














Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Items Vault 1.7.0Donators/Buyers bonus! ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Halfling |
| Class | Rogue |
| Level / Exp | 50 / 2436% |
| Size | small |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 85 (base 32) |
| Dexterity | 123 (base 63) |
| Constitution | 61 (base 23) |
| Magic | 122 (base 60) |
| Willpower | 69 (base 13) |
| Cunning | 144 (base 60) |
Resources
| Life | 1466/1466 |
| Mana | 629/629 |
| Stamina | 442/442 |
| Healing Factor | 1.4949470706756 |
| Regeneration | 56.628666057216 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | -983.45035213014 |
| Infravision | 9 |
| See Stealth | 56.909772242851 |
| See Invisible | 56.909772242851 |
| Stealth | 73 |
Offense: Mainhand
| Damage | 225 |
| Accuracy | 92 |
| Crit Chance | 114% |
| APR | 52 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 192 |
| Accuracy | 92 |
| Crit Chance | 126% |
| APR | 55 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 67 |
| Crit Chance | 61% |
| Speed | 1 |
Offense: Mind
| Mindpower | 69 |
| Crit Chance | 61% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +55% |
| Blight | +49% |
| Arcane | +50% |
| Cold | +34% |
| All | +7% |
| Darkness | +27% |
| Light | +22% |
| Physical | +40% |
| Mind | +37% |
| Fire | +32% |
| Nature | +43% |
Offense: Damage Penetration
| Acid | +50% |
| Light | +45% |
| Physical | +45% |
| Nature | +35% |
| Arcane | +35% |
| Cold | +35% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 47 (49.007671158813%) |
| Defense | 97 |
| Ranged Defense | 97 |
| Fatigue | 0 |
| Physical Save | 53 |
| Spell Save | 48 |
| Mental Save | 56 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Blight | + 42%( 70%) |
| Arcane | + 42%( 70%) |
| Cold | + 64%( 70%) |
| All | + 35%( 70%) |
| Physical | + 50%( 70%) |
| Lightning | + 40%( 70%) |
| Light | + 44%( 70%) |
| Temporal | + 64%( 70%) |
| Mind | + 67%( 70%) |
| Darkness | + 66%( 70%) |
| Fire | + 54%( 70%) |
| Nature | + 52%( 70%) |
Defense: Immunities
| Silence Resistance | 100% |
| Bleed Resistance | 10% |
| Confusion Resistance | 88% |
| Instadeath Resistance | 100% |
| Stun Resistance | 100% |
| Poison Resistance | 100% |
| Pinning Resistance | 40% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1010% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 209 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 Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 328 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 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: 1.0 Rune: StormshieldUse 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 54 up to 7 times. Its effects scale with your Dexterity stat. |
Class Talents
| Cunning / Artifice | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 3/5 |
| Cunning / Stealth | 1.30 |
| 4/5 |
| 3/5 |
| 3/5 |
| 3/5 |
| Technique / Duelist | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Dual techniques | 1.30 |
| 3/5 |
| 2/5 |
| 4/5 |
| 5/5 |
| Technique / Throwing knives | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Assassination | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Cunning / Poisons | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Cunning / Lethality | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 4/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Stoning Poison |
| talent | Apply Poison |
| talent | Trained Reactions |
| talent | Stealth |
| talent | Premonition |
| talent | Quickdraw |
| beneficial effect | The target is wreathed in shadows, increasing life regeneration by 10.6 and stamina regeneration by 2.2. Soothing Darkness |
| beneficial effect | Has 8 throwing knives prepared: 8 KnivesRange: 6 Net Damage: 227 - 318 Accuracy: 108 (knife) APR: 52 Crit Chance: +112% Crit mult: 312% Uses Stats: 50% Cun, 50% Mag, 70% Dex |
| beneficial effect | Parrying melee and ranged attacks: Has a 80% chance to deflect up to 43 damage from the next 3.3 attack(s). Parried attacks cannot crit. Parrying |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lone alchemist from death by Salora the rattlesnake. Escort: lone alchemist (level 1 of Daikara) | failed |
You failed to protect the lone alchemist from death by Voruta the orc grand master assassin. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Dreadfell. Escort: lost defiler (level 3 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 5 of Dreadfell. Escort: lost defiler (level 5 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Scintillating Caves. Escort: temporal explorer (level 3 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 6 of Dreadfell. Escort: worried loremaster (level 6 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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 Stire of Derth. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of focus without your aid. Ungrol of Last Hope has completed an elixir of brawn 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. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You 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 within6 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided 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 | Bethyrith (0 def, 11 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +11 Fatigue: +4% Changes stats: +5 Wil / +6 Cun / +11 Con Changes resistances: +6% arcane / +6% nature Changes resistances penetration: +10% physical Critical mult.: +5.00% Physical save: +25 (+8 eff.) Mental save: +20 (+6 eff.) Cut immunity: +10% Silence immunity: +50% Confusion immunity: +50% Pinning immunity: +20% Stun/Freeze immunity: +50% Stamina each turn: +1.30 Mana each turn: +0.12 Maximum life: +20.00 Maximum stamina: +40.00 Mindpower: +9 (+2 eff.) It can be used to activate talent Blindside, placing all other charms into a 21 cooldown : Effective talent level: 3.0 Power cost: 21 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 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 26 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | alchemist's lamp 'Anosta'Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 (+1 eff.) Defense: +9 (+1 eff.) Changes stats: +5 Wil Changes resistances: +5% arcane Critical mult.: +12.00% Physical save: +15 (+5 eff.) Spell save: +16 (+5 eff.) Mental save: +13 (+4 eff.) Pinning immunity: +20% Stun/Freeze immunity: +20% Life regen: +2.00 Only die when reaching: -20.00 life Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | drakeskin leather cap 'Noonvagrant' (10 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +25 (+5 eff.) Armour penetration: +7 Armour: +5 Defense: +10 (+2 eff.) Fatigue: +5% Changes stats: +14 Dex / +6 Mag / +7 Wil / +4 Cun Changes resistances penetration: +20% light Changes damage: +18% blight / +19% arcane Only die when reaching: -80.00 life Spell crit. chance: +5% A cap made of leather. |
