











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Items Vault 1.7.0Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Halfling |
| Class | Skirmisher |
| Level / Exp | 50 / 2993% |
| Size | small |
| Lifes / Deaths | Killed by ritch flamespitter (wild summon) at level 21 on the 55th Dusk 122nd year of Ascendancy at 00:31 0 / 8Killed by fire drake at level 34 on the 37th Haze 122nd year of Ascendancy at 21:33 Killed by ritch flamespitter at level 45 on the 57th Pyre 123rd year of Ascendancy at 04:20 Killed by fire drake (wild summon) at level 45 on the 57th Pyre 123rd year of Ascendancy at 10:46 Killed by orc pyromancer at level 48 on the 75th Pyre 123rd year of Ascendancy at 11:38 Killed by orc cryomancer at level 50 on the 73rd Dusk 123rd year of Ascendancy at 09:00 Killed by Shortarse at level 50 on the 54th Regrowth 124th year of Ascendancy at 11:37 Killed by Argoniel at level 50 on the 56th Regrowth 124th year of Ascendancy at 19:23 |
Primary Stats
| Strength | 70 (base 27) |
| Dexterity | 152 (base 60) |
| Constitution | 92 (base 60) |
| Magic | 52 (base 10) |
| Willpower | 45 (base 15) |
| Cunning | 142 (base 60) |
Resources
| Life | 1471/1471 |
| Mana | 569/569 |
| Stamina | 300/300 |
| Positive | 177/177 |
| Healing Factor | 2.0696492883809 |
| Regeneration | 11.176106157257 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +95.238095238095% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 5 |
| See Stealth | 56.620275087767 |
| See Invisible | 70.620275087767 |
| ESP Range | 10 |
| ESP Kinds | demon/major, demon/minor |
Offense: Mainhand
| Damage | 206 |
| Accuracy | 88 |
| Crit Chance | 64% |
| APR | 19 |
| Speed | 0.90 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 65 |
| Crit Chance | 60% |
| Speed | 1 |
Offense: Mind
| Mindpower | 49 |
| Crit Chance | 45% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +42% |
| Physical | +126% |
| Cold | +48% |
| All | +18% |
| Lightning | +28% |
| Light | +25% |
| Temporal | +25% |
| Darkness | +66% |
| Fire | +58% |
| Nature | +38% |
Offense: Damage Penetration
| Physical | +60% |
| Lightning | +35% |
| Nature | +45% |
| Temporal | +40% |
| Blight | +35% |
| Arcane | +50% |
| Mind | +35% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 81 (100%) |
| Defense | 120 |
| Ranged Defense | 122 |
| Fatigue | 2.1911249795785 |
| Physical Save | 48 |
| Spell Save | 49 |
| Mental Save | 51 |
Defense: Resistances
| Acid | + 45%( 70%) |
| Blight | + 27%( 70%) |
| Arcane | + 26%( 70%) |
| Cold | + 70%( 70%) |
| All | + 22%( 70%) |
| Darkness | + 52%( 70%) |
| Physical | + 52%( 70%) |
| Temporal | + 45%( 70%) |
| Lightning | + 47%( 70%) |
| Mind | + 24%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 39%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 30% |
| Poison Resistance | 50% |
| Knockback Resistance | 30% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 768 life over 5 turns. Its effects scale with your Dexterity 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 193 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: MovementUse 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 1226% 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 Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -911 life. The duration and life will increase by 1% for every 1% life you have lost (currently 911 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Tireless Combatant | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Technique / Buckler Training | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 4/5 |
| Cunning / Poisons | 1.80 |
| 4/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| Cunning / Called Shots | 1.30 |
| 4/5 |
| 5/5 |
| 3/5 |
| 5/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cunning / Scoundrel | 1.30 |
| 2/5 |
| 2/5 |
| 5/5 |
| 4/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Crippling Poison |
| talent | Apply Poison |
| talent | Numbing Poison |
| talent | Trained Reactions |
| talent | Pace Yourself |
| talent | Counter Shot |
| talent | Bombardment |
| talent | Chant of Resistance |
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 grave | active |
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. | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the injured seer to the recall portal on level 8 of Dreadfell. Escort: injured seer (level 8 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell. Escort: repented thief (level 4 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. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
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 Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 4361. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Daybolt (14 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +14 (+2 eff.) Fatigue: +4% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 30 Changes stats: +14 Dex / +4 Mag / +3 Wil Changes resistances: +6% blight / +9% fire / +12% cold Changes damage: +9% blight Light radius: +2 It can be used to blink to a nearby random location (rad 11) 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. |
| Quiver | Cloudrigor the pouch of stralite shots (24/24, 55-66 power, 5 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 4 Base power: 55.0 - 66.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +16.5% Capacity: 24 On weapon hit: * 12% chance to gain 10% of a turn (3/turn limit) * Create an explosion dealing 126 cold damage (1/turn) On weapon crit: * Wound the target dealing 224 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +20 lightning / +17 temporal / +20 light Damage (radius 1) on hit: +8 lightning Damage (radius 2) on crit: +12 light Shots are used with slings to pummel your foes to death. |
| Light source | brass lantern 'Lelylach'Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +15 (+3 eff.) Changes stats: +4 Dex / +3 Wil / +1 Cun Changes resistances penetration: +5% physical Physical save: +3 (+1 eff.) Light radius: +6 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. |
| On head | Airspawner the drakeskin leather cap (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +11 Str / +8 Dex / +2 Mag / +5 Wil / +8 Cun / +7 Con Changes resistances: +9% lightning / +14% fire / +5% arcane / +14% cold Changes resistances penetration: +10% blight Spell save: +6 (+2 eff.) Mental save: +15 (+5 eff.) Spellpower: +25 (+6 eff.) Light radius: +2 A cap made of leather. |
| On hands | Hand of the World-Shaper (0 def, 12 armour)Requires: - Heavy armour training Powered by arcane forces Infused by nature 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +12 Changes stats: +6 Str / +6 Mag Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +12% physical Talent masteries: +0.20 Spell / Stone +0.10 Wild-gift / Sand drake aspect +0.10 Spell / Earth Spellpower: +10 (+2 eff.) Spell crit. chance: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Earthquake (costing 25 power out of 30/30) : Effective talent level: 4.8 Power cost: 25 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 144.92 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
| Tool | Honeywood ChaliceInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+3 eff.) Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
