











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! ASCII Tactical Borders 1.7.5Adds an option to the UI tab in Game Options where you can choose a style to overload the "Combined Big" tactical overlay and target cursor used in the "Modern" graphic mode with those used in the "ASCII" graphic mode. The default option is "Thick", which is a properly scaled and more consistent alternative to the official ASCII borders. The "Thick" and "Thin" styles were contributed by rexorcorum. I just like how it looks :) https://github.com/sandertyu/tome-ascii-borders ---Changelog--- Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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: Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Possessor Bonus Class 1.7.4Donators/Buyers bonus! Tooltip Cleanup 1.7.0Modifies the inventory dialog, clearing tooltips from equipment items when focus leaves the equipment slot's frame. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Halfling |
| Class | Archer |
| Level / Exp | 50 / 2067% |
| Size | small |
| Lifes / Deaths | Killed by Islynor the giant acid ant at level 24 on the 6th Allure 123rd year of Ascendancy at 05:24 0 / 10Killed by Liselekira the orc grand master assassin at level 30 on the 66th Pyre 123rd year of Ascendancy at 08:18 Killed by orc high cryomancer at level 32 on the 9th Mirth 123rd year of Ascendancy at 20:53 Killed by Ce'Nalrawyn the forest wight at level 35 on the 8th Flare 123rd year of Ascendancy at 18:45 Killed by Yvawe the mountain troll thunderer at level 36 on the 10th Flare 123rd year of Ascendancy at 03:03 Killed by Aryrin the Caustic Terror at level 50 on the 40th Haze 123rd year of Ascendancy at 14:27 Killed by Piper at level 50 on the 61st Haze 123rd year of Ascendancy at 07:13 Killed by Mirror Image (Elandar) at level 50 on the 61st Haze 123rd year of Ascendancy at 10:19 Killed by Elandar at level 50 on the 61st Haze 123rd year of Ascendancy at 10:40 Killed by Elandar at level 50 on the 61st Haze 123rd year of Ascendancy at 10:47 |
| Antimagic | Follower |
Primary Stats
| Strength | 108 (base 60) |
| Dexterity | 99 (base 64) |
| Constitution | 83 (base 47) |
| Magic | 20 (base 13) |
| Willpower | 31 (base 10) |
| Cunning | 75 (base 47) |
Resources
| Life | -510/1653 |
| Psi | 121/121 |
| Stamina | 388/412 |
| Equilibrium | 0 |
| Healing Factor | 2.3335640288596 |
| Regeneration | 128.30603322916 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 6 |
| See Stealth | 81.942981326434 |
| See Invisible | 81.942981326434 |
Offense: Mainhand
| Damage | 211 |
| Accuracy | 76 |
| Crit Chance | 70% |
| APR | 67 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 6.6666666666667 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Mind
| Mindpower | 44 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +29% |
| Acid | +23% |
| Light | +3% |
| Nature | +35% |
| Darkness | +37% |
| Physical | +15% |
| Cold | +9% |
| All | 0% |
Offense: Damage Penetration
| Acid | +79% |
| Darkness | +55% |
| Nature | +63% |
| Blight | +35% |
| Physical | +65% |
| Cold | +35% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 54 (96.987013568881%) |
| Defense | 96 |
| Ranged Defense | 100 |
| Fatigue | 0 |
| Physical Save | 62 |
| Spell Save | 61 |
| Mental Save | 61 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Blight | + 58%( 70%) |
| Arcane | + 39%( 70%) |
| Cold | + 35%( 70%) |
| All | + 18%( 70%) |
| Darkness | + 51%( 70%) |
| Light | + 31%( 70%) |
| Temporal | + 45%( 70%) |
| Physical | + 64%( 70%) |
| Lightning | + 62%( 70%) |
| Fire | + 37%( 70%) |
| Nature | + 70%( 70%) |
Defense: Immunities
| Stun Resistance | 30% |
| Confusion Resistance | 10% |
| Pinning Resistance | 45% |
| Disarm Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 250 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 40% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 289 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 753 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 5/5 |
| Technique / Archery training | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 2/5 |
| Technique / Archery prowess | 1.30 |
| 4/5 |
| 5/5 |
| 4/5 |
| 2/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Technique / Reflexes | 1.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 1/5 |
| Technique / Sniper | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Wild-gift / Antimagic | 1.10 |
| 2/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Technique / Conditioning | 1.00 |
| 4/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Technique / Mobility | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
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. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by snow giant thunderer. Escort: injured seer (level 2 of Daikara) | failed |
You failed to protect the injured seer from death by mountain troll thunderer. Escort: injured seer (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
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 mental save by +12. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Beloyassra the multi-hued crystal. Escort: lost sun paladin (level 2 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the lost warrior from death by Salirenor the rattlesnake. Escort: lost warrior (level 3 of Norgos Lair) | failed |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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 |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. You have aided Marus of Elvala in creating an elixir of the savior. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Unbreakable Greaves (8 def, 20 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+1 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
| Quiver | quiver of elven-wood arrows 'Chargeblood' (11/20, 168% power, 14 apr)Requires: - Dexterity 35 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 4 Power: 169% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +21 Armour Penetration: +14 Crit. chance: +16.5% Capacity: 20 On weapon hit: * 20% chance to slow global speed by 55% * 20% chance to reduce armor by 12% On weapon crit: * Wound the target dealing 301 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +8 acid / +12 lightning Damage (radius 1) on hit: +12 acid Arrows are used with bows to pierce your foes to death. |
| Light source | dwarven lantern 'Dawnwill'Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+2 eff.) Armour: +6 Effects on melee hit: * 10% chance to reduce all saves and defense by 28 Changes stats: +5 Con / +7 Wil Changes resistances: +5% physical / +6% temporal Changes damage: +3% light Critical mult.: +19.00% Physical save: +15 (+4 eff.) Mental save: +11 (+3 eff.) Maximum life: +80.00 Light radius: +5 See stealth: +25 See invisible: +25 Healing mod.: +30% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Hettimarim the Carrionbearer (3 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Effects on melee hit: * 21% chance to slow global speed by 55% Damage when hit (Melee): 6 physical Changes resistances: +27% lightning / +8% physical / +15% nature Changes damage: +18% lightning Critical mult.: +21.07% Only die when reaching: -80.00 life A pointy cloth hat, very wizardly... |