| On hands | 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: Base power: 36.0 - 50.4 Uses stats: 40% Dex, 40% Cun, 50% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 83% 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. |
| Tool | Aerodig the Prismstriker (dig speed 7 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +10.0% Damage when hit (Melee): 4 light Changes stats: +15 Str / +9 Wil / +5 Cun / +4 Con Changes resistances: +9% nature / +3% darkness Changes resistances penetration: +10% nature Changes damage: +15% light Maximum life: +40.00 Maximum stamina: +28.00 Mental crit. chance: +15% Light radius: +5 Infravision radius: +6 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | NeremaInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+3 eff.) Armour penetration: +17 Defense: +35 (+6 eff.) Changes stats: +18 Cun / +8 Wil Changes damage: +15% arcane Life regen: +20.00 Mana when firing critical spell: +2.37 Vim when firing critical spell: +2.37 Spellpower on spell critical (stacks up to 3 times): +8 Maximum life: +73.00 Mindpower: +14 (+4 eff.) Healing mod.: +16% Damage Shield penetration: +30% It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.6 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| On fingers | Lustreriver the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +10 (+2 eff.) Changes stats: +7 Str / +2 Dex Changes resistances: +3% physical Changes resistances penetration: +25% acid Stun/Freeze immunity: +38% Life regen: +5.00 Only die when reaching: -40.00 life Maximum stamina: +30.00 Light radius: +3 Rings make your fingers look great! |
| Around neck | gold amulet 'Badudar'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +20 (+4 eff.) Armour: +10 Changes resistances: +19% mind Critical mult.: +20.00% Confusion immunity: +38% Mindpower: +30 (+8 eff.) Amulets make your neck look great! |
| In main hand | Rimebreaker (36-47 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 36.0 - 46.8 Uses stats: 50% Cun, 50% Mag, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (Melee): +12 physical / +28 cold Damage (radius 2) on crit: +8 cold When wielded/worn: Armour penetration: +15 Physical crit. chance: +15.0% Changes stats: +13 Str / +13 Dex / +13 Mag / +11 Wil / +11 Cun / +13 Con Changes resistances: +15% temporal Changes resistances penetration: +10% physical Critical mult.: +37.00% Stamina each turn: +3.55 Sharp, short and deadly. |
| Around waist | Rootreaper the drakeskin leather beltPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Effects on melee hit: * 20% chance to slow global speed by 67% Changes stats: +15 Mag Changes resistances: +14% light / +15% darkness Changes damage: +6% nature / +24% blight Critical mult.: +15.00% Mana each turn: +0.60 Maximum mana: +60.00 A belt that goes around your waist. |
| In off hand | Mandible of Ungolmor (40-52 power, 12 apr)Requires: - Cunning 38 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 40.0 - 52.0 Uses stats: 65% Cun, 35% Dex, 50% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +12 Crit. chance: +22.0% Attack speed: 100% When this weapon hits: Poisonous Bite (20% chance level 3). On weapon crit: * inflicts spydric poison dealing 200 damage over 3 turns and pinning the target Damage conversion: 30% darkness When wielded/worn: Armour: +15 Changes stats: +8 Cun / +4 Dex Changes damage: +30% nature / +20% darkness Talent granted: +5 Toxic Death Poison immunity: +100% Light radius: -2 This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
| Cloak | elven-silk cloak 'Frigidserpent' (18 def, 0 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +18 (+3 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 30 Damage when hit (Melee): 4 blight Changes stats: +4 Str / +4 Con Changes resistances: +10% acid / +30% temporal / +30% darkness / +12% blight / +10% fire / +10% cold / +9% lightning Changes resistances penetration: +10% arcane / +10% cold Changes damage: +9% arcane Physical save: +8 (+3 eff.) Defense after a teleport: +29 Resist all after a teleport: +15% New effects duration reduction after a teleport: +23% 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 9 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Sleetfear the elven-silk robe (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: Effects on melee hit: * 10% chance to slow global speed by 67% Damage when hit (Melee): 2 nature / 4 cold Changes stats: +6 Mag / +6 Wil Changes resistances: +63% acid / +20% physical / +20% fire / +12% nature / +35% cold / +30% mind / +15% all Changes damage: +48% acid / +23% physical / +27% cold / +30% mind / +25% fire Talent cooldown: Refit Golem (-5 turns) Silence immunity: +50% Spellpower on spell critical (stacks up to 3 times): +7 Spellpower: +20 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
healing infusion of the duelist (heal 324; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 324 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
healing infusion of the psychic (heal 210; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 210 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the wizard (speed 846%; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 846% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
