be reduced by 77%. Rings make your fingers look great! |
Khelehad the CystbrazePowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +28 (+6 eff.) Effects on melee hit: * 21% chance to reduce armor by 25% Changes stats: +18 Str / +8 Mag / +19 Con Changes resistances: +3% acid / +9% nature Changes resistances penetration: +10% arcane / +5% nature Changes damage: +9% arcane Spell save: +16 (+6 eff.) Rings make your fingers look great! |
LisiwePowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +9% lightning / +9% fire / +28% darkness / +5% arcane Changes damage: +14% darkness Physical save: +9 (+3 eff.) Spell save: +15 (+5 eff.) Only die when reaching: -80.00 life Maximum life: +100.00 Rings make your fingers look great! |
Mayoriatha the gold ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +10 (+3 eff.) Effects on melee hit: * 20% chance to reduce armor by 25% Damage when hit (Melee): 4 acid / 2 temporal Changes stats: +7 Cun / +4 Mag Changes resistances penetration: +15% temporal Changes damage: +3% acid Blindness immunity: +31% Spellpower: +8 (+4 eff.) Infravision radius: +5 See stealth: +11 See invisible: +11 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! |
MnemonicInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+6 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+4 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 18 power out of 30/30) : Effective talent level: 3.5 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 4 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Poluldavena the DaywellPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +38% light Changes damage: +16% light / +6% darkness Stun/Freeze immunity: +28% Life regen: +4.00 Spellpower: +10 (+5 eff.) Rings make your fingers look great! |
PoredathInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil / +4 Cun / +11 Con Changes resistances penetration: +15% mind / +15% acid Changes damage: +6% acid Reduces incoming crit damage: 10.00% Physical save: +8 (+3 eff.) See invisible: +12 Rings make your fingers look great! |
Porithra the TundrawakeInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +25 (+6 eff.) Physical crit. chance: +2.0% Changes resistances: +12% acid / +6% cold / +3% mind / +6% blight Changes resistances penetration: +10% cold Mental save: +8 (+2 eff.) Confusion immunity: +28% Healing mod.: +20% Rings make your fingers look great! |
Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+4 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Stormsun the steel ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Defense: +4 (+1 eff.) Damage when hit (Melee): 4 lightning Changes stats: +2 Cun / +3 Str Changes resistances: +3% darkness Changes resistances penetration: +20% lightning Silence immunity: +26% Mana each turn: +0.19 Rings make your fingers look great! |
Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
conjurer's voratun ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Mag / +6 Wil Blindness immunity: +35% Spellpower: +11 (+6 eff.) Infravision radius: +5 See stealth: +13 See invisible: +17 Rings make your fingers look great! |
mule's voratun ring of wardingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -8% Changes resistances: +30% acid / +17% fire / +25% lightning / +27% cold Maximum encumbrance: +31 Rings make your fingers look great! |
voratun bloodstone ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Defense: +11 (+3 eff.) Stun/Freeze immunity: +60% Movement speed: +21% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 24 cooldown : Effective talent level: 8.8 Power cost: 24 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 55% for 5 turns. Rings make your fingers look great! |
voratun ring 'Silaleyamira'Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+4 eff.) Physical power: +15 (+3 eff.) Changes stats: +5 Dex / +8 Wil / +17 Cun Changes resistances: +3% blight Changes resistances penetration: +10% blight Critical mult.: +5.00% Mana when firing critical spell: +2.07 Maximum mana: +103.44 Spellpower: +30 (+15 eff.) Mindpower: +28 (+8 eff.) Rings make your fingers look great! |
Swordbreaker (129% power, 20 apr)Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 129% Range: 1.3x Uses stats: 50% Cun, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+4 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+5 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