| Tool | The Guardian's TotemInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects when hit in melee: * 18% chance to slow global speed by 55% Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+5 eff.) Mindpower: +8 (+2 eff.) It can be used to call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.) Activation costs 37 power out of 27/50. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
| On fingers | Ragetir the voratun ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) Armour: +8 Changes stats: +10 Str / +1 Mag / +15 Con Changes resistances: +70% nature Changes damage: +35% nature Reduces incoming crit damage: 10.00% Spell save: +20 (+5 eff.) Mental save: +12 (+3 eff.) Stun/Freeze immunity: +20% Life regen: +4.73 Only die when reaching: -94.66 life Maximum stamina: +40.00 Rings make your fingers look great! |
| On fingers | Hailbringer the voratun ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+4 eff.) Armour penetration: +17 Defense: +16 (+3 eff.) Changes resistances: +40% acid / +12% darkness / +9% blight Changes resistances penetration: +10% cold Changes damage: +17% acid / +9% cold Disarm immunity: +50% Pinning immunity: +45% Knockback immunity: +50% Life regen: +20.00 Maximum life: +142.00 Light radius: +2 Healing mod.: +20% It can be used to activate talent Disengage, placing all other charms into a 8 cooldown : Effective talent level: 3.5 Power cost: 8 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 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 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| Around waist | Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+3 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 22 power out of 30/30) : Effective talent level: 5.5 Power cost: 22 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 38% chance to evade melee and ranged attacks and 59 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
| In main hand | dragonbone longbow 'Glowripper'Requires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 On weapon hit: * 20% chance to slow global speed by 55% Damage (radius 2) on crit: +60 acid / +8 cold / +65 nature When wielded/worn: Accuracy: +21 (+5 eff.) Armour penetration: +23 Physical crit. chance: +20.0% Physical power: +23 (+4 eff.) Changes stats: +11 Str / +12 Dex Changes resistances: +9% acid / +3% nature / +15% light Changes resistances penetration: +29% acid / +15% physical / +38% nature Disarm immunity: +20% Longbows are used to shoot arrows at your foes. |
| On hands | Voidwar the drakeskin leather gloves (0 def, 3 armour)Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Effects on melee hit: * 24 arcane resource burn * 10% chance to reduce damage dealt by 23% Damage (Melee): 15 lightning Changes stats: +5 Con Changes resistances: +9% lightning / +15% temporal / +3% darkness / +3% blight / +3% fire Changes damage: +11% lightning Physical save: +23 (+6 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Disarm immunity: +50% Life regen: +21.00 Stamina each turn: +4.00 Maximum stamina: +72.00 When used to modify unarmed attacks: Power: 133% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Lightning Breath (10% chance level 5). When this weapon hits: Nightmare (20% chance level 5). Damage (Melee): +29 physical Damage (radius 2) on crit: +14 lightning Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 22 cooldown : Effective talent level: 5.5 Power cost: 22 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 37% and provides a 21% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | drakeskin leather armour 'Ravenjustice' (30 def, 17 armour)Requires: - Strength 20 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +17 Defense: +30 (+5 eff.) Fatigue: +8% Effects on melee hit: * 21% chance to reduce damage dealt by 23% Changes stats: +6 Cun Changes resistances: +17% acid / +28% physical / +6% darkness / +20% fire / +18% lightning / +20% cold Changes resistances penetration: +10% darkness / +10% blight Changes damage: +12% darkness Physical save: +20 (+5 eff.) Mental save: +23 (+6 eff.) Mindpower: +13 (+4 eff.) A suit of armour made of leather. |
| Cloak | elven-silk cloak 'Alugas' (3 def, 0 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +4 Wil Changes resistances: +12% temporal / +19% darkness / +17% blight / +5% arcane / +18% nature Changes resistances penetration: +20% darkness Changes damage: +25% darkness Stealth bonus: +25 Mental save: +15 (+4 eff.) Confusion immunity: +10% Stun/Freeze immunity: +10% Knockback immunity: +21% Life regen: +6.00 Only die when reaching: -40.00 life Healing mod.: +40% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | gold amulet 'Tusin'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +13 Physical power: +15 (+3 eff.) Damage when hit (Melee): 8 physical Changes stats: +4 Str Changes resistances: +12% acid Changes resistances penetration: +25% acid / +25% physical Changes damage: +6% acid Critical mult.: +15.00% Amulets make your neck look great! |
Inventory
heroism infusion of the duelist (die at -895; dur 9; 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 9 turns. While Heroism is active, you will only die when reaching -895 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1790 life, 18 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. 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. |
heroism infusion of the psychic (die at -576; dur 6; cd 34)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: 34 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 6 turns. While Heroism is active, you will only die when reaching -576 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1152 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the sneak (die at -599; dur 5; cd 35)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: 35 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 5 turns. While Heroism is active, you will only die when reaching -599 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1198 life, 10 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level.movement infusion (speed 747%; cd 18) 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: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 747% 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. 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. |