shatter afflictions rune of the wizard (absorb 208; cd 12)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: 12 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 208 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 Magic 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. Press to compare to your current inscriptions |
shielding rune of the duelist (absorb 492; dur 4; cd 18)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: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 492 damage for 4 turns. 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. |
stormshield rune of the titan (threshold 36; blocks 6; dur 4; cd 12)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: 12 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 36 up to 6 times. 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. Press to compare to your current inscriptions |
stormshield rune of the wizard (threshold 74; blocks 6; dur 4; 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: 13 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 74 up to 6 times. Its effects scale with your Magic 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. Press to compare to your current inscriptions |
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! |
Samiruirig the BlasthuePowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 8 lightning / 8 cold / 4 mind Changes stats: +3 Mag Changes resistances: +15% mind Changes resistances penetration: +15% cold Amulets make your neck look great! |
Dagorim the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Con Changes resistances: +6% light / +12% fire Changes damage: +6% acid Physical save: +6 (+2 eff.) Blindness immunity: +10% Maximum life: +100.00 Amulets make your neck look great! |
Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Changes resistances: +20% physical Talent mastery: +0.00(-) Technique / Battle tactics A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
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 (+1 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 29 power out of 35/35) : Effective talent level: 2.0 Power cost: 29 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 330 (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. |
UryromidarCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 4 arcane Changes stats: +4 Mag / +5 Con Changes damage: +9% mind Reduces incoming crit damage: 15.00% Physical save: +14 (+5 eff.) Spell save: +14 (+5 eff.) Mental save: +14 (+5 eff.) Infravision radius: +3 Amulets make your neck look great! |
archmage's steel amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Mag Changes damage: +5% acid / +5% fire / +4% cold / +5% lightning Spellpower: +3 (+1 eff.) Spell crit. chance: +3% Amulets make your neck look great! |
The Far-HandPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 30 power out of 36/36) : Effective talent level: 4.0 Power cost: 30 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (167). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
protective gold amulet of murderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +12 Armour: +5 Defense: +5 (+1 eff.) Changes resistances cap: +5% all Critical mult.: +12.00% Physical save: +13 (+5 eff.) Amulets make your neck look great! |
EmelomiweCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour penetration: +3 Physical crit. chance: +5.0% Armour: +17 Defense: +11 (+2 eff.) Changes resistances: +15% temporal / +9% cold / +12% light / +21% fire Changes resistances cap: +6% all Physical save: +23 (+8 eff.) Spell save: +19 (+6 eff.) Stamina each turn: +3.00 Amulets make your neck look great! |
This item will automatically be transmogrified when you leave the level.grounding voratun amulet of mastery (0.39 Technique / Throwing knives) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +30% lightning Talent mastery: +0.39 Technique / Throwing knives Stun/Freeze immunity: +47% 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 9 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Ce'NuriwePowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Changes resistances: +6% acid / +12% cold / +15% lightning Changes resistances penetration: +10% mind Spell save: +6 (+2 eff.) Mental save: +9 (+3 eff.) Pinning immunity: +20% Healing mod.: +10% Rings make your fingers look great! |
gladiator's copper ring of frost (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Changes stats: +4 Str / +5 Con Changes resistances: +22% cold Changes damage: +11% cold Rings make your fingers look great! |
titan's copper ring of the mind (+11%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +11% mind Changes damage: +11% mind Physical save: +6 (+2 eff.) Rings make your fingers look great! |
warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings make your fingers look great! |
IslynaInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +2 Armour: +8 Changes stats: +3 Str / +4 Dex Changes resistances: +6% cold Mental save: +8 (+3 eff.) Confusion immunity: +30% Stamina each turn: +3.00 Maximum stamina: +20.00 Rings make your fingers look great! |
pixie's steel ring of clarityPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Cun / +4 Mag Mental save: +7 (+3 eff.) Confusion immunity: +22% Spellpower: +7 (+2 eff.) Rings make your fingers look great! |
steel quartz ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Cun / +5 Wil Stun/Freeze immunity: +30% Mindpower: +8 (+2 eff.) Rings make your fingers look great! |
Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+4 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
gold quartz ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +8% nature / +8% blight Poison immunity: +15% Disease immunity: +16% Stun/Freeze immunity: +30% Rings make your fingers look great! |
gold ring 'Layoldarin'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+1 eff.) Changes stats: +7 Dex / +1 Wil / +6 Cun / +3 Con Changes resistances: +9% lightning / +3% temporal / +26% nature Changes damage: +13% nature Spell save: +13 (+4 eff.) Maximum stamina: +16.00 See invisible: +12 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 (+3 eff.) Mental save: +10 (+4 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. |