This item will automatically be transmogrified when you leave the level.Adyvea the living mindstar (112% power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 112% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +20 (+5 eff.) Changes stats: +3 Con Changes resistances: +12% temporal / +4% physical / +20% mind / +30% fire Talent granted: +1 Attune Mindstar Physical save: +9 (+3 eff.) Spell save: +22 (+8 eff.) Mental save: +10 (+3 eff.) Life regen: +5.44 Equilibrium when hit: +2.40 Maximum life: +136.01 Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Neira's MemoryPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +5 Wil Confusion immunity: +30% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 It can be used to surround yourself with a magical shield (strength 165, based on Magic) for 10 turns Activation costs 12 power out of 20/20. Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+3 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Frozen Shroud (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+3 eff.) Damage when hit (Melee): 60 ice Changes stats: +12 Mag Changes resistances: +25% cold / -15% fire / +8% all Changes damage: +25% cold It can be used to release a radius 4 chilling blast, instantly dealing 153.00 cold damage and condensing the air into freezing vapors that deal 51.00 cold damage (based on Magic) each turn for 10 turns Activation costs 18 power out of 30/30. All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
Layytha (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +20 (+5 eff.) Armour penetration: +9 Defense: +3 (+1 eff.) Damage when hit (Melee): 6 acid / 2 arcane Changes stats: +5 Str / +10 Dex / +3 Mag / +2 Wil / +4 Cun / +6 Con Talent mastery: +0.30 Technique / Combat training Physical save: +12 (+4 eff.) Spell save: +13 (+5 eff.) Stamina each turn: +1.30 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +60.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Berintir' (3 def, 0 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour penetration: +1 Physical crit. chance: +5.0% Physical power: +3 (+1 eff.) Defense: +3 (+1 eff.) Fatigue: -7% Changes stats: +2 Str / +3 Dex / +2 Mag / +5 Wil / +6 Con Critical mult.: +5.00% Physical save: +15 (+5 eff.) Mental save: +28 (+9 eff.) Mana when firing critical spell: +2.00 Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 It is part of a set of items. Oddly it never produces a hat. When wielded/worn: Armour: +3 Defense: +9 (+3 eff.) Damage when hit (Melee): 20 physical / 10 temporal Changes stats: +5 Mag / +3 Wil Changes resistances: +10% temporal / +10% physical / +13% all Changes resistances penetration: +20% temporal / +20% physical Changes damage: +20% temporal / +20% physical Spellpower: +23 (+12 eff.) It can be used to activate talent Temporal Reprieve (costing 30 power out of 50/50) : Effective talent level: 2.5 Power cost: 30 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
Aetherwalk (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +25% arcane Changes damage: +25% arcane Spellpower: +15 (+8 eff.) Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Creates an arcane explosion dealing 107 arcane damage based on magic in a radius of 3 around the user after any teleport. It can be used to phase door up to range 6, within radius 2 of the target location Activation costs 14 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
Boots of the Hunter (2 def, 12 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+2 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 19 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 70% (based on Cunning) Activation costs 30 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. |
Starnaught the pair of voratun boots (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Infused by nature 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +13% lightning / +43% temporal / +24% darkness / +3% light Changes resistances penetration: +16% temporal / +19% darkness / +15% light Changes damage: +15% temporal Spellpower: +13 (+7 eff.) Defense after a teleport: +30 Resist all after a teleport: +20% New effects duration reduction after a teleport: +22% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of drakeskin leather boots 'Yvaletta' (0 def, 5 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) Armour: +5 Fatigue: -9% Changes stats: +1 Mag Changes resistances: +20% darkness / +27% temporal Changes resistances penetration: +20% darkness / +18% temporal Critical mult.: +20.69% Maximum encumbrance: +45 Physical save: +9 (+3 eff.) Spell save: +12 (+4 eff.) Spellpower: +16 (+8 eff.) Spell crit. chance: +1% Mindpower: +15 (+5 eff.) Defense after a teleport: +30 Resist all after a teleport: +19% New effects duration reduction after a teleport: +30% A pair of boots made of leather. |
Dakhtun's Gauntlets (0 def, 6 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% When used to modify unarmed attacks: Power: 145% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Displacement Shield (10% chance level 3). When this weapon hits: Wave of Power (15% chance level 1). Damage (Melee): +20 arcane Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Crown of Command (3 def, 6 armour)Requires: - Heavy armour training - Cunning 25 Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +4% Changes stats: +3 Con / +10 Wil Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Cunning / Survival Mindpower: +5 (+2 eff.) Activating this item is instant. It can be used to activate talent Indomitable (costing 35 power out of 60/60) : Effective talent level: 2.5 Power cost: 35 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 3 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 4 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Eye of the Forest (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+4 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 21 power out of 35/35) : Effective talent level: 3.5 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 10. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Helm of the Dwarven Emperors (0 def, 6 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +3 Wil / +4 Mag Changes resistances: +10% darkness Changes damage: +10% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Omniscience (7 def, 0 armour)Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+2 eff.) Changes resistances: +15% mind Changes resistances cap: +10% mind Changes resistances penetration: +10% mind Mental save: +25 (+8 eff.) Confusion immunity: +40% Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +20 (+6 eff.) Mental crit. chance: +9% Infravision radius: +5 It can be used to reveal the surrounding area (range 20) Activation costs 18 power out of 30/30. This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
This item will automatically be transmogrified when you leave the level.Torutir the voratun helm (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +8 Dex / +5 Mag / +7 Cun / +14 Con Changes damage: +12% acid / +15% arcane / +27% mind Mana each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +8 Light radius: +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
elven-silk wizard hat 'Dourwrither' (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 4 darkness Changes stats: +7 Mag / +5 Wil / +2 Cun Changes resistances: +9% darkness / +6% temporal Changes damage: +12% acid / +13% lightning / +14% cold / +29% arcane / +9% fire Maximum mana: +80.00 Spellpower: +5 (+3 eff.) Infravision radius: +1 A pointy cloth hat, very wizardly... |
hardened leather cap 'Blackblast' (0 def, 9 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +9 Fatigue: +3% Effects on melee hit: * 25% chance to reduce damage dealt by 27% Changes stats: +24 Str / +16 Dex Changes damage: +6% darkness / +6% physical Critical mult.: +15.00% Physical save: +9 (+3 eff.) Maximum stamina: +30.00 It can be used to activate talent Skullcracker, placing all other charms into a 12 cooldown : Effective talent level: 5.9 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1511.2 Physical damage. If the attack hits, the target is confused (44% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
voratun helm 'Aerydanne' (25 def, 5 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +7.0% Physical power: +43 (+9 eff.) Armour: +5 Defense: +25 (+7 eff.) Fatigue: +5% Changes stats: +7 Str / +7 Wil Changes resistances: +15% physical Physical save: +33 (+11 eff.) Cut immunity: +21% Only die when reaching: -60.00 life Maximum life: +60.00 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.Radhedurand the voratun mail armour (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +12% Changes resistances: +21% acid / +12% lightning / +25% fire / +12% nature / +20% mind Changes resistances penetration: +30% temporal Reduces incoming crit damage: 15.00% Spell save: +15 (+5 eff.) Mental save: +9 (+3 eff.) Knockback immunity: +27% Only die when reaching: -100.00 life Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% A suit of armour made of mail. |
agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
1322 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Darkrock the dwarven-steel pickaxe (dig speed 7 turns)Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -7% Changes stats: +5 Str / +5 Dex / +3 Con Changes resistances: +3% blight / +7% fire / +8% darkness / +5% arcane Changes damage: +8% fire / +10% mind / +6% darkness Spell save: +6 (+2 eff.) Mental save: +10 (+3 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Duvyrek the Lustrefiend (dig speed 7 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +6 Physical crit. chance: +8.0% Physical power: +7 (+1 eff.) Changes stats: +7 Str / +5 Wil Changes resistances: +6% light Changes resistances penetration: +25% light Changes damage: +15% light Critical mult.: +13.00% Maximum life: +25.00 Maximum stamina: +21.00 Mental crit. chance: +8% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
dwarven-steel pickaxe 'Cutharelathadur' (dig speed 24 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +11 Changes stats: +5 Str Changes resistances: +6% lightning / +6% temporal Reduces incoming crit damage: 15.00% Spell save: +6 (+2 eff.) Confusion immunity: +20% Only die when reaching: -40.00 life Healing mod.: +15% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 16 cooldown : Effective talent level: 5.6 Power cost: 16 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +108 accuracy and allowing you to attack creatures you cannot see without penalty for the next 6 turns. Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 47 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
3 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