| On fingers | voratun Prothotipe's Prismatic Eye ringPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+3 eff.) Armour penetration: +14 Defense: +17 (+3 eff.) Damage when hit (Melee): 2 lightning Changes stats: +9 Mag / +7 Cun / +5 Con Changes resistances: +9% darkness / +18% physical Changes resistances penetration: +10% lightning / +15% temporal Changes damage: +10% lightning / +18% physical / +10% cold / +10% fire Talent mastery: +0.20 Golem / Arcane Spellpower: +12 (+3 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Talent on hit(spell): Eye Beam (10% chance level 2). 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 153% 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 | voratun Goedalath Rock ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +28 (+6 eff.) Physical power: +12 (+4 eff.) Effects on melee hit: * 22% chance to reduce all saves and defense by 30 Damage when hit (Melee): 34 darkness Changes stats: +19 Cun / +19 Dex Changes resistances: +3% mind / +38% fire Changes resistances penetration: +10% mind Changes damage: +19% fire / +21% darkness / +9% all Grants telepathy: Demon/Major Demon/Minor Spellpower: +16 (+4 eff.) Infravision radius: +3 See invisible: +14 Healing mod.: +50% Rings make your fingers look great! |
| Around neck | Emarawen the ScumreekPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -9% Effects on melee hit: * 21% chance to slow global speed by 58% Damage when hit (Melee): 2 nature Changes stats: +9 Dex / +5 Mag / +9 Cun / +9 Con Changes resistances: +12% nature / +6% acid Changes resistances penetration: +25% arcane Changes damage: +7% temporal / +7% light / +15% blight / +11% fire / +8% physical / +7% darkness Critical mult.: +20.00% Life regen: +5.00 Stamina each turn: +1.20 Spellpower: +15 (+3 eff.) Spell crit. chance: +5% Movement speed: +10% Amulets make your neck look great! |
| In main hand | Nithan's ForceRequires: - Dexterity 32 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 5 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 111% Firing range: +10 When wielded/worn: Changes stats: +10 Str / +5 Con Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +35% physical Pinning immunity: +30% Knockback immunity: +30% It can be used to activate talent Bull Shot (costing 14 power out of 16/16) : Effective talent level: 4.0 Power cost: 14 out of 16/16. Range: 10 Travel Speed: instantaneous Description: You rush toward your foe, readying your shot. If you reach the enemy, you release the shot, imbuing it with great power. The shot does 207% weapon damage and knocks back your target by 2. The cooldown of this talent is reduced by 1 each time you move. This requires a sling to use. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall... This item has been sent to the Item's Vault. |
| Around waist | hardened leather belt 'Cyrogama'Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Armour: +8 Changes stats: +3 Str / +10 Wil Changes damage: +30% physical Physical save: +12 (+4 eff.) Mental save: +10 (+3 eff.) Only die when reaching: -60.00 life Maximum life: +64.00 A belt that goes around your waist. |
| In off hand | Titanic (20 def, 18 armour, 48-58 power, 320 block)Requires: - Shield usage training - Cunning 37 Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 48.0 - 57.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +320 When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 (+3 eff.) Ranged Defense: +10 (+1 eff.) Fatigue: +30% Talent granted: +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
| Cloak | Serpentine Cloak (20 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +20 (+3 eff.) Changes stats: +4 Dex / +4 Wil / +4 Cun Changes resistances penetration: +20% nature Changes damage: +20% nature Talent masteries: +0.20 Cunning / Stealth +0.50 Cunning / Poisons Poison immunity: +50% Talent on hit(mindpower): Poison Strike (10% chance level 1). Cunning and malice seem to emanate from this cloak. |
| Main armor | Death's Embrace (18 def, 18 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Armour Hardiness: +15% Defense: +18 (+3 eff.) Damage when hit (Melee): 15 darkness / 15 cold Changes stats: +5 Dex / +5 Mag / +5 Cun Changes resistances: +30% temporal / +30% darkness / +30% cold Changes damage: +20% darkness / +20% cold Talent masteries: +0.10 Spell / Phantasm +0.10 Spell / Dreadmaster +0.10 Cunning / Stealth Critical mult.: +20.00% Stealth bonus: +10 Spellpower: +10 (+2 eff.) It can be used to turn yourself invisible (power 43, based on Cunning and Magic) for 10 turns Activation costs 41 power out of 50/50. This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
Inventory
healing infusion of the duelist (heal 346; cd 15)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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 346 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. |
This item will automatically be transmogrified when you leave the level.heroism infusion (die at -484; dur 10; cd 28) 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: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 10 turns. While Heroism is active, you will only die when reaching -484 life. The duration and life will increase by 1% for every 1% life you have lost (currently 484 life, 10 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. |
Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
This item will automatically be transmogrified when you leave the level.shielding rune (absorb 462; dur 7; cd 15) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 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 462 damage for 7 turns. 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. |
shielding rune of the duelist (absorb 515; dur 3; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 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 515 damage for 3 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. |
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! |
BethodaPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +11 Armour: +5 Defense: +7 (+1 eff.) Changes stats: +5 Mag Changes resistances: +5% arcane Changes resistances cap: +4% all Changes resistances penetration: +20% arcane Changes damage: +21% arcane Critical mult.: +13.00% Physical save: +11 (+3 eff.) Amulets make your neck look great! |
Limmir's Amulet of the Moon0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Defense: +20 (+3 eff.) Changes damage: +10% all Physical save: +20 (+6 eff.) Spell save: +20 (+7 eff.) Mental save: +20 (+6 eff.) Spell crit. chance: +5% Mental crit. chance: +5% Amulets make your neck look great! |
Pendant of the Sun and MoonsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +10% light / +10% darkness Changes resistances cap: +5% light / +5% darkness Changes resistances penetration: +15% light / +15% darkness Changes damage: +8% light / +8% darkness Spellpower: +8 (+2 eff.) Spell crit. chance: +5% All your damage is converted and split into light and darkness. Activating this item is instant. It can be used to activate talent Circle of Sanctity (costing 25 power out of 60/60) : Effective talent level: 3.0 Power cost: 25 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 22 light damage to everyone else who enters. The circle lasts 4 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
RelgodunafangCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 8 blight Changes stats: +4 Mag Changes resistances: +12% blight Physical save: +15 (+5 eff.) Spell save: +16 (+5 eff.) Mental save: +16 (+5 eff.) Spellpower on spell critical (stacks up to 3 times): +10 Maximum vim: +20.00 Amulets make your neck look great! |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
steel amulet 'Dazzlemight'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 4 light Changes resistances: +3% lightning / +11% physical / +6% light Changes resistances penetration: +5% lightning Talent mastery: +0.13 Cunning / Poisons Stamina each turn: +0.60 Amulets make your neck look great! |