stralite ring 'Tidewreath'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour penetration: +2 Physical crit. chance: +3.0% Changes stats: +4 Str / +6 Dex Changes resistances: +9% lightning Changes damage: +12% physical / +15% cold Disarm immunity: +44% Pinning immunity: +44% Knockback immunity: +44% Maximum life: +40.00 Rings make your fingers look great! |
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. |
voratun ring 'Geba'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Armour: +10 Changes stats: +3 Wil Changes resistances: +5% physical Changes resistances penetration: +25% arcane Changes damage: +12% arcane Physical save: +18 (+6 eff.) Disarm immunity: +39% Pinning immunity: +48% Knockback immunity: +38% Maximum life: +47.00 Spell crit. chance: +3% Damage Shield penetration: +30% Rings make your fingers look great! |
Awakened Staff of Absorption (60-72 power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 180% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+12 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns Activation costs 164 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
This item will automatically be transmogrified when you leave the level.flaming voratun battleaxe of daylight (56-84 power, 4 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 56.0 - 84.0 Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +28 light Damage (radius 1) on hit: +28 fire Damage against: +42% Undead Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.plaguebringer's voratun battleaxe (58-86 power, 4 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 57.5 - 86.2 Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 28% chance to reduce strength, dexterity, and constitution by 30 Damage (Melee): +28 blight When wielded/worn: Disease immunity: +49% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.quick voratun greatsword of shearing (60-95 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 59.5 - 95.2 Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +63 (+12 eff.) Armour penetration: +21 Changes stats: +10 Dex Changes resistances penetration: +21% all Combat speed: +10% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.caustic voratun longsword of amnesia (44-62 power, 6 apr) Requires: - Strength 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 44.0 - 61.6 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) Damage (radius 2) on crit: +45 acid / +20 nature When wielded/worn: Armour penetration: +15 Changes resistances penetration: +22% acid / +25% nature Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.enhanced voratun longsword of amnesia (44-61 power, 6 apr) Requires: - Strength 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 43.5 - 60.9 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) When wielded/worn: Changes stats: +13 Str / +13 Dex / +12 Mag / +13 Wil / +13 Cun / +10 Con Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.truestriking voratun longsword of torment (42-59 power, 6 apr) Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 42.0 - 58.8 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns When wielded/worn: Accuracy: +25 (+5 eff.) Armour penetration: +15 Changes resistances penetration: +15% physical Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.voratun longsword of enduring (44-62 power, 6 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 44.0 - 61.6 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +15 Con / +13 Wil Maximum life: +110.00 Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.voratun waraxe of crippling (42-58 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 41.5 - 58.1 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +15.0% One-handed war axes. |
warbringer's stralite dagger of torment (30-39 power, 9 apr)Requires: - Dexterity 35 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 30.0 - 39.0 Uses stats: 50% Dex, 50% Cun, 50% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns When wielded/worn: Physical power: +9 (+2 eff.) Changes stats: +4 Con Changes resistances penetration: +11% physical Disarm immunity: +21% Sharp, short and deadly. |
Eclipsegrind (38-50 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stats: 50% Cun, 50% Mag, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +16 darkness Damage (radius 1) on hit: +20 fire Damage (radius 2) on crit: +20 darkness When wielded/worn: Accuracy: +21 (+4 eff.) Physical crit. chance: +13.0% Armour: +6 Changes stats: +5 Dex Life regen: +4.14 Only die when reaching: -40.00 life Combat speed: +10% Sharp, short and deadly. |
Morbusvortex (38-50 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stats: 50% Cun, 50% Mag, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 21% chance to slow global speed by 67% On weapon crit: * Splash the target with acid dealing 183 damage over 5 turns and reducing armor and accuracy by 23 Damage (Melee): +12 blight / +4 nature When wielded/worn: Accuracy: +33 (+6 eff.) Armour penetration: +15 Changes stats: +10 Str / +2 Wil Changes resistances penetration: +15% physical Changes damage: +11% physical Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +8 Sharp, short and deadly. |
voratun dagger 'Glintworth' (39-51 power, 9 apr)Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 39.0 - 50.7 Uses stats: 50% Cun, 50% Mag, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 342 physical damage across 5 turns and reducing healing by 50% Damage (radius 1) on hit: +12 light Damage (radius 2) on crit: +12 light When wielded/worn: Accuracy: +14 (+3 eff.) Physical crit. chance: +22.0% Physical power: +13 (+3 eff.) Defense: +10 (+2 eff.) Changes resistances: +3% temporal / +9% fire / +3% light / +9% mind Disarm immunity: +42% Sharp, short and deadly. |
voratun dagger 'Noonquench' (38-49 power, 9 apr)Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 50% Cun, 50% Mag, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +12 physical When wielded/worn: Accuracy: +35 (+7 eff.) Armour penetration: +15 Defense: +10 (+2 eff.) Changes stats: +3 Str / +7 Dex / +7 Con Changes resistances: +9% light Changes resistances penetration: +26% arcane / +12% all Stamina each turn: +3.10 Maximum stamina: +31.03 Sharp, short and deadly. |