DĂșathedlen HeartPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 4 When wielded/worn: Physical power: +7 (+1 eff.) Damage (Melee): 20 darkness Changes stats: +5 Mag Changes resistances: +30% light Changes resistances cap: +10% light Talent masteries: +0.20 Cunning / Stealth +0.20 Cursed / Darkness Light radius: -1000 Infravision radius: +7 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. Talent on hit(spell): Invoke Darkness (15% chance level 4). This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
Fulasarand the dwarven lanternInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +6 Defense: +25 (+7 eff.) Damage when hit (Melee): 12 blight Changes resistances penetration: +31% blight / +25% temporal Changes damage: +15% blight Critical mult.: +24.66% Maximum life: +74.00 Spellpower: +37 (+17 eff.) Light radius: +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(80 power, based on Willpower) Activation costs 6 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+3 eff.) Mindpower: +10 (+3 eff.) Light radius: +5 Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). It can be used to release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 290.97 darkness damage (based on Mindpower and charge) Activation costs 6 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +2 Infravision radius: +7 It can be used to cleanse your mind of up to 3 (based on Magic) detrimental mental effects Activation costs 24 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
dwarven lantern 'Falusasta'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +7 (+1 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 15 Changes stats: +6 Wil / +3 Cun / +4 Con Changes resistances: +15% blight Changes damage: +6% blight Critical mult.: +20.00% Life regen: +14.00 Light radius: +11 See invisible: +6 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +12 Defense: +12 (+3 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+4 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 11 power out of 35/35) : Effective talent level: 3.5 Power cost: 11 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 29 for 6 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Telos's Staff CrystalPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff Activation costs 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+4 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
53 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. |
3 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 118 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 331.36 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 15 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Airquarry the steel torque of psionic shield [power 55] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Damage when hit (Melee): 4 lightning Changes stats: +8 Str Changes resistances: +21% fire Changes damage: +6% lightning It can be used to setup a psionic shield, reducing all damage taken by 55 for 5 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 14% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Chaluyadan the steel torque of psionic shield [power 49] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +6 Cun Critical mult.: +10.00% Reduces incoming crit damage: 10.00% Mental save: +12 (+4 eff.) Maximum hate: +8.00 It can be used to setup a psionic shield, reducing all damage taken by 49 for 5 turns Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
The JoltInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes damage: +10% mind / +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
Elitira the Arcstinger [power 355] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Physical power: +25 (+5 eff.) Changes stats: +3 Str Changes resistances: +9% lightning / +12% light / +5% arcane Changes resistances penetration: +15% physical Changes damage: +18% physical Physical save: +18 (+6 eff.) It can be used to summon a resilient tentacle up to 5 spaces away for 7 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1030 Base Damage: 416 Armor: 40 All Resist: 40 Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 3 beneficial effects by 3. Natural totems are made by powerful wilders to store nature power. |
Flashbrawn the ash totem of thorny skin [power 30] (12 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes resistances penetration: +20% blight / +25% lightning Changes damage: +9% lightning Spell save: +6 (+2 eff.) Spellpower: +20 (+10 eff.) Spell crit. chance: +2% Damage Shield penetration: +30% It can be used to harden the skin for 7 turns increasing armour by 30 and armour hardiness by 40% Activation puts all charms on cooldown for 12 turns. When used: * Heal for 42. Natural totems are made by powerful wilders to store nature power. |
Honeywood ChaliceInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+4 eff.) Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
Lisiyawe [power 31] (12 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Armour penetration: +5 Changes stats: +4 Dex Changes resistances: +6% acid Changes resistances penetration: +25% physical Only die when reaching: -80.00 life It can be used to harden the skin for 7 turns increasing armour by 31 and armour hardiness by 40% Activation puts all charms on cooldown for 12 turns. When used: * Heal for 39. Natural totems are made by powerful wilders to store nature power. |