vitalizing gold amulet of mastery (0.26 Technique / Skirmisher - Slings)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Con Talent mastery: +0.26 Technique / Skirmisher - Slings Physical save: +9 (+3 eff.) Life regen: +4.00 Maximum life: +54.00 Amulets make your neck look great! |
Arothra the AbyssrotCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +30 (+8 eff.) Changes stats: +3 Dex / +2 Con Changes resistances: +9% acid / +15% fire Critical mult.: +10.00% Spell save: +12 (+4 eff.) Only die when reaching: -80.00 life Maximum stamina: +46.00 Rings make your fingers look great! |
Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+3 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+1 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+14 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Glorydheriawen the PhoenixtidePowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +13 Mag Changes resistances: +15% fire Critical mult.: +20.00% Spell save: +27 (+9 eff.) Vim when firing critical spell: +2.00 Spell crit. chance: +6% Rings make your fingers look great! |
Ring of the ArchlichPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. It desires to be surrounded by undeath. When wielded/worn: Changes resistances: +10% darkness / +10% cold Changes damage: +10% darkness / +10% cold Spell save: +8 (+3 eff.) Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +8 (+2 eff.) This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+3 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent 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. |
Sunstalker the stralite ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +22 (+6 eff.) Changes stats: +6 Str / +8 Con Changes resistances: +6% light / +28% fire Changes resistances penetration: +20% light Changes damage: +9% lightning / +14% fire / +9% light / +6% all Spellpower: +6 (+1 eff.) Mindpower: +13 (+4 eff.) Light radius: +2 Rings make your fingers look great! |
Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +10 (+3 eff.) Changes stats: +8 Str / +2 Wil / +8 Con Changes resistances: +36% fire Changes damage: +18% fire Life regen: +17.00 Maximum life: +85.00 Spellpower: +25 (+6 eff.) Spell crit. chance: +2% Healing mod.: +17% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
copper ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Mental save: +6 (+2 eff.) Confusion immunity: +20% Rings make your fingers look great! |
gold ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings make your fingers look great! |
gold ring 'Stormreek'Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 13% chance to reduce all saves and defense by 30 Damage (Melee): 15 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 30 Damage (Ranged): 15 physical Changes stats: +6 Mag / +5 Wil / +3 Cun Changes resistances: +16% mind / +3% lightning Changes resistances penetration: +5% lightning Changes damage: +19% mind / +9% lightning Hate when firing a critical mind attack: +2.00 Maximum hate: +6.00 Spellpower: +7 (+1 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 17 cooldown : Effective talent level: 4.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
gold ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +7 Defense: +10 (+2 eff.) 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 153% 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! |
marksman's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Rings make your fingers look great! |
mule's steel ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Effects on melee hit: * 12% chance to reduce all saves and defense by 30 Damage (Melee): 8 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 30 Damage (Ranged): 9 physical Changes stats: +2 Cun Maximum encumbrance: +22 Hate when firing a critical mind attack: +2.00 Maximum hate: +5.00 It can be used to activate talent Bleeding Edge, 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: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
mule's voratun ring of darkness (+32%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -8% Changes resistances: +32% darkness Changes damage: +16% darkness Maximum encumbrance: +30 Rings make your fingers look great! |
pixie's gold ring of the mind (+12%)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +12% mind Changes damage: +12% mind Spellpower: +7 (+1 eff.) Rings make your fingers look great! |
pixie's voratun ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Cun / +5 Mag Spellpower: +11 (+2 eff.) Rings make your fingers look great! |
pixie's voratun ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Cun / +6 Mag Spellpower: +13 (+3 eff.) Rings make your fingers look great! |
pixie's voratun ring of luminosityPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 34 light Damage (Ranged): 32 light Changes stats: +8 Cun / +16 Mag Changes damage: +15% light Spellpower: +10 (+2 eff.) Rings make your fingers look great! |
psionicist's stralite ring of darkness (+30%)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +7 Wil Changes resistances: +30% darkness Changes damage: +15% darkness Mental save: +14 (+4 eff.) Rings make your fingers look great! |
savior's copper ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Physical save: +7 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +7 (+2 eff.) Spellpower: +5 (+1 eff.) Mindpower: +5 (+2 eff.) Rings make your fingers look great! |
solipsist's steel ring of pilferingCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +7 Defense: +9 (+2 eff.) Changes stats: +5 Cun / +6 Wil Mindpower: +6 (+2 eff.) 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 153% 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! |
solipsist's stralite ring of pilferingCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +14 Defense: +14 (+2 eff.) Changes stats: +7 Cun / +6 Wil Mindpower: +9 (+3 eff.) 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 153% 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! |
steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings make your fingers look great! |
steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings make your fingers look great! |
steel ring 'Loreharayon'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes stats: +4 Cun / +3 Wil Changes resistances: +3% physical Disarm immunity: +21% Pinning immunity: +30% Knockback immunity: +20% Equilibrium when hit: +0.12 Maximum life: +23.00 Mindpower: +10 (+3 eff.) Rings make your fingers look great! |
steel ring 'Shinethorn'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +9% light Changes resistances penetration: +10% light Changes damage: +18% light Mental save: +9 (+3 eff.) Stun/Freeze immunity: +28% Life regen: +1.00 Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +3.00 Rings make your fingers look great! |
stralite onyx ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +13 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Movement speed: +17% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 33 cooldown : Effective talent level: 3.0 Power cost: 33 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 29% for 5 turns. Rings make your fingers look great! |
stralite pearl ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +13 (+4 eff.) Armour: +5 Changes stats: +8 Str / +8 Con Changes resistances: +5% all Rings make your fingers look great! |