voratun dagger of rage (38-50 power, 9 apr)Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stats: 50% Dex, 50% Cun, 50% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +21 (+4 eff.) Changes stats: +8 Str Changes damage: +13% physical Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.swashbuckler's voratun shield (0 def, 10 armour, 66-80 power, 208 block) Requires: - Shield usage training - Strength 48 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 66.5 - 79.8 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +208 When wielded/worn: Accuracy: +24 (+5 eff.) Armour: +10 Fatigue: +8% Changes stats: +13 Str / +11 Dex Talent granted: +1 Block Handheld deflection devices. |
silk robe 'Ivena' (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +1 Str / +5 Wil Changes resistances: +7% lightning / +14% darkness / +22% fire / +6% nature / +13% all / +12% acid / +10% physical / +10% blight / +23% cold / +8% light Changes damage: +9% acid / +11% physical / +6% fire / +12% arcane / +17% cold Talent cooldown: Refit Golem (-3 turns) Physical save: +10 (+4 eff.) Spell save: +26 (+9 eff.) Mental save: +12 (+4 eff.) Maximum mana: +67.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe 'Tempestquick' (0 def, 6 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Accuracy: +31 (+6 eff.) Armour: +6 Changes resistances: +18% acid / +18% physical / +21% lightning / +18% cold / +16% fire / +13% all Changes resistances penetration: +26% blight Changes damage: +21% acid / +21% physical / +20% cold / +21% lightning / +21% fire Talent cooldown: Refit Golem (-6 turns) Spell save: +9 (+3 eff.) Stamina each turn: +3.00 Mana when firing critical spell: +2.06 Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe 'Blindbraid' (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Effects on melee hit: * 24% chance to reduce strength, dexterity, and constitution by 30 Damage when hit (Melee): 2 light / 12 blight Changes stats: +7 Mag / +8 Wil / +6 Cun Changes resistances: +30% mind / +15% all Changes damage: +18% darkness / +9% blight / +23% light / +30% mind / +20% all Mana each turn: +0.40 Psi each turn: +0.35 Spellpower: +29 (+7 eff.) Spell crit. chance: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.stargazer's elven-silk robe (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +6 Cun Changes resistances: +15% all Changes damage: +28% light / +27% darkness Spellpower: +10 (+2 eff.) Spell crit. chance: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.radiant drakeskin leather armour (20 def, 8 armour) Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+3 eff.) Fatigue: +8% Changes stats: +5 Wil Changes resistances: +30% blight / +30% darkness Light radius: +2 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.radiant voratun plate armour (0 def, 16 armour) Requires: - Massive armour training - Strength 60 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Changes stats: +6 Wil Changes resistances: +30% blight / +30% darkness Light radius: +2 A suit of armour made of metal plates. |
MaligundInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Str / +3 Con Critical mult.: +20.00% Mental save: +10 (+4 eff.) Stamina each turn: +3.00 Only die when reaching: -80.00 life Maximum stamina: +20.00 Mindpower: +5 (+1 eff.) A belt that goes around your waist. |
Girdle of PreservationInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+5 eff.) Spell save: +15 (+5 eff.) Mental save: +15 (+5 eff.) Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
Isselamnir the drakeskin leather beltCrafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Changes stats: +4 Dex / +7 Wil / +17 Cun Changes resistances: +15% temporal Damage against: +45% Summoned Reduced damage from: +44% Summoned Physical save: +15 (+5 eff.) Psi when hit: +0.12 Mindpower: +17 (+4 eff.) Mental crit. chance: +14% A belt that goes around your waist. |
balancing drakeskin leather belt of recklessnessCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +17.0% Physical power: +5 (+1 eff.) Changes stats: +5 Cun / +5 Dex Critical mult.: +12.00% Mental crit. chance: +10% A belt that goes around your waist. |
Brandmire (3 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour penetration: +5 Defense: +3 (+0 eff.) Changes stats: +4 Str / +6 Wil / +6 Cun Changes resistances: +21% fire Changes damage: +9% physical Critical mult.: +20.00% Physical save: +18 (+6 eff.) Mental crit. chance: +7% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Frozen Shroud (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+2 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 590.94 cold damage and condensing the air into freezing vapors that deal 196.98 cold damage (based on Magic) each turn for 10 turns Activation costs 25 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. |
undeterred pair of dwarven-steel boots of phasing (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Mag / +3 Wil Silence immunity: +37% Confusion immunity: +28% Stun/Freeze immunity: +25% It can be used to blink to a nearby random location (rad 9) Activation puts all charms on cooldown for 21 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Unbreakable Greaves (8 def, 20 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+1 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
This item will automatically be transmogrified when you leave the level.invigorating pair of voratun boots of tirelessness (0 def, 5 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -6% Stamina each turn: +2.10 Maximum life: +50.00 Maximum stamina: +40.00 Movement speed: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.reinforced pair of voratun boots (0 def, 12 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +12 Fatigue: +4% Changes resistances: +15% acid / +15% fire / +15% lightning / +15% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.restorative pair of voratun boots (0 def, 5 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Life regen: +11.00 Healing mod.: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