Tarrulegas the elm totem of stinging [power 116] (9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Armour: +6 Changes resistances: +6% lightning Changes damage: +6% blight Critical mult.: +20.00% Poison immunity: +20% Confusion immunity: +20% Mindpower: +20 (+6 eff.) It can be used to sting an enemy dealing 126 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 9 turns. When used: * Reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
ash totem of summon tentacle 'Umbraream' [power 175] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Damage when hit (Melee): 6 darkness Changes resistances: +9% cold Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +8 Maximum vim: +30.00 Spell crit. chance: +3% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to summon a resilient tentacle up to 5 spaces away for 6 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 488 Base Damage: 191 Armor: 16 All Resist: 13 Activation puts all charms on cooldown for 15 turns. When used: * Heal for 46. Natural totems are made by powerful wilders to store nature power. |
Glarefist the elven-wood wand of conjuration [power 330] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Accuracy: +31 (+8 eff.) Armour penetration: +4 Armour: +4 Defense: +10 (+3 eff.) Changes stats: +4 Dex Changes resistances penetration: +25% physical Physical save: +12 (+4 eff.) Maximum stamina: +20.00 Light radius: +3 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to fire a magical bolt dealing 330 acid damage Activation puts all charms on cooldown for 9 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elm wand of shielding 'Tidekin' [power 116] (12 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes stats: +1 Str / +4 Mag / +4 Con Maximum wards: +3 lightning / +3 temporal / +3 light / +3 blight Changes damage: +3% cold Talent granted: +1 Ward Light radius: +2 It can be used to create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 12 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 18 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
9 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Skebra the Skeleton Brawler level 38
64th Regrowth 123rd year of Ascendancy at 14:18 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Skebra the Skeleton Brawler level 50
37th Haze 123rd year of Ascendancy at 04:42 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Skebra the Skeleton Brawler level 37
62nd Regrowth 123rd year of Ascendancy at 20:35 see stats
Arachnophobia (Insane (Roguelike) difficulty)
Destroyed the spydric menace.By Skebra the Skeleton Brawler level 50
37th Dusk 123rd year of Ascendancy at 13:36 see stats
Are you out of your mind?! (Insane (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Skebra the Skeleton Brawler level 42
18th Pyre 123rd year of Ascendancy at 21:49 see stats
Back and there again (Insane (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Skebra the Skeleton Brawler level 50
4th Flare 123rd year of Ascendancy at 03:42 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Skebra the Skeleton Brawler level 41
13rd Pyre 123rd year of Ascendancy at 06:14 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Skebra the Skeleton Brawler level 23
61st Dusk 122nd year of Ascendancy at 19:41 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Skebra the Skeleton Brawler level 10
1st Flare 122nd year of Ascendancy at 18:12 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Skebra the Skeleton Brawler level 40
9th Pyre 123rd year of Ascendancy at 08:41 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Skebra the Skeleton Brawler level 30
8th Allure 123rd year of Ascendancy at 21:40 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun.By Skebra the Skeleton Brawler level 35
52nd Regrowth 123rd year of Ascendancy at 10:27 see stats
Evil denied (Insane (Roguelike) difficulty)
Won ToME by preventing the Void portal from opening.By Skebra the Skeleton Brawler level 50
62nd Haze 123rd year of Ascendancy at 06:47 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Skebra the Skeleton Brawler level 21
53rd Dusk 122nd year of Ascendancy at 12:05 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Skebra the Skeleton Brawler level 33
29th Regrowth 123rd year of Ascendancy at 06:54 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Skebra the Skeleton Brawler level 31
17th Regrowth 123rd year of Ascendancy at 02:38 see stats
Fear of Fours (Insane (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By Skebra the Skeleton Brawler level 50
56th Haze 123rd year of Ascendancy at 12:19 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Skebra the Skeleton Brawler level 30
8th Allure 123rd year of Ascendancy at 21:28 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Roguelike) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Skebra the Skeleton Brawler level 43
19th Pyre 123rd year of Ascendancy at 14:09 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Skebra the Skeleton Brawler level 10