stralite ring 'Squalorseam'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +14 Fatigue: -8% Damage when hit (Melee): 10 nature Changes resistances: +12% lightning / +12% temporal / +6% light / +9% darkness Maximum encumbrance: +29 Rings make your fingers look great! |
stralite ruby ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +10 Wil / +10 Cun / +4 Con Mindpower: +11 (+4 eff.) Rings make your fingers look great! |
stralite ruby ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +11 (+3 eff.) Armour penetration: +11 Defense: +15 (+3 eff.) Changes stats: +4 Str / +4 Dex / +9 Mag / +4 Wil / +6 Cun / +4 Con Spellpower: +12 (+3 eff.) 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 153% 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! |
treant's steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +7% nature / +8% blight Poison immunity: +11% Disease immunity: +11% Rings make your fingers look great! |
treant's steel ring of luminosityPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 10 light Damage (Ranged): 20 light Changes stats: +1 Mag Changes resistances: +6% nature / +7% blight Changes damage: +10% light Poison immunity: +12% Disease immunity: +10% Rings make your fingers look great! |
treant's steel ring of miseryInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 11% chance to reduce all saves and defense by 30 Damage (Melee): 11 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 30 Damage (Ranged): 5 physical Changes stats: +3 Cun Changes resistances: +7% nature / +6% blight Poison immunity: +10% Disease immunity: +10% Hate when firing a critical mind attack: +1.00 Maximum hate: +7.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 17 cooldown : Effective talent level: 2.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
voratun Windborne Azurite ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Dex / +5 Mag / +14 Cun Changes damage: +20% lightning Damage affinity(heal): +20% lightning Spellpower: +13 (+3 eff.) Movement speed: +15% Chance to avoid any damage: +8% Rings make your fingers look great! |
voratun bloodstone ringInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Cun / +6 Wil Stun/Freeze immunity: +60% Life regen: +20.00 Maximum life: +97.00 Mindpower: +12 (+4 eff.) Healing mod.: +20% Rings make your fingers look great! |
voratun fire opal ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +13 (+4 eff.) Changes damage: +17% all Spellpower: +12 (+3 eff.) Spell crit. chance: +5% Mindpower: +17 (+6 eff.) Mental crit. chance: +5% Rings make your fingers look great! |
voratun fire opal ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +15 Physical crit. chance: +5.0% Defense: +13 (+2 eff.) Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% 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 153% 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! |
voratun fire opal ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+4 eff.) Armour penetration: +14 Physical crit. chance: +5.0% Defense: +11 (+2 eff.) Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% 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 153% 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! |
voratun fire opal ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes stats: +7 Mag / +6 Wil Changes damage: +10% all Spellpower: +9 (+2 eff.) Spell crit. chance: +5% Mental crit. chance: +5% Rings make your fingers look great! |
voratun ring 'Chillsting'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +5% arcane / +20% temporal Changes resistances penetration: +15% cold / +25% temporal Changes damage: +30% blight / +20% temporal / +21% arcane / +12% cold Rings make your fingers look great! |
voratun ring 'Quenchripper'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +28% lightning / +21% cold Changes resistances penetration: +25% mind Changes damage: +14% lightning / +9% cold / +9% light / +24% mind Light radius: +3 Rings make your fingers look great! |
voratun ring of luminosityPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 18 light Damage (Ranged): 32 light Changes stats: +8 Mag Changes damage: +14% light Rings make your fingers look great! |
voratun ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +16 Defense: +12 (+2 eff.) 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 153% 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! |
warrior's steel ring of luminosityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +8 Damage (Melee): 11 light Damage (Ranged): 12 light Changes stats: +4 Str / +2 Mag Changes damage: +10% light Disease immunity: +15% Rings make your fingers look great! It was changed by the digestive sack. |
Poltergeist's The Gaping Maw (72-108 power, 4 apr)Requires: - Strength 60 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 72.0 - 108.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * deal manaburn damage equal to your mindpower in a radius 3 cone Damage (Melee): +50 acid / +50 nature slow When wielded/worn: Armour: +5 Changes resistances: +5% all Talents cooldown: Mana Clash (-2 turns) Ice Claw (-1 turn) Swallow (-2 turns) This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. |
The Black Spike (48-67 power, 20 apr)Requires: - Strength 40 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 48.0 - 67.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +20 Crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +10 Str / +8 Mag Changes resistances: +18% darkness / +12% blight Changes resistances penetration: +15% darkness Changes damage: +25% darkness Shadow Power: +5 Increases all damage penetration by 1% for each point of your Shadow Power. "All the better to pierce the heart of the world." |
This item will automatically be transmogrified when you leave the level.blazebringer's voratun longsword (42-59 power, 6 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 42.5 - 59.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (radius 2) on crit: +59 fire When wielded/worn: Changes resistances penetration: +25% fire Global speed: +11% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.blazebringer's voratun longsword of enduring (43-60 power, 6 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 43.0 - 60.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (radius 2) on crit: +76 fire When wielded/worn: Changes stats: +15 Con / +15 Wil Changes resistances penetration: +20% fire Maximum life: +104.00 Global speed: +11% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.caustic voratun mace of massacre (60-83 power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 59.5 - 83.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (radius 2) on crit: +32 acid / +45 nature When wielded/worn: Armour penetration: +12 Changes resistances penetration: +25% acid / +25% nature Blunt and deadly. |
Nexus of the Way (22-24 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 22.0 - 24.2 Uses stats: 60% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +6 Wil Changes resistances: +20% mind Changes resistances penetration: +20% mind Changes damage: +20% mind Confusion immunity: +30% Mindpower: +18 (+6 eff.) Mental crit. chance: +9% Activating this item is instant. It can be used to activate talent Wayist (costing 50 power out of 60/60) : Effective talent level: 1.0 Power cost: 50 out of 60/60. Range: 4 Travel Speed: instantaneous Is: a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. All their primary stats will be set to 41 (based on your Willpower and Talent Level). Your increased damage, damage penetration, and many other stats will be inherited. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