sand drakeskin leather gloves of war-making (0 def, 10 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +10.0% Armour: +10 Damage (Melee): 10 physical Changes damage: +7% physical Critical mult.: +10.00% Spell crit. chance: +10% Mental crit. chance: +20% When used to modify unarmed attacks: Base power: 29.5 - 32.5 Uses stats: 40% Dex, 40% Cun, 50% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +16.0% Attack speed: 100% When this weapon hits: Sand Breath (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). Damage (radius 1) on hit: +10 physical Damage (radius 2) on crit: +5 physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic voratun gauntlets of war-making (0 def, 8 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +12.0% Armour: +8 Fatigue: +5% Critical mult.: +13.00% Mental save: +10 (+4 eff.) Maximum life: +53.00 Spell crit. chance: +5% Mental crit. chance: +14% When used to modify unarmed attacks: Base power: 42.0 - 58.8 Uses stats: 40% Dex, 40% Cun, 50% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +13 Armour Penetration: +15 Crit. chance: +19.0% Attack speed: 83% When this weapon hits: Battle Shout (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). Metal gloves protecting the hands up to the middle of the lower arm. |
cashmere wizard hat 'Freezebiter' (22 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +22 (+4 eff.) Changes stats: +8 Cun Changes resistances: +24% fire / +5% arcane / +15% cold Changes damage: +16% fire Mental save: +6 (+2 eff.) Blindness immunity: +20% Stun/Freeze immunity: +20% Healing mod.: +20% A pointy cloth hat, very wizardly... |
Malslek the Accursed's Hat (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +2 (+0 eff.) Damage (Melee): 30 % chance of gloom effects Changes resistances: +20% fire Changes damage: +10% darkness / +10% physical Talent mastery: +0.20 Cursed / Punishments Mental save: -10 (-3 eff.) Hate when firing a critical mind attack: +2.00 Hate per kill: +2.00 Maximum hate: +20.00 Spellpower: +10 (+2 eff.) Mindpower: +15 (+4 eff.) Mental crit. chance: +10% Healing mod.: -10% Talent on hit(spell): Agony (10% chance level 2). Talent on hit(mindpower): Hateful Whisper (10% chance level 2). This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
This item will automatically be transmogrified when you leave the level.stabilizing elven-silk wizard hat of corrosion (+28%) (3 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +8 Wil Changes resistances: +28% acid Changes damage: +19% acid Physical save: +13 (+5 eff.) A pointy cloth hat, very wizardly... |
Belilera the hardened leather cap (10 def, 3 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Defense: +10 (+2 eff.) Fatigue: +3% Damage when hit (Melee): 10 arcane Changes stats: +3 Con Changes resistances: +19% mind Critical mult.: +20.00% Physical save: +6 (+2 eff.) Mental save: +22 (+7 eff.) Confusion immunity: +35% Spellpower: +20 (+5 eff.) A cap made of leather. |
Gunarab the hardened leather cap (6 def, 8 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 Armour: +8 Defense: +6 (+1 eff.) Fatigue: +3% Effects on melee hit: * 10% chance to slow global speed by 67% Changes stats: +3 Str / +3 Dex / +3 Cun / +3 Con Changes resistances: +12% cold / +5% arcane / +4% all Physical save: +14 (+5 eff.) Mental save: +5 (+2 eff.) It can be used to activate talent Battle Cry, placing all other charms into a 23 cooldown : Effective talent level: 2.0 Power cost: 23 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
drakeskin leather cap 'Skygash' (15 def, 5 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Defense: +15 (+3 eff.) Fatigue: +5% Changes resistances: +16% temporal / +20% light / +20% darkness Changes resistances penetration: +26% blight / +15% physical / +20% arcane Changes damage: +15% lightning Only die when reaching: -80.00 life Maximum mana: +80.00 Spell crit. chance: +4% A cap made of leather. |
This item will automatically be transmogrified when you leave the level.miner's drakeskin leather cap of precognition (11 def, 11 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour: +11 Defense: +11 (+2 eff.) Fatigue: +5% Effects when hit in melee: * 17% chance to gain 10% of a turn (3/turn limit) Changes stats: +10 Cun Infravision radius: +3 A cap made of leather. |
This item will automatically be transmogrified when you leave the level.prismatic drakeskin leather cap of the bounder (0 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +9 Str / +9 Dex Changes resistances: +17% light / +20% darkness It can be used to activate talent Skullcracker, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 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 496.0 Physical damage. If the attack hits, the target is confused (46% effect) for 5 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. |
This item will automatically be transmogrified when you leave the level.bladed voratun helm of knowledge (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +12 Str / +2 Wil / +5 Cun Mindpower: +6 (+2 eff.) It can be used to activate talent Skullcracker, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 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 496.0 Physical damage. If the attack hits, the target is confused (46% effect) for 5 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 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.voratun helm of might (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +5 Fatigue: +5% Changes stats: +5 Str / +5 Con A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 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. |
5 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. |
9 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. |
8 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 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. |
8 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
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 25 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. |
Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+2 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
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. |