movement infusion of the titan (speed 810%; cd 8)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: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 810% 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 Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 565%; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 565% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level.regeneration infusion (heal 514; 17 cd) 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: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 514 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
Emada the gold amuletInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +15 (+3 eff.) Changes stats: +2 Dex / +6 Con Changes resistances: +15% lightning Stun/Freeze immunity: +26% Maximum stamina: +20.00 Amulets make your neck look great! |
Glorowyn the BoltzealInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 24% chance to slow global speed by 55% Damage when hit (Melee): 6 lightning Changes stats: +6 Con / +10 Wil Changes resistances: +6% arcane / +12% darkness Changes resistances penetration: +30% lightning Talent mastery: +0.40 Technique / Combat training Physical save: +45 (+12 eff.) Spell save: +24 (+6 eff.) Mental save: +21 (+5 eff.) Life regen: +11.00 Maximum life: +80.00 Amulets make your neck look great! |
Nistir the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Armour: +8 Changes stats: +5 Str / +2 Dex / +6 Con Critical mult.: +10.00% Blindness immunity: +20% Teleport immunity: +20% Life regen: +4.00 Amulets make your neck look great! |
RhaledudorCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -7% Changes stats: +5 Wil Physical save: +9 (+3 eff.) Disarm immunity: +20% Life regen: +7.00 Mana each turn: +0.24 Maximum life: +100.00 Light radius: +3 Amulets make your neck look great! |
The Far-HandPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 26 power out of 36/36) : Effective talent level: 5.5 Power cost: 26 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (107). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
insulating copper amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +11% fire / +10% cold Amulets make your neck look great! |
warrior's copper amulet of willpower (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +5% physical Stamina each turn: +0.20 Amulets make your neck look great! |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 8 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Areldavea the voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +30 (+7 eff.) Armour penetration: +2 Armour: +26 Effects on melee hit: * 21% chance to reduce all saves and defense by 28 Changes stats: +10 Str Changes damage: +24% temporal Critical mult.: +20.88% Only die when reaching: -83.52 life Maximum stamina: +30.00 Rings make your fingers look great! |
DagorabInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +30 (+6 eff.) Changes stats: +6 Dex Changes damage: +9% physical Reduces incoming crit damage: 15.00% Physical save: +9 (+3 eff.) Life regen: +9.00 Stamina each turn: +3.00 Maximum life: +64.00 Healing mod.: +14% 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 (+2 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+1 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+12 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. |
Grinydunarab the stralite ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +8 (+1 eff.) Effects on melee hit: * 14% chance to reduce all saves and defense by 28 Damage (Melee): 17 physical Effects on ranged hit: * 16% chance to reduce all saves and defense by 28 Damage (Ranged): 29 physical Changes stats: +7 Str / +8 Cun / +8 Con Changes resistances: +3% temporal / +9% darkness / +9% blight / +3% fire / +5% arcane Life regen: +6.00 Hate when firing a critical mind attack: +2.00 Maximum life: +64.00 Maximum hate: +13.00 Healing mod.: +17% It can be used to activate talent Bleeding Edge, placing all other charms into a 15 cooldown : Effective talent level: 4.5 Power cost: 15 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 314% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings make your fingers look great! |
Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent category bonus: +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
SnowloreCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +8 (+1 eff.) Defense: +20 (+4 eff.) Changes stats: +6 Str / +6 Con Changes resistances: +12% blight / +9% mind Changes resistances penetration: +15% cold Life regen: +4.00 Rings make your fingers look great! |
Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 12.97 cold and 13.68 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 44 power out of 60/60. This azure ring seems to be always moist to the touch. |
copper ring 'Kheledorach'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 4 acid Changes stats: +2 Str / +4 Cun / +1 Con Reduces incoming crit damage: 10.00% Spell save: +11 (+3 eff.) Maximum stamina: +11.00 Infravision radius: +1 See invisible: +12 Rings make your fingers look great! |
gladiator's copper ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +9 Physical power: +7 (+1 eff.) Defense: +8 (+1 eff.) Changes stats: +5 Str / +5 Con It can be used to activate talent Disengage, placing all other charms into a 8 cooldown : Effective talent level: 3.5 Power cost: 8 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 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 178% 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! |
gladiator's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +6 (+1 eff.) Changes stats: +6 Str / +7 Con Life regen: +15.00 Maximum life: +76.00 Healing mod.: +19% Rings make your fingers look great! |
solipsist's voratun ring of lifeInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +5 Cun / +7 Wil Life regen: +14.00 Maximum life: +81.00 Mindpower: +15 (+5 eff.) Healing mod.: +15% Rings make your fingers look great! |