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: 130% 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." |
Sceptre of the Archlich (40-48 power, 12 apr, darkness element)Requires: - Magic 50 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. It is part of a set of items. It desires to be surrounded by undeath. Base power: 40.0 - 48.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +12 Attack speed: 100% When wielded/worn: Changes damage: +35% darkness Talent masteries: +0.20 Spell / Animus +0.20 Spell / Master of flesh +0.20 Spell / Master necromancer +0.20 Spell / Master of bones Spellpower: +40 (+10 eff.) Spell crit. chance: +15% This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. |
This item will automatically be transmogrified when you leave the level.cruel dragonbone vilestaff of breaching (30-36 power, 6 apr, darkness element) Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances penetration: +15% darkness Changes damage: +30% darkness Talent granted: +1 Command Staff Critical mult.: +20.00% Spellpower: +15 (+3 eff.) Spell crit. chance: +15% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.infernal dragonbone starstaff of greater warding (30-36 power, 6 apr, temporal element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +12 Defense: +11 (+2 eff.) Damage (Melee): 35 fire Maximum wards: +3 temporal Changes damage: +30% temporal Talents granted: +5 Ward +1 Command Staff Critical mult.: +34.00% Spellpower: +24 (+6 eff.) Spell crit. chance: +5% See invisible: +18 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.potent dragonbone starstaff of might (41-49 power, 6 apr, temporal element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 41.0 - 49.2 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +41% temporal Talent granted: +1 Command Staff Spellpower: +20 (+5 eff.) Spell crit. chance: +20% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.blazebringer's voratun waraxe (40-55 power, 6 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.5 - 55.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (radius 2) on crit: +88 fire When wielded/worn: Changes resistances penetration: +20% fire Global speed: +11% One-handed war axes. |
This item will automatically be transmogrified when you leave the level.enhanced voratun waraxe of shearing (42-59 power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 42.0 - 58.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Accuracy: +25 (+5 eff.) Armour penetration: +15 Changes stats: +13 Str / +13 Dex / +13 Mag / +13 Wil / +13 Cun / +13 Con Changes resistances penetration: +15% all One-handed war axes. |
This item will automatically be transmogrified when you leave the level.voratun waraxe 'Tundrawrither' (40-56 power, 6 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 40.0 - 56.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +16 nature Damage (radius 1) on hit: +16 cold / +27 mind / +20 fire Damage (radius 2) on crit: +12 mind When wielded/worn: Changes stats: +8 Cun Changes resistances: +20% mind Hate when firing a critical mind attack: +6.00 Maximum hate: +8.00 Maximum psi: +50.00 Mindpower: +20 (+7 eff.) One-handed war axes. |
This item will automatically be transmogrified when you leave the level.drakeskin leather belt of containment Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Maximum life: +107.00 Maximum mana: +80.00 Maximum stamina: +65.00 Maximum hate: +20.00 Maximum psi: +40.00 Maximum vim: +40.00 Maximum pos.energy: +40.00 Maximum neg.energy: +40.00 Reduces paradox anomalies(equivalent to willpower): +18 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.reinforced drakeskin leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour: +14 Defense: +15 (+3 eff.) Physical save: +21 (+7 eff.) A belt that goes around your waist. |
Blackblow the cashmere cloak (2 def, 8 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +8 Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 25% Changes resistances: +15% nature / +2% physical Physical save: +11 (+3 eff.) Mental save: +7 (+2 eff.) Disarm immunity: +10% Stun/Freeze immunity: +20% Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Voryth the Fogcutter (18 def, 8 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +8 Defense: +18 (+3 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 25% Changes stats: +2 Str / +7 Dex / +4 Mag / +8 Wil / +6 Cun Reduces incoming crit damage: 10.00% Physical save: +23 (+7 eff.) Spell save: +20 (+7 eff.) Mental save: +21 (+7 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. |
murderer's cashmere cloak of implacability (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +5 Defense: +2 (+1 eff.) Changes stats: +1 Cun / +3 Dex Physical save: +8 (+2 eff.) Mental save: +5 (+1 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Black Robe (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical power: +10 (+3 eff.) Defense: +6 (+1 eff.) Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +15% all Spell save: +25 (+8 eff.) Blindness immunity: +50% Spellpower: +30 (+7 eff.) See invisible: +10 Talent on hit(spell): Blood Grasp (5% chance level 3). Talent on hit(spell): Soul Rot (5% chance level 3). A silk robe, darker than the darkest night sky, it radiates power. |
Winterglory the silk robe (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +10 Cun Changes resistances: +12% cold / +39% light / +13% all Changes damage: +6% cold / +68% light / +35% darkness Spellpower: +12 (+3 eff.) Spell crit. chance: +14% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.sunsealed elven-silk robe of darkness (+15%) (8 def, 8 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Armour: +8 Defense: +8 (+2 eff.) Changes stats: +10 Mag Changes resistances: +60% darkness / +15% light / +15% all Changes damage: +24% light / +30% darkness Maximum life: +70.00 Light radius: +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Elomina (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +3 Str Changes resistances: +3% physical Changes resistances penetration: +15% physical Changes damage: +12% mind Reduces incoming crit damage: 10.00% Silence immunity: +88% Confusion immunity: +82% Stun/Freeze immunity: +91% Stamina each turn: +1.00 Maximum stamina: +34.00 Light radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Ragigakan the pair of dwarven-steel boots (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: +12 Mag Changes damage: +8% acid / +23% blight Disease immunity: +38% Equilibrium when hit: +0.12 Maximum hate: +10.00 Spellpower: +7 (+1 eff.) Mindpower: +15 (+5 eff.) Mental crit. chance: +5% Damage Shield penetration: +20% 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 (+3 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