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. |
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. |
2778 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. |
74 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. |
brass lantern 'Dagydir'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +15 (+3 eff.) Reduces incoming crit damage: 5.00% Physical save: +6 (+2 eff.) Spell save: +3 (+1 eff.) Teleport immunity: +10% Life regen: +4.00 Light radius: +3 Healing mod.: +10% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Olikalthontir the alchemist's lampInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +12% nature Spell save: +12 (+4 eff.) Mental save: +23 (+7 eff.) Blindness immunity: +20% Disarm immunity: +20% Only die when reaching: -60.00 life Light radius: +4 See stealth: +11 See invisible: +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
Manyrak the Blastpanic (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Defense: +20 (+3 eff.) Changes stats: +1 Str Changes resistances: +3% acid / +9% fire / +6% darkness / +3% lightning Pinning immunity: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Arumnir' (dig speed 27 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +6 Armour: +4 Changes stats: +3 Str / +1 Mag Changes resistances: +6% acid / +2% physical Disease immunity: +10% Healing mod.: +10% 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 22 cooldown : Effective talent level: 5.2 Power cost: 22 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +103 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. |
Tulidunakalthorion the Phlegmquell (dig speed 12 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Fatigue: -8% Changes stats: +11 Str / +6 Mag / +4 Con Changes resistances: +6% lightning / +10% darkness / +9% fire / +6% arcane / +18% acid Changes damage: +12% nature Reduces incoming crit damage: 5.00% Spell save: +6 (+2 eff.) Poison immunity: +20% Maximum mana: +60.00 Spell crit. chance: +10% Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 166 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. |
Falurand [power 3] (21 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Defense: +15 (+3 eff.) Changes resistances: +15% blight Changes resistances penetration: +10% mind Changes damage: +12% acid Reduces incoming crit damage: 15.44% Physical save: +18 (+6 eff.) Blindness immunity: +21% Poison immunity: +21% Life regen: +4.12 It can be used to remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 21 turns. When used: * Gain a 34% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level.supercharged voratun torque of clear mind [power 6] (27 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to remove 1 confusion or silence effect and prevent the application of 6 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 27 turns. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level.voratun torque of gale force [power 475] (13 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to project a gust of wind in a cone knocking all creatures back 14 spaces and dealing 665 physical damage Activation puts all charms on cooldown for 13 turns. Torques are made by powerful psionics to store psionic powers. |
voratun torque of psionic shield 'Armachik' [power 163] (21 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Defense: +15 (+3 eff.) Changes resistances: +9% lightning / +15% fire / +18% nature Critical mult.: +10.00% Mental save: +9 (+3 eff.) Healing mod.: +21% It can be used to setup a psionic shield, reducing all damage taken by 163 for 5 turns Activation puts all charms on cooldown for 21 turns. When used: * Reduce 3 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
Layawen [power 122] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Armour penetration: +2 Defense: +25 (+4 eff.) Changes stats: +5 Mag / +2 Wil / +4 Cun Light radius: +3 Infravision radius: +2 It can be used to heal yourself and all friendly characters within 10 spaces for 122 Activation puts all charms on cooldown for 13 turns. When used: * Increase the duration of 2 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
Islana the yew totem of thorny skin [power 44] (17 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Defense: +15 (+3 eff.) Changes resistances: +27% lightning Mental save: +6 (+2 eff.) Disease immunity: +20% Confusion immunity: +20% Maximum life: +80.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to harden the skin for 7 turns increasing armour by 44 and armour hardiness by 50% Activation puts all charms on cooldown for 17 turns. When used: * Gain a 25% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Icesweep [power 494] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Physical power: +31 (+6 eff.) Defense: +15 (+3 eff.) Changes stats: +9 Str Changes resistances: +9% cold Changes resistances penetration: +15% darkness / +15% cold Critical mult.: +20.69% Maximum stamina: +30.00 It can be used to heal yourself and all friendly characters within 10 spaces for 494 Activation puts all charms on cooldown for 13 turns. When used: * Heal for 110. Natural totems are made by powerful wilders to store nature power. |
elm wand of conjuration 'Silothra' [power 105] (13 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Defense: +20 (+3 eff.) Changes stats: +7 Con Changes damage: +6% physical Reduces incoming crit damage: 10.00% Only die when reaching: -40.00 life Light radius: +3 It can be used to fire a magical bolt dealing 139 fire damage Activation puts all charms on cooldown for 13 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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 aaa the Halfling Rogue level 36
2nd Decay 123rd year of Ascendancy at 15:29 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By aaa the Halfling Rogue level 50
3rd Flare 124th year of Ascendancy at 09:17 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By aaa the Halfling Rogue level 36
79th Haze 123rd year of Ascendancy at 12:48 see stats
Arachnophobia (Insane (Roguelike) difficulty)
Destroyed the spydric menace.By aaa the Halfling Rogue level 50