stralite ring 'Skysmash'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +15 (+4 eff.) Armour penetration: +11 Physical crit. chance: +5.0% Defense: +34 (+6 eff.) Damage when hit (Melee): 4 lightning Changes stats: +3 Con Changes resistances penetration: +25% physical Spell save: +6 (+1 eff.) Only die when reaching: -40.00 life Maximum stamina: +30.00 It can be used to activate talent Disengage, placing all other charms into a 8 cooldown : Effective talent level: 3.5 Power cost: 8 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 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 178% 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 ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Life regen: +15.00 Maximum life: +87.00 Healing mod.: +17% Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.Gloroyabeth the voratun battleaxe (169% power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 169% Range: 1.5x 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 hit: * 27% chance to gain 10% of a turn (3/turn limit) When wielded/worn: Accuracy: +34 (+7 eff.) Armour penetration: +21 Effects on melee hit: * 27% chance to gain 10% of a turn (3/turn limit) Changes stats: +8 Mag / +11 Wil / +20 Cun Changes resistances penetration: +34% arcane / +21% all Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.quick voratun battleaxe of ruin (170% power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 171% Range: 1.5x 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% When wielded/worn: Accuracy: +35 (+8 eff.) Armour penetration: +21 Physical crit. chance: +21.0% Changes stats: +9 Dex Critical mult.: +42.00% Combat speed: +10% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.Frigidstreak the voratun greatsword (177% power, 4 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 177% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 27% chance to gain 10% of a turn (3/turn limit) * 28% chance to reduce strength, dexterity, and constitution by 5 Damage (Melee): +48 blight When wielded/worn: Damage when hit (Melee): 6 temporal Changes stats: +14 Str / +4 Wil Changes resistances penetration: +34% cold / +30% temporal Changes damage: +21% arcane Disease immunity: +38% Spell crit. chance: +4% Infravision radius: +3 Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.Frozenmonster (175% power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 176% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 27% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +27 temporal Damage (radius 1) on hit: +24 blight / +27 cold When wielded/worn: Accuracy: +19 (+4 eff.) Defense: +21 (+4 eff.) Effects on melee hit: * 27% chance to reduce all saves and defense by 28 Damage when hit (Melee): 10 cold / 14 temporal Changes resistances: +7% arcane / +18% cold Changes resistances penetration: +25% arcane Changes damage: +12% blight Disarm immunity: +67% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.Demonzeal the dragonbone longbow Requires: - Dexterity 48 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 On weapon hit: * 27% chance to reduce damage dealt by 23% Travel speed: +272% When wielded/worn: Accuracy: +25 (+6 eff.) Physical power: +35 (+7 eff.) Armour: +12 Ammo reloads per turn: +3 Effects on ranged hit: * 27% chance to reduce damage dealt by 23% Changes stats: +8 Dex / +11 Con Changes damage: +15% nature Talent mastery: +0.30 Wild-gift / Fungus It can be used to regenerate 366 life over 5 turns Activation puts all charms on cooldown for 15 turns. Longbows are used to shoot arrows at your foes. |
Khelarak the dragonbone longbowRequires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 On weapon hit: * 10% chance to slow global speed by 55% Travel speed: +200% When wielded/worn: Accuracy: +23 (+5 eff.) Physical crit. chance: +9.0% Physical power: +20 (+4 eff.) Armour: +6 Changes stats: +5 Cun / +9 Str Changes resistances: +3% light / +12% fire Spell save: +9 (+2 eff.) Blindness immunity: +10% Poison immunity: +10% Maximum life: +60.00 Combat speed: +10% Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.dreamer's living mindstar of flames (116% power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 116% Range: 1.1x Uses stats: 50% Wil, 30% 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: Damage (Melee): 20 fire Changes resistances: +25% mind / +20% fire Changes resistances penetration: +20% fire Changes damage: +12% fire Talent granted: +1 Attune Mindstar Mental save: +10 (+3 eff.) Psi each turn: +1.50 Maximum psi: +50.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Global speed: +10% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.hungering living mindstar (114% power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 114% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Talent masteries: +0.20 Psionic / Voracity +0.20 Cursed / Dark sustenance Talent granted: +1 Attune Mindstar Hate per kill: +5.00 Psi per kill: +5.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +5% It can be used to inflict 103.00 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Activation puts all charms on cooldown for 15 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.Layumitha the Rimepain Requires: - Dexterity 48 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 5 Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 On weapon hit: * 27% chance to slow global speed by 55% Damage (Ranged): +24 cold Damage (radius 2) on crit: +27 lightning / +70 cold When wielded/worn: Damage when hit (Melee): 10 cold / 6 nature / 14 light Changes resistances: +15% acid / +12% temporal / +21% blight Changes resistances penetration: +25% lightning / +23% cold Movement speed: +50% Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.runic drakeskin leather sling of recursion Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 5 Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 When this weapon hits: Arcane Vortex (10% chance level 5). When this weapon hits: Shoot (10% chance level 1). When wielded/worn: Changes stats: +6 Mag Changes damage: +15% arcane Spellpower: +14 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.Satyrvenom (136% power, 6 apr, blight element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x 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: Damage when hit (Melee): 14 mind Changes resistances: +15% nature Changes resistances penetration: +20% lightning / +34% mind / +20% nature / +20% acid Changes damage: +18% lightning / +15% mind / +30% blight Talent granted: +1 Command Staff Spellpower: +15 (+2 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.dragonbone vilestaff of wizardry (136% power, 6 apr, acid element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x 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 stats: +6 Mag / +6 Wil Changes damage: +30% acid Talent granted: +1 Command Staff Maximum mana: +75.00 Spellpower: +27 (+4 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.lifebinding dragonbone magestaff of illumination (136% power, 6 apr, fire element) Requires: - Magic 48 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x 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: Defense: +15 (+3 eff.) Changes stats: +6 Con Changes damage: +30% fire Talent granted: +1 Command Staff Life regen: +1.80 Spellpower: +25 (+4 eff.) Spell crit. chance: +5% Light radius: +5 Healing mod.: +30% It can be used to activate talent Illuminate, placing all other charms into a 5 cooldown : Effective talent level: 2.5 Power cost: 5 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 50.10 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. 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 orichalcum trident of crippling (165% power, 16 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Power: 166% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 2) on crit: +126 fire When wielded/worn: Physical crit. chance: +17.0% Changes resistances penetration: +34% fire Global speed: +14% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level.Armiromibar the Glowmistress (151% power, 6 apr) Requires: - Strength 48 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 152% Range: 1.4x 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% On weapon hit: * 27% chance to slow global speed by 55% When wielded/worn: Changes resistances: +17% acid / +21% light / +17% lightning / +17% cold / +17% fire / +9% nature / +10% all Changes damage: +18% light Reduces incoming crit damage: 20.40% Physical save: +21 (+6 eff.) Spell save: +11 (+3 eff.) Poison immunity: +27% Confusion immunity: +27% Light radius: +3 One-handed war axes. |