This item will automatically be transmogrified when you leave the level.blightbringer's pair of voratun boots (0 def, 5 armour) Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +10 Mag Changes damage: +10% acid / +10% blight Disease immunity: +50% Spellpower: +10 (+2 eff.) 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.insulating pair of voratun boots of force (0 def, 5 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Physical power: +18 (+5 eff.) Armour: +5 Fatigue: +4% Changes resistances: +10% fire / +15% cold Spellpower: +16 (+4 eff.) Mindpower: +18 (+6 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.pair of drakeskin leather boots of rushing (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +4 Str / +3 Con It can be used to activate talent Rush, placing all other charms into a 21 cooldown : Effective talent level: 3.0 Power cost: 21 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.scholar's pair of voratun boots of disengagement (0 def, 5 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +4 Cun / +4 Dex Spellpower: +13 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 13 cooldown : Effective talent level: 1.3 Power cost: 13 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 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 111% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Storm Bringer's Gauntlets (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +5 Changes stats: +6 Mag Changes resistances: +15% lightning Changes damage: +15% lightning Critical mult.: +20.00% Spellpower: +12 (+3 eff.) Spell crit. chance: +5% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Talent level: +1 to all lightning damage spells. Talent on hit(spell): Lightning (10% chance level 1). This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
alchemist's drakeskin leather gloves of the iron hand (0 def, 3 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Damage (Melee): 6 acid / 4 fire / 6 cold / 7 lightning Changes stats: +3 Str / +5 Mag / +7 Wil / +4 Con Talent mastery: +0.20 Technique / Grappling Disarm immunity: +22% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Cyruriassra the linen wizard hat (6 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +15 (+3 eff.) Defense: +6 (+1 eff.) Changes stats: +4 Str Equilibrium when hit: +0.90 Psi when hit: +0.70 Hate when hit: +0.70 Maximum stamina: +20.00 A pointy cloth hat, very wizardly... |
Eclipsetorrent (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +4 Dex / +2 Con Changes resistances: +15% nature Changes damage: +6% physical / +10% nature / +3% darkness Stamina each turn: +1.00 A pointy cloth hat, very wizardly... |
Mayolaith the elven-silk wizard hat (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 30 Changes stats: +16 Mag / +7 Wil / +8 Con Changes resistances penetration: +10% mind Changes damage: +13% physical / +13% light / +13% temporal / +6% mind / +40% arcane / +15% darkness Spellpower: +6 (+1 eff.) Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 9 cooldown : Effective talent level: 5.0 Power cost: 9 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Ravensear (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 25% * 20% chance to reduce armor by 40% Changes stats: +4 Mag Changes resistances: +3% acid / +15% darkness Changes damage: +18% fire Spell save: +8 (+3 eff.) A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.bladed voratun helm of dexterity (+12) (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +12 Str / +7 Dex 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 616.6 Physical damage. If the attack hits, the target is confused (48% 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. |
cashmere wizard hat 'Blackfoe' (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 4 darkness Changes resistances: +12% acid / +13% physical Changes resistances penetration: +20% darkness Changes damage: +12% darkness / +13% physical A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.drakeskin leather cap of trickery (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Armour: +5 Fatigue: +5% Changes stats: +5 Cun / +4 Dex A cap made of leather. |
This item will automatically be transmogrified when you leave the level.eldritch elven-silk wizard hat of arcana (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +6 Mag / +7 Wil Mana each turn: +3.00 Mana when hit: +2.70 Maximum mana: +74.00 Spellpower: +16 (+4 eff.) It can be used to activate talent Manaflow, placing all other charms into a 33 cooldown : Effective talent level: 1.0 Power cost: 33 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 12 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.elven-silk wizard hat 'Anidir' (3 def, 14 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +25 (+5 eff.) Armour: +14 Defense: +3 (+1 eff.) Effects on melee hit: * 27% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Wil / +11 Con Changes resistances: +27% nature Changes damage: +18% nature Physical save: +24 (+8 eff.) Spellpower on spell critical (stacks up to 3 times): +14 Only die when reaching: -100.00 life Spell crit. chance: +6% A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.starseer's elven-silk wizard hat (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes damage: +13% light / +15% temporal / +15% darkness / +14% physical A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.voratun helm of the bounder (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +9 Str / +9 Dex 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 616.6 Physical damage. If the attack hits, the target is confused (48% 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.prismatic drakeskin leather armour of clarity (20 def, 8 armour) Requires: - Strength 20 Powered by arcane forces Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+3 eff.) Fatigue: +8% Changes resistances: +20% darkness / +10% mind / +16% light Mental save: +18 (+6 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.enlightening voratun plate armour (0 def, 16 armour) Requires: - Massive armour training - Strength 60 Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Changes stats: +9 Cun / +9 Wil Mental save: +20 (+6 eff.) A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.impenetrable voratun plate armour of command (15 def, 43 armour) Requires: - Massive armour training - Strength 60 Crafted by a master Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +43 Defense: +15 (+3 eff.) Fatigue: +22% Changes stats: +6 Cun Mental save: +21 (+7 eff.) A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.prismatic voratun plate armour (0 def, 16 armour) Requires: - Massive armour training - Strength 60 Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Changes resistances: +20% light / +18% darkness A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.exposing voratun shield of the stars (0 def, 10 armour, 72-86 power, 202.5 block) Requires: - Shield usage training - Cunning 48 Powered by arcane forces Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 71.5 - 85.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +202 Damage (Melee): +20 light / +20 darkness When wielded/worn: Armour: +10 Fatigue: +8% Effects on melee hit: * 15% chance to reduce all saves and defense by 30 Effects when hit in melee: * 35% chance to reduce all saves and defense by 30 Changes stats: +11 Cun / +11 Mag Changes resistances: +18% light / +20% darkness Changes damage: +20% light / +18% darkness Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.reinforced voratun shield of mind resistance (+19%) (0 def, 21 armour, 70-85 power, 292.5 block) Requires: - Shield usage training - Cunning 48 Crafted by a master Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 70.5 - 84.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +292 When wielded/worn: Armour: +21 Fatigue: +8% Changes resistances: +19% mind Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.reinforced voratun shield of reflection (0 def, 21 armour, 62-75 power, 302.5 block) Requires: - Shield usage training - Cunning 48 Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 62.5 - 75.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +302 When wielded/worn: Armour: +21 Fatigue: +8% Changes resistances: +19% light / +20% darkness Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.shocking voratun shield of crushing (0 def, 10 armour, 76-92 power, 203 block) Requires: - Shield usage training - Cunning 48 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 76.5 - 91.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +203 On weapon crit: * Smash the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +14.0% Physical power: +15 (+4 eff.) Armour: +10 Fatigue: +8% Damage (Melee): 35 lightning Damage when hit (Melee): 21 lightning Talent granted: +1 Block Handheld deflection devices. |