73rd Pyre 124th year of Ascendancy at 02:39 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 aaa the Halfling Rogue level 40
15th Regrowth 124th year of Ascendancy at 13:21 see stats
Back and there again (Insane (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By aaa the Halfling Rogue level 48
7th Pyre 124th year of Ascendancy at 05:34 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By aaa the Halfling Rogue level 39
9th Regrowth 124th year of Ascendancy at 08:26 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By aaa the Halfling Rogue level 38
4th Regrowth 124th year of Ascendancy at 06:42 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By aaa the Halfling Rogue level 13
1st Allure 123rd year of Ascendancy at 09:03 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By aaa the Halfling Rogue level 38
5th Regrowth 124th year of Ascendancy at 05:41 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By aaa the Halfling Rogue level 33
73rd Haze 123rd year of Ascendancy at 07:58 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun.By aaa the Halfling Rogue level 50
58th Dusk 124th year of Ascendancy at 20:52 see stats
Evil denied (Insane (Roguelike) difficulty)
Won ToME by preventing the Void portal from opening.By aaa the Halfling Rogue level 50
19th Haze 124th year of Ascendancy at 19:39 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By aaa the Halfling Rogue level 21
52nd Pyre 123rd year of Ascendancy at 05:06 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By aaa the Halfling Rogue level 29
6th Haze 123rd year of Ascendancy at 19:06 see stats
Fear of Fours (Insane (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By aaa the Halfling Rogue level 50
1st Time of Equilibrium 124th year of Ascendancy at 07:48 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 aaa the Halfling Rogue level 42
16th Regrowth 124th year of Ascendancy at 06:46 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By aaa the Halfling Rogue level 10
9th Flare 122nd year of Ascendancy at 13:19 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By aaa the Halfling Rogue level 20
7th Pyre 123rd year of Ascendancy at 01:54 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By aaa the Halfling Rogue level 30
15th Haze 123rd year of Ascendancy at 06:08 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By aaa the Halfling Rogue level 40
14th Regrowth 124th year of Ascendancy at 04:44 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By aaa the Halfling Rogue level 50
69th Pyre 124th year of Ascendancy at 16:24 see stats
Orcrist (Insane (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By aaa the Halfling Rogue level 50
77th Dusk 124th year of Ascendancy at 09:54 see stats
Race through fire (Insane (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By aaa the Halfling Rogue level 50
5th Dusk 124th year of Ascendancy at 02:40 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By aaa the Halfling Rogue level 21
45th Pyre 123rd year of Ascendancy at 22:13 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By aaa the Halfling Rogue level 43
27th Regrowth 124th year of Ascendancy at 11:02 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By aaa the Halfling Rogue level 30
16th Haze 123rd year of Ascendancy at 12:45 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By aaa the Halfling Rogue level 38
5th Regrowth 124th year of Ascendancy at 09:48 see stats
Tactical master (Insane (Roguelike) difficulty)
Fought the two Sorcerers without closing any invocation portals.By aaa the Halfling Rogue level 50
19th Haze 124th year of Ascendancy at 19:38 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By aaa the Halfling Rogue level 7
78th Pyre 122nd year of Ascendancy at 11:44 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By aaa the Halfling Rogue level 50
77th Dusk 124th year of Ascendancy at 08:11 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 aaa the Halfling Rogue level 26
44th Dusk 123rd year of Ascendancy at 11:40 see stats
The Sun Still Shines (Insane (Roguelike) difficulty)
Aeryn survived the last battle.By aaa the Halfling Rogue level 50
19th Haze 124th year of Ascendancy at 19:39 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By aaa the Halfling Rogue level 18
58th Regrowth 123rd year of Ascendancy at 15:33 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By aaa the Halfling Rogue level 43
35th Regrowth 124th year of Ascendancy at 16:43 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By aaa the Halfling Rogue level 24
6th Flare 123rd year of Ascendancy at 21:48 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By aaa the Halfling Rogue level 15
18th Regrowth 123rd year of Ascendancy at 13:27 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By aaa the Halfling Rogue level 35
78th Haze 123rd year of Ascendancy at 07:10 see stats
Log
Aaa picks up (M.): truestriking voratun longsword of torment (42-59 power, 6 apr).
Talent Luck of the Little Folk is ready to use.
Aaa picks up ( .): voratun torque of gale force [power 475] (13 cooldown).
Ran for 13 turns (stop reason: interesting terrain).
Resting starts...
Rested for 98 turns (stop reason: all resources and life at maximum).
Today is the 20th Haze of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Ran for 3 turns (stop reason: interesting terrain).
Resting starts...
Rested for 34 turns (stop reason: all resources and life at maximum).
Aaa picks up (0.): radiant drakeskin leather armour (20 def, 8 armour).
Aaa picks up (K.): quick voratun greatsword of shearing (60-95 power, 4 apr).
Aaa picks up ( .): stabilizing elven-silk wizard hat of corrosion (+28%) (3 def, 0 armour).
Ran for 2 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 2 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Aaa picks up (K.): plaguebringer's voratun battleaxe (58-86 power, 4 apr).
Ran for 13 turns (stop reason: interesting terrain).
Ran for 3 turns (stop reason: interesting terrain).





















































































































