This item will automatically be transmogrified when you leave the level.voratun waraxe 'Xerossra' (148% power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 149% Range: 1.4x 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% On weapon hit: * 27% chance to reduce strength, dexterity, and constitution by 5 Damage (Melee): +20 blight When wielded/worn: Armour penetration: +15 Physical crit. chance: +10.0% Changes stats: +18 Mag / +6 Con Changes damage: +24% blight Critical mult.: +28.00% Reduces incoming crit damage: 20.40% Spellpower on spell critical (stacks up to 3 times): +10 Maximum mana: +136.01 Infravision radius: +4 One-handed war axes. |
Brandoath the drakeskin leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +6 Mag / +8 Wil / +8 Cun Changes resistances: +5% arcane Changes resistances penetration: +10% fire Changes damage: +32% arcane Damage against: +41% Summoned Reduced damage from: +41% Summoned Critical mult.: +15.00% Spell save: +18 (+4 eff.) Spellpower: +20 (+3 eff.) Damage Shield penetration: +32% A belt that goes around your waist. |
Turadunagrim (7 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +7 (+1 eff.) Changes stats: +1 Str / +4 Con Changes resistances: +21% nature / +13% blight Physical save: +8 (+2 eff.) Mental save: +10 (+3 eff.) Disease immunity: +20% Life regen: +2.00 Only die when reaching: -110.00 life Healing mod.: +12% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Layothra' (3 def, 13 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour penetration: +4 Physical crit. chance: +2.0% Armour: +13 Defense: +3 (+0 eff.) Changes stats: +4 Str / +4 Dex / +6 Wil / +10 Cun / +4 Con Changes resistances: +30% cold Changes resistances penetration: +15% acid Disease immunity: +24% Pinning immunity: +10% Maximum life: +40.00 Mental crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Spider-Silk Robe of Spydrรซ (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+2 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mindpower: +10 (+3 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Boots of the Hunter (2 def, 12 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+2 eff.) Armour: +12 Defense: +2 (+0 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 24 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Frost Treads (1 def, 4 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Mardiyon the pair of hardened leather boots (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +8% cold / +7% fire / +9% temporal Reduces incoming crit damage: 15.00% Blindness immunity: +20% Poison immunity: +20% Maximum life: +60.00 A pair of boots made of leather. |
Olagosta the pair of drakeskin leather boots (0 def, 14 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +14 Effects on melee hit: * 20 arcane resource burn Changes stats: +14 Str / +14 Con Changes resistances: +6% temporal / +6% light / +3% darkness Changes damage: +8% physical Silence immunity: +24% Knockback immunity: +24% Life regen: +7.00 Infravision radius: +3 Healing mod.: +20% Size category: +1 It can be used to activate talent Rush, placing all other charms into a 19 cooldown : Effective talent level: 3.5 Power cost: 19 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.Brightquarry the voratun helm (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 27% chance to reduce strength, dexterity, and constitution by 5 Damage when hit (Melee): 14 blight / 14 darkness Changes resistances: +12% blight / +15% fire / +14% cold Changes resistances penetration: +20% blight / +30% fire Changes damage: +41% arcane / +24% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Crown of Command (3 def, 6 armour)Requires: - Heavy armour training - Cunning 25 Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+0 eff.) Fatigue: +4% Changes stats: +10 Wil / +3 Con Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Cunning / Survival Mindpower: +5 (+1 eff.) Activating this item is instant. It can be used to activate talent Indomitable (costing 44 power out of 60/60) : Effective talent level: 2.5 Power cost: 44 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 3 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 4 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Ebonyreaper (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +15 (+4 eff.) Armour: +4 Fatigue: +4% Damage when hit (Melee): 2 darkness / 6 physical Changes stats: +8 Con Changes resistances penetration: +10% darkness Changes damage: +12% physical A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Eye of the Forest (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+1 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+3 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 26 power out of 35/35) : Effective talent level: 3.5 Power cost: 26 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 10. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Grinagen the Glitterpierce (2 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +16% acid / +10% mind / +7% fire / +5% arcane / +5% cold Changes damage: +11% acid / +8% mind / +9% light / +12% arcane Physical save: +9 (+3 eff.) Mental save: +5 (+1 eff.) Maximum psi: +12.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +1% A pointy cloth hat, very wizardly... |
Urthudas (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +7 Armour: +5 Fatigue: +5% Changes stats: +4 Dex / +1 Mag / +8 Wil / +4 Cun / +3 Con Changes resistances: +10% blight / +6% nature Physical save: +23 (+6 eff.) Mental save: +15 (+4 eff.) Disarm immunity: +10% Stun/Freeze immunity: +20% Life regen: +2.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Xumira the Tempestlord (6 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +9 Defense: +6 (+1 eff.) Fatigue: +3% Changes stats: +3 Dex / +6 Mag / +2 Cun Changes resistances: +6% lightning / +4% all Changes resistances penetration: +15% lightning Changes damage: +6% lightning Reduces incoming crit damage: 5.00% Physical save: +9 (+3 eff.) Light radius: +3 A cap made of leather. |