1st Flare 122nd year of Ascendancy at 18:10 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Skebra the Skeleton Brawler level 20
48th Dusk 122nd year of Ascendancy at 12:08 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Skebra the Skeleton Brawler level 30
5th Allure 123rd year of Ascendancy at 21:13 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Skebra the Skeleton Brawler level 40
7th Pyre 123rd year of Ascendancy at 10:45 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Skebra the Skeleton Brawler level 50
4th Flare 123rd year of Ascendancy at 03:09 see stats
Orcrist (Insane (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By Skebra the Skeleton Brawler level 50
36th Haze 123rd year of Ascendancy at 20:48 see stats
Overpowered! (Insane (Roguelike) difficulty)
Did over 6000 damage in one attack.By Skebra the Skeleton Brawler level 50
34th Dusk 123rd year of Ascendancy at 17:42 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Skebra the Skeleton Brawler level 29
69th Haze 122nd year of Ascendancy at 02:55 see stats
Race through fire (Insane (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Skebra the Skeleton Brawler level 50
30th Haze 123rd year of Ascendancy at 15:51 see stats
Shasshhiy'Kaish (Insane (Roguelike) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Skebra the Skeleton Brawler level 50
9th Flare 123rd year of Ascendancy at 03:34 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Skebra the Skeleton Brawler level 35
50th Regrowth 123rd year of Ascendancy at 20:09 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Skebra the Skeleton Brawler level 15
24th Dusk 122nd year of Ascendancy at 13:09 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Skebra the Skeleton Brawler level 40
9th Pyre 123rd year of Ascendancy at 15:09 see stats
Tactical master (Insane (Roguelike) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Skebra the Skeleton Brawler level 50
62nd Haze 123rd year of Ascendancy at 06:45 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Skebra the Skeleton Brawler level 10
10th Flare 122nd year of Ascendancy at 05:27 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Skebra the Skeleton Brawler level 50
46th Dusk 123rd year of Ascendancy at 13:33 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Skebra the Skeleton Brawler level 29
2nd Allure 123rd year of Ascendancy at 22:14 see stats
The Sun Still Shines (Insane (Roguelike) difficulty)
Aeryn survived the last battle.By Skebra the Skeleton Brawler level 50
62nd Haze 123rd year of Ascendancy at 06:47 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By Skebra the Skeleton Brawler level 49
4th Flare 123rd year of Ascendancy at 01:26 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Skebra the Skeleton Brawler level 10
1st Dusk 122nd year of Ascendancy at 19:22 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Skebra the Skeleton Brawler level 44
36th Pyre 123rd year of Ascendancy at 20:59 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Skebra the Skeleton Brawler level 22
58th Dusk 122nd year of Ascendancy at 19:18 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Skebra the Skeleton Brawler level 15
25th Dusk 122nd year of Ascendancy at 06:54 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Skebra the Skeleton Brawler level 37
61st Regrowth 123rd year of Ascendancy at 01:53 see stats
Log
High Sun Paladin Aeryn's spell attains critical power!
Grappled from Skebra hits Argoniel for 512 physical damage.
Acid Splash from Argoniel hits High Sun Paladin Aeryn for 27 acid damage.
Forest wight's glacial vapour area effect hits Iceblock for 68 cold, 68 cold, 68 cold, 68 cold (271 total damage).
High Sun Paladin Aeryn receives 31 healing from Shield of Light.
Skebra throws two quick punches.
Skebra performs a melee critical strike against Argoniel!
Quest 'Falling Toward Apotheosis' is done! (Press 'j' to see the quest log)
Personal New Achievement: Tactical master (Insane (Roguelike) difficulty)!
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Skebra hits Argoniel for 1229 physical, 691 physical (1919 total damage).
Skebra has released the hold.
Skebra is no longer out of phase.
Skebra aims less carefully.
Skebra killed Argoniel!
Acid Splash from Argoniel hits Skebra for (16 flat reduction), 0 acid (0 total damage).
High Sun Paladin Aeryn casts Bathe in Light.
High Sun Paladin Aeryn's spell attains critical power!
A shield forms around High Sun Paladin Aeryn.
High Sun Paladin Aeryn receives 135 healing from High Sun Paladin Aeryn's healing light area effect.
Skebra receives 163 healing from High Sun Paladin Aeryn's healing light area effect.
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
Personal New Achievement: Evil denied (Insane (Roguelike) difficulty)!
Personal New Achievement: The Sun Still Shines (Insane (Roguelike) difficulty)!
Saving done.
Saving done.
Saving game...
































































































































