5 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
1806 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. |
7 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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. |
11 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Pick of Dwarven Emperors (dig speed 12 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Con Changes resistances penetration: +10% physical Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Maximum life: +50.00 When carried: Talent granted: +1 Dig It can be used to activate talent Earthquake (costing 25 power out of 30/30) : Effective talent level: 4.8 Power cost: 25 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 144.92 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 66 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Forbidden Tome: "Of Knowledge And Horrors"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 4 It can be used to read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
6 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 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. |
3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 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. |
Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 82 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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 Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / 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 to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
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. |
22 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. |
20 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. |
8 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 25 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
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. |
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. |
Adarerin the pouch of stralite shots (20/20, 56-67 power, 5 apr)Requires: - Dexterity 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 4 Base power: 55.5 - 66.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +5.5% Capacity: 20 On weapon hit: * 10% chance to gain 10% of a turn (3/turn limit) * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (Ranged): +16 arcane / +21 darkness Damage (radius 2) on crit: +20 temporal Damage against: +15% Living Shots are used with slings to pummel your foes to death. |
Eilinymina (22/22, 52-62 power, 6 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 52.0 - 62.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +7.0% Capacity: 22 When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 15% chance to gain 10% of a turn (3/turn limit) * 15% chance to reduce strength, dexterity, and constitution by 30 * 20% chance to reduce all saves and defense by 30 * 20% chance to knock the target back 3 spaces and deal 196 physical damage Damage (Ranged): +14 temporal / +28 physical / +20 blight / +12 mind Damage (radius 1) on hit: +16 mind Damage (radius 2) on crit: +12 mind Shots are used with slings to pummel your foes to death. |
Pouch of the Subconscious (20/20, 38-46 power, 15 apr)Requires: - Dexterity 28 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 38.0 - 45.6 Uses stats: 10% Wil, 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Capacity: 20 On weapon hit: * 50% chance to reload 1 ammo Damage (Ranged): +25 mind / +30 mind slow You find yourself constantly fighting an urge to handle this strange pouch of shot. |
Vorerivena the pouch of steel shots (18/18, 19-23 power, 2 apr)Requires: - Dexterity 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 2 Base power: 19.0 - 22.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +4.5% Capacity: 18 On weapon hit: * 10% chance to reduce all saves and defense by 30 * 20 arcane resource burn * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 160 physical damage * 20% chance to knock the target back 3 spaces and deal 196 physical damage Travel speed: +200% Damage (Ranged): +13 lightning / +9 physical Damage (radius 2) on crit: +6 lightning Shots are used with slings to pummel your foes to death. |
pouch of stralite shots 'Lightbreacher' (17/17, 44-53 power, 5 apr)Requires: - Dexterity 35 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 4 Base power: 44.0 - 52.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +5.5% Capacity: 17 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 196 physical damage Damage (Ranged): +20 light / +20 physical / +21 darkness / +16 arcane Damage (radius 1) on hit: +12 fire Damage (radius 2) on crit: +8 arcane / +8 light Damage against: +13% Living Shots are used with slings to pummel your foes to death. |
Naroblek [power 3] (21 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Defense: +25 (+4 eff.) Changes stats: +7 Str Changes resistances: +5% arcane Changes damage: +12% arcane Stamina each turn: +3.00 Maximum stamina: +30.00 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: * Heal for 91. Torques are made by powerful psionics to store psionic powers. |
Singeworth the voratun torque of mindblast [power 415] (13 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Changes stats: +7 Cun Changes resistances penetration: +33% fire Critical mult.: +25.00% Psi when hit: +0.40 Spellpower on spell critical (stacks up to 3 times): +10 Spell crit. chance: +11% Mental crit. chance: +5% Damage Shield penetration: +40% It can be used to blast the opponent's mind dealing 490 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 13 turns. When used: * Increase all damage penetration by 30% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+2 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns Activation costs 9 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
14 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
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. |
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. |
Resonating Diamond0.00 Encumbrance. [Plot Item] Type: gem / white ; tier 5 Gems can be sold for money or used in arcane rituals. |
24 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. |
26 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
27 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. |
5 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Shortarse the Halfling Skirmisher level 36
76th Regrowth 123rd year of Ascendancy at 04:30 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Shortarse the Halfling Skirmisher level 50
73rd Dusk 123rd year of Ascendancy at 19:20 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Shortarse the Halfling Skirmisher level 31
3rd Haze 122nd year of Ascendancy at 03:17 see stats
Arachnophobia (Insane (Adventure) difficulty)
Destroyed the spydric menace.By Shortarse the Halfling Skirmisher level 41
43rd Pyre 123rd year of Ascendancy at 07:28 see stats
Are you out of your mind?! (Insane (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Shortarse the Halfling Skirmisher level 50
32nd Haze 123rd year of Ascendancy at 01:18 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Shortarse the Halfling Skirmisher level 40