This item will automatically be transmogrified when you leave the level.grounding drakeskin leather cap of absorption (0 def, 5 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +15% lightning / +15% temporal Stamina when hit: +2.90 Equilibrium when hit: +2.00 A cap made of leather. |
Breath of Eyal (10 def, 10 armour)Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +10 Defense: +10 (+2 eff.) Fatigue: +20% Changes resistances: +20% lightning / +20% temporal / +20% light / +20% fire / +20% nature / +20% acid / +20% blight / +20% cold / +15% arcane / +20% darkness Spell save: +20 (+5 eff.) Mindpower: +10 (+3 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
Crackleransom the hardened leather armour (17 def, 19 armour)Requires: - Strength 16 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +19 Defense: +17 (+3 eff.) Fatigue: +8% Damage (Melee): 7 fire Damage (Ranged): 7 fire Damage when hit (Melee): 2 light Changes stats: +3 Cun Changes resistances: +24% lightning / +16% physical / +9% light / +15% fire Changes damage: +9% lightning Mental save: +15 (+4 eff.) A suit of armour made of leather. |
Rogue Plight (6 def, 7 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +7 Defense: +6 (+1 eff.) Fatigue: +7% Changes stats: +5 Wil / +4 Con Changes resistances: +35% nature Reduces incoming crit damage: 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
This item will automatically be transmogrified when you leave the level.Weepwitch the drakeskin leather armour (20 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+4 eff.) Fatigue: +8% Changes stats: +4 Cun Changes resistances: +24% blight / +42% cold / +24% light / +30% fire Changes damage: +12% nature Hate when firing a critical mind attack: +4.00 Maximum life: +136.01 Mental crit. chance: +11% A suit of armour made of leather. |
cleansing hardened leather armour of the deep (9 def, 9 armour)Requires: - Strength 16 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +9 Defense: +9 (+2 eff.) Fatigue: +8% Changes resistances: +7% acid / +5% cold / +12% nature / +15% blight Allows you to breathe in: water A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.fortifying voratun plate armour of command (14 def, 25 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: +25 Defense: +14 (+3 eff.) Fatigue: +22% Changes stats: +7 Str / +6 Cun / +7 Con Mental save: +20 (+5 eff.) Maximum life: +100.00 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.searing voratun plate armour of command (15 def, 25 armour) Requires: - Massive armour training - Strength 60 Powered by arcane forces Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +25 Defense: +15 (+3 eff.) Fatigue: +22% Damage (Melee): 22 acid / 23 fire Damage when hit (Melee): 15 acid / 16 fire Changes stats: +6 Cun Changes resistances: +30% acid / +30% fire Mental save: +25 (+6 eff.) A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.swashbuckler's voratun shield (0 def, 10 armour, 202 block) Requires: - Shield usage training - Strength 48 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Accuracy: +24 (+5 eff.) Armour: +10 Fatigue: +8% Changes stats: +13 Str / +13 Dex Talent granted: +1 Block Handheld deflection devices. |
Arkul's Siege Arrows (14/14, 180% power, 100 apr)Requires: - Strength 30 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Power: 180% Range: 1.4x Uses stats: 70% Str, 50% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +100 Crit. chance: +10.0% Capacity: 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. |
Aryna the quiver of elven-wood arrows (21/21, 170% power, 15 apr)Requires: - Dexterity 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 4 Power: 171% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +20 Armour Penetration: +15 Crit. chance: +14.5% Capacity: 21 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 178 physical damage On weapon crit: * Wound the target dealing 301 physical damage across 5 turns and reducing healing by 50% Travel speed: +200% Damage (Ranged): +24 physical Damage (radius 1) on hit: +20 temporal When wielded/worn: Ammo reloads per turn: +4 Arrows are used with bows to pierce your foes to death. |
Getuhell the quiver of elven-wood arrows (23/23, 169% power, 14 apr)Requires: - Dexterity 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 4 Power: 169% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +27 Armour Penetration: +14 Crit. chance: +18.5% Capacity: 23 On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 5 * 20% chance to knock the target back 3 spaces and deal 178 physical damage On weapon crit: * Wound the target dealing 301 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +34 physical Damage (radius 1) on hit: +4 physical When wielded/worn: Ammo reloads per turn: +4 Arrows are used with bows to pierce your foes to death. |
Hornet Stingers (20/20, 117% power, 10 apr)Requires: - Dexterity 18 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 2 Power: 117% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +5.0% Capacity: 20 On weapon hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
Quiver of Domination (20/20, 127% power, 8 apr)Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Power: 127% Range: 1.4x Uses stats: 20% Wil, 60% Dex, 50% Str Damage type: Mind Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +8 Crit. chance: +2.0% Capacity: 20 On weapon crit: * dominate the target Powerful telepathic forces emanate from the arrows of this quiver. The tips appear dull, but touching them causes you intense pain. |
The Titan's Quiver (18/18, 174% power, 20 apr)Requires: - Strength 30 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Power: 174% Range: 1.4x Uses stats: 70% Str, 50% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +8.0% Capacity: 18 On weapon crit: * pin the target to the nearest wall These massive arrows are honed to a vicious sharpness, and appear to be nearly unbreakable. They seem more like spikes than any arrow you've ever seen. |
quiver of dragonbone arrows 'Iceransom' (17/18, 187% power, 18 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 187% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +26.0% Capacity: 18 On weapon hit: * 27% chance to reduce strength, dexterity, and constitution by 5 * 20% chance to knock the target back 3 spaces and deal 178 physical damage * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 215 physical damage On weapon crit: * Wound the target dealing 301 physical damage across 5 turns and reducing healing by 50% Travel speed: +200% Damage (Ranged): +27 cold / +53 physical Damage (radius 2) on crit: +12 blight / +8 cold / +8 fire Arrows are used with bows to pierce your foes to death. |
quiver of dragonbone arrows 'Toxinthorn' (20/20, 188% power, 18 apr)Requires: - Dexterity 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 188% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +38 Armour Penetration: +18 Crit. chance: +26.0% Capacity: 20 On weapon hit: * 52% chance to slow global speed by 55% On weapon crit: * Wound the target dealing 301 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +23 acid / +23 nature Arrows are used with bows to pierce your foes to death. |
147 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. |
sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Blastraptor the dwarven-steel pickaxe (dig speed 22 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +8 Damage when hit (Melee): 10 lightning Changes stats: +6 Str / +2 Dex / +7 Mag / +3 Con Changes resistances: +9% lightning Changes resistances penetration: +10% lightning Reduces incoming crit damage: 15.00% Infravision radius: +3 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 19 cooldown : Effective talent level: 4.5 Power cost: 19 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +93 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
Quenchbone (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +2 Physical power: +10 (+2 eff.) Changes stats: +2 Cun / +1 Str Changes resistances penetration: +5% physical Changes damage: +3% cold Physical save: +3 (+1 eff.) Only die when reaching: -80.00 life Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Velimira' (dig speed 24 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +4 (+1 eff.) Armour: +6 Changes stats: +3 Cun / +2 Str Changes resistances: +6% darkness Disease immunity: +20% Teleport immunity: +10% Life regen: +2.00 Maximum life: +80.00 Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Lifebinding EmeraldInfused by nature 0.00 Encumbrance. [Plot Item] Type: gem / green ; tier 5 When wielded/worn: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Life regen: +2.00 Healing mod.: +30% When used to imbue an object: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Stun/Freeze immunity: +30% Life regen: +2.00 Healing mod.: +30% Latent Damage Type: Nature A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(85 power, based on Willpower) Activation costs 8 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Xerowyn the WretchshaperInfused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 23% Changes resistances: +12% nature Changes resistances penetration: +5% nature Changes damage: +6% nature Physical save: +8 (+2 eff.) Mental save: +7 (+2 eff.) Maximum life: +49.00 Light radius: +4 See stealth: +5 See invisible: +9 Healing mod.: +13% A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern 'Elydhenn'Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Armour: +8 Defense: +20 (+4 eff.) Damage when hit (Melee): 4 physical Changes stats: +1 Con Mental save: +5 (+1 eff.) Only die when reaching: -40.00 life Light radius: +3 See stealth: +7 See invisible: +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. |
brass lantern 'Glintgrit'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +5 Mag / +1 Con Changes resistances: +3% light Physical save: +7 (+2 eff.) Light radius: +3 Infravision radius: +3 Healing mod.: +11% 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. |
This item will automatically be transmogrified when you leave the level.dwarven lantern 'Belekalthodil' Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour: +16 Changes resistances: +33% lightning / +10% darkness / +9% nature / +9% mind Changes damage: +11% light / +9% temporal Damage affinity(heal): +5% light Mental save: +12 (+3 eff.) Poison immunity: +27% Disease immunity: +27% Only die when reaching: -108.81 life Light radius: +8 It can be used to activate talent Sun Flare, placing all other charms into a 22 cooldown : Effective talent level: 4.5 Power cost: 22 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 4, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 42.96 light damage. At talent level 3 you gain 10% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +12 Defense: +12 (+2 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 13 power out of 35/35) : Effective talent level: 3.5 Power cost: 13 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 25 for 6 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
8 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. |
5 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. |
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 146 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 378.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 19 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Ivakira the dwarven-steel torque of clear mind [power 3] (19 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes stats: +5 Wil Changes resistances: +9% temporal Changes damage: +12% mind Mental save: +18 (+5 eff.) Maximum hate: +8.00 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 19 turns. When used: * Increase the duration of 3 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
The JoltInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes damage: +10% mind / +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
dwarven-steel torque of gale force 'Hurilach' [power 225] (11 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Armour: +10 Changes resistances: +6% temporal Blindness immunity: +20% Stun/Freeze immunity: +10% Life regen: +2.00 It can be used to project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 259 physical damage Activation puts all charms on cooldown for 11 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. 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 8 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
yew totem of healing 'Darkvault' [power 266] (11 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 28 Changes resistances penetration: +10% darkness Changes damage: +6% mind It can be used to heal yourself and all friendly characters within 10 spaces for 266 Activation puts all charms on cooldown for 11 turns. When used: * Increase the duration of 2 beneficial effects by 2. * Increase all damage penetration by 10% for 2 turns. * Cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
3 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. |
16 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 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. |
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. |
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. |
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Piper the Halfling Archer level 35
5th Flare 123rd year of Ascendancy at 02:56 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Piper the Halfling Archer level 50
13rd Haze 123rd year of Ascendancy at 00:00 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Piper the Halfling Archer level 35