39th Pyre 123rd year of Ascendancy at 11:47 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Shortarse the Halfling Skirmisher level 22
55th Dusk 122nd year of Ascendancy at 23:17 see stats
Can you bear it? So much bearness! (Insane (Adventure) difficulty)
Killed Borius in the Bearscape.By Shortarse the Halfling Skirmisher level 34
47th Haze 122nd year of Ascendancy at 04:42 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Shortarse the Halfling Skirmisher level 38
1st Pyre 123rd year of Ascendancy at 17:48 see stats
Don't Poosh it! (Insane (Adventure) difficulty)
Killed Kelad in the lost land of Poosh.By Shortarse the Halfling Skirmisher level 39
15th Pyre 123rd year of Ascendancy at 15:18 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Shortarse the Halfling Skirmisher level 34
19th Haze 122nd year of Ascendancy at 14:04 see stats
Evil denied (Insane (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Shortarse the Halfling Skirmisher level 50
56th Regrowth 124th year of Ascendancy at 20:03 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Shortarse the Halfling Skirmisher level 22
57th Dusk 122nd year of Ascendancy at 15:18 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Shortarse the Halfling Skirmisher level 38
1st Time of Balance 123rd year of Ascendancy at 22:51 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Shortarse the Halfling Skirmisher level 50
43rd Regrowth 124th year of Ascendancy at 07:01 see stats
Fool of a Took! (Insane (Adventure) difficulty)
Killed oneself as a halfling.By Shortarse the Halfling Skirmisher level 50
54th Regrowth 124th year of Ascendancy at 11:37 see stats
Gem of the Moon (Insane (Adventure) difficulty)
Completed the Master Jeweler quest with Limmir.By Shortarse the Halfling Skirmisher level 50
11st Haze 123rd year of Ascendancy at 23:00 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Shortarse the Halfling Skirmisher level 21
28th Dusk 122nd year of Ascendancy at 18:18 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Adventure) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Shortarse the Halfling Skirmisher level 50
32nd Haze 123rd year of Ascendancy at 03:57 see stats
Invasion from the Depths (Insane (Adventure) difficulty)
Stopped a naga invasion by closing their portal.By Shortarse the Halfling Skirmisher level 50
4th Mirth 123rd year of Ascendancy at 13:29 see stats
Is that how it feels to be an escort quest?! (Insane (Adventure) difficulty)
Got saved from death in the Godfeaster by Malyu and managed to escape.By Shortarse the Halfling Skirmisher level 34
19th Haze 122nd year of Ascendancy at 14:04 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Shortarse the Halfling Skirmisher level 10
6th Mirth 122nd year of Ascendancy at 03:51 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Shortarse the Halfling Skirmisher level 20
27th Dusk 122nd year of Ascendancy at 11:48 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Shortarse the Halfling Skirmisher level 30
79th Dusk 122nd year of Ascendancy at 23:49 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Shortarse the Halfling Skirmisher level 40
36th Pyre 123rd year of Ascendancy at 10:47 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Shortarse the Halfling Skirmisher level 50
4th Mirth 123rd year of Ascendancy at 09:00 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Shortarse the Halfling Skirmisher level 50
73rd Dusk 123rd year of Ascendancy at 08:20 see stats
Overpowered! (Insane (Adventure) difficulty)
Did over 6000 damage in one attack.By Shortarse the Halfling Skirmisher level 50
32nd Dusk 123rd year of Ascendancy at 05:38 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Shortarse the Halfling Skirmisher level 35
77th Haze 122nd year of Ascendancy at 11:49 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Shortarse the Halfling Skirmisher level 48
64th Pyre 123rd year of Ascendancy at 00:40 see stats
Savior of the damsels in distress (Insane (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Shortarse the Halfling Skirmisher level 33
10th Haze 122nd year of Ascendancy at 21:18 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Shortarse the Halfling Skirmisher level 31
7th Haze 122nd year of Ascendancy at 00:16 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Shortarse the Halfling Skirmisher level 16
23rd Dusk 122nd year of Ascendancy at 01:04 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Shortarse the Halfling Skirmisher level 39
36th Pyre 123rd year of Ascendancy at 00:00 see stats
Tactical master (Insane (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Shortarse the Halfling Skirmisher level 50
56th Regrowth 124th year of Ascendancy at 20:01 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Shortarse the Halfling Skirmisher level 21
55th Dusk 122nd year of Ascendancy at 00:24 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Shortarse the Halfling Skirmisher level 7
2nd Mirth 122nd year of Ascendancy at 19:55 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Shortarse the Halfling Skirmisher level 50
6th Mirth 123rd year of Ascendancy at 20:58 see stats
The Sun Still Shines (Insane (Adventure) difficulty)
Aeryn survived the last battle.By Shortarse the Halfling Skirmisher level 50
56th Regrowth 124th year of Ascendancy at 20:03 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Shortarse the Halfling Skirmisher level 35
47th Regrowth 123rd year of Ascendancy at 07:41 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Shortarse the Halfling Skirmisher level 6
1st Mirth 122nd year of Ascendancy at 03:02 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Shortarse the Halfling Skirmisher level 50
71st Haze 123rd year of Ascendancy at 09:51 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Shortarse the Halfling Skirmisher level 26
71st Dusk 122nd year of Ascendancy at 01:53 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Shortarse the Halfling Skirmisher level 15
17th Dusk 122nd year of Ascendancy at 21:23 see stats
Unstoppable (Insane (Adventure) difficulty)
Returned from the dead.By Shortarse the Halfling Skirmisher level 50
56th Regrowth 124th year of Ascendancy at 19:24 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Shortarse the Halfling Skirmisher level 30
1st Haze 122nd year of Ascendancy at 11:55 see stats
Log
Ran for 5 turns (stop reason: interesting terrain).
Ran for 2 turns (stop reason: interesting terrain).
There is no portal to activate here.
There is no portal to activate here.
There is no portal to activate here.
Orb of Many Ways is still recharging.
Resting starts...
Rested for 1 turns (stop reason: all resources and life at maximum).
Ran for 2 turns (stop reason: interesting terrain).
Resting starts...
Today is the 57th Regrowth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Rested for 19 turns (stop reason: all resources and life at maximum).
Shortarse picks up ( .): caustic voratun mace of massacre (60-83 power, 6 apr).
Shortarse picks up ( .): starseer's elven-silk wizard hat (3 def, 0 armour).
Shortarse picks up ( .): blazebringer's voratun longsword of enduring (43-60 power, 6 apr).
Shortarse picks up ( .): exposing voratun shield of the stars (0 def, 10 armour, 72-86 power, 202.5 block).
Ran for 13 turns (stop reason: interesting terrain).
Saving game...
Saving done.

































































































































