3rd Flare 123rd year of Ascendancy at 09:25 see stats
Antimagic! (Insane (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Piper the Halfling Archer level 22
6th Decay 122nd year of Ascendancy at 20:36 see stats
Arachnophobia (Insane (Adventure) difficulty)
Destroyed the spydric menace.By Piper the Halfling Archer level 40
10th Dusk 123rd year of Ascendancy at 21:44 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 Piper the Halfling Archer level 41
15th Dusk 123rd year of Ascendancy at 20:05 see stats
Back and there again (Insane (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Piper the Halfling Archer level 48
79th Dusk 123rd year of Ascendancy at 09:09 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Piper the Halfling Archer level 39
6th Dusk 123rd year of Ascendancy at 11:20 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Piper the Halfling Archer level 8
4th Flare 122nd year of Ascendancy at 03:58 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Piper the Halfling Archer level 37
2nd Dusk 123rd year of Ascendancy at 09:25 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Piper the Halfling Archer level 32
8th Mirth 123rd year of Ascendancy at 23:46 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Piper the Halfling Archer level 22
4th Allure 123rd year of Ascendancy at 06:12 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Piper the Halfling Archer level 50
38th Haze 123rd year of Ascendancy at 18:40 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Piper the Halfling Archer level 50
56th Haze 123rd year of Ascendancy at 23:54 see stats
Fool of a Took! (Insane (Adventure) difficulty)
Killed oneself as a halfling.By Piper the Halfling Archer level 50
61st Haze 123rd year of Ascendancy at 07:13 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 Piper the Halfling Archer level 42
16th Dusk 123rd year of Ascendancy at 09:43 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Piper the Halfling Archer level 10
10th Flare 122nd year of Ascendancy at 19:05 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Piper the Halfling Archer level 20
56th Haze 122nd year of Ascendancy at 06:09 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Piper the Halfling Archer level 30
63rd Regrowth 123rd year of Ascendancy at 20:29 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Piper the Halfling Archer level 40
9th Dusk 123rd year of Ascendancy at 20:35 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Piper the Halfling Archer level 50
9th Haze 123rd year of Ascendancy at 12:09 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Piper the Halfling Archer level 50
56th Haze 123rd year of Ascendancy at 02:55 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Piper the Halfling Archer level 50
23rd Haze 123rd year of Ascendancy at 15:18 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Piper the Halfling Archer level 25
8th Regrowth 123rd year of Ascendancy at 02:29 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Piper the Halfling Archer level 48
2nd Haze 123rd year of Ascendancy at 02:53 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Piper the Halfling Archer level 31
7th Mirth 123rd year of Ascendancy at 00:25 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Piper the Halfling Archer level 38
2nd Dusk 123rd year of Ascendancy at 12:05 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Piper the Halfling Archer level 18
44th Haze 122nd year of Ascendancy at 02:14 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Piper the Halfling Archer level 7
1st Summertide 122nd year of Ascendancy at 22:46 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Piper the Halfling Archer level 50
56th Haze 123rd year of Ascendancy at 01:18 see stats
The Right thing to do (Insane (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Piper the Halfling Archer level 25
13rd Regrowth 123rd year of Ascendancy at 01:22 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Piper the Halfling Archer level 10
16th Dusk 122nd year of Ascendancy at 20:09 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Piper the Halfling Archer level 43
35th Dusk 123rd year of Ascendancy at 12:54 see stats
Thralless (Insane (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Piper the Halfling Archer level 25
12nd Regrowth 123rd year of Ascendancy at 02:26 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Piper the Halfling Archer level 22
4th Allure 123rd year of Ascendancy at 10:45 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Piper the Halfling Archer level 16
62nd Dusk 122nd year of Ascendancy at 09:42 see stats
Unstoppable (Insane (Adventure) difficulty)
Returned from the dead.By Piper the Halfling Archer level 50
61st Haze 123rd year of Ascendancy at 10:20 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Piper the Halfling Archer level 34
2nd Flare 123rd year of Ascendancy at 17:26 see stats
Log
Piper deflects the projectile from Onilug to the northeast!
Mirror Image (Elandar) is surrounded by a thick smoke.
Elandar shrugs off the effect 'Shadow Smoke'!
Piper's Shadow Shot performs a ranged critical strike against Mirror Image (Elandar)!
Mirror Image (Elandar)'s armor corrodes!
Elandar HEALS from cold damage!
Piper's Shadow Shot hits Elandar for 62 acid, 4 cold, 13 healing, 70 nature (136 total damage) [13 healing].
Piper's Shadow Shot hits Mirror Image (Elandar) for 0 physical, 0 acid, 0 lightning, 0 acid, 0 acid, 0 cold, 0 nature (0 total damage).
Talent Infusion: Healing is ready to use.
Talent Telekinetic Leap is ready to use.
Elandar HEALS from cold damage!
Elandar's glacial vapour area effect hits Piper for 40 cold damage.
Elandar's glacial vapour area effect hits Mirror Image (Elandar) for 0 cold damage.
Elandar's glacial vapour area effect hits Quasit for 103 cold damage.
Burning from Elandar hits Piper for 152 fire damage.
Mirror Image (Elandar)'s glacial vapour area effect hits Piper for 3 cold damage.
Mirror Image (Elandar)'s glacial vapour area effect hits Elandar for (4 ignored), 0 cold, 13 healing (0 total damage) [13 healing].
Mirror Image (Elandar)'s glacial vapour area effect hits Quasit for 8 cold damage.
Elandar casts Manathrust.
Mirror Image (Elandar) casts Manathrust.
Elandar hits Piper for 0 arcane damage.
Mirror Image (Elandar) hits Piper for 30 arcane damage.
Quasit uses Shield Pummel.
Piper evades Quasit.
Quasit misses Piper.
Deep Wound from Piper hits Mirror Image (Elandar) for 0 physical damage.
Elandar casts Freeze.
Elandar's spell attains critical power!
Elandar hits Piper for 454 cold damage.
Piper the level 50 halfling archer was chilled to death by a Elandar on level 11 of High Peak.


















































































































































