










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Krog |
| Class | Berserker |
| Level / Exp | 50 / 2486% |
| Size | huge |
| Lifes / Deaths | no deaths recorded / 0 |
| Antimagic | Follower |
Primary Stats
| Strength | 129 (base 60) |
| Dexterity | 93 (base 65) |
| Constitution | 35 (base 14) |
| Magic | 27 (base 11) |
| Willpower | 68 (base 24) |
| Cunning | 77 (base 60) |
Resources
| Life | 1915/1915 |
| Stamina | 151/322 |
| Equilibrium | 37 |
| Healing Factor | 1.1916660017319 |
| Regeneration | 30.006740561041 |
Speed
| Mental | -10% |
| Attack | 0% |
| Movement | +1.7763568394003E-13% |
| Spell | 0% |
| Global | +126.88257650956% |
Vision
| Sight | 10 |
| Lite | 13 |
| Infravision | 5 |
| See Stealth | 40.391578486422 |
| See Invisible | 40.391578486422 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 245 |
| Accuracy | 105 |
| Crit Chance | 104% |
| APR | 54 |
| Speed | 1.11 |
Offense: Spell
| Spellpower | 9 |
| Crit Chance | 43% |
| Speed | 1 |
Offense: Mind
| Mindpower | 56 |
| Crit Chance | 43% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +6% |
| Arcane | +9% |
| Cold | +30% |
| All | 0% |
| Lightning | +49% |
| Physical | +133% |
| Mind | +6% |
| Darkness | +24% |
| Nature | +9% |
Offense: Damage Penetration
| Darkness | +60% |
| Physical | +63% |
| Mind | +40% |
| Blight | +40% |
| Arcane | +40% |
| Cold | +40% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 26 (38.594633868923%) |
| Defense | 88 |
| Ranged Defense | 88 |
| Fatigue | 0.92380522168512 |
| Physical Save | 69 |
| Spell Save | 93 |
| Mental Save | 67 |
Defense: Resistances
| Acid | + 34%( 70%) |
| Blight | + 51%( 70%) |
| Arcane | + 45%( 70%) |
| Cold | + 37%( 70%) |
| All | + 25%( 70%) |
| Physical | + 61%( 70%) |
| Lightning | + 44%( 70%) |
| Light | + 48%( 70%) |
| Temporal | + 34%( 70%) |
| Mind | + 36%( 70%) |
| Darkness | + 48%( 70%) |
| Fire | + 34%( 70%) |
| Nature | + 41%( 70%) |
Defense: Immunities
| Pinning Resistance | 0% |
| Confusion Resistance | 10% |
| Disarm Resistance | 20% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Silence Resistance | 23% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 35% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 840% 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 Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1098% 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 Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 339 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 46% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 5/5 |
| 4/5 |
| 2/5 |
| Technique / Berserker's strength | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 2/5 |
| Technique / Bloodthirst | 1.30 |
| 5/5 |
| 3/5 |
| 4/5 |
| 5/5 |
| Technique / Two-handed assault | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Antimagic | 1.50 |
| 2/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 5/5 |
| 3/5 |
| Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Daunting Presence |
| talent | Berserker Rage |
| talent | Precise Strikes |
| talent | Antimagic Shield |
| beneficial effect | The target is surrounded by a magical shield, absorbing 502/502 damage before it crumbles. Damage Shield |
| beneficial effect | The thrill of combat improves the target's maximum life by 11%, life regeneration by 21.51, and stamina regeneration by 4.30. Bloodbath |
| beneficial effect | 12% chance to stun any foes hit. Wrath of the Wilds |
| beneficial effect | Increases global action speed by 27%. Speed |
| beneficial effect | The target's accuracy is improved by 103. Perfect Accuracy |
| beneficial effect | The target is unstoppable! It refuses to die and cannot heal. When the effect ends, it will heal 0 Life (20% of maximum life per foe slain during the frenzy). Unstoppable |
| beneficial effect | You gain 30% resistance against light. Resolve |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers but not in time to save any of the captive Krogs. | failed |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved spell save by +12. | done |
You failed to protect the lone alchemist from death by The Fragmented Essence of Harkor'Zun. Escort: lone alchemist (level 2 of Daikara) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved spell save by +12. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Dreadfell. Escort: lone alchemist (level 3 of Dreadfell)As a reward you improved spell save by +12. | done |
You failed to protect the lost defiler from death by Glatha the skeleton warrior. Escort: lost defiler (level 2 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Dreadfell. Escort: lost sun paladin (level 4 of Dreadfell)As a reward you improved spell save by +12. | done |
You successfully escorted the lost tinker to the recall portal on level 4 of Old Forest. Escort: lost tinker (level 4 of Old Forest)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished 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 Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 3282. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Stire of Derth in creating an elixir of precision. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | 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 (+3 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 (+2 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 20 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. |
| Light source | Yvumivena the ObsidianthornInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +12.0% Physical power: +20 (+4 eff.) Changes stats: +4 Mag / +14 Wil Changes resistances penetration: +10% blight Changes damage: +9% arcane / +6% darkness Critical mult.: +40.00% Spell save: +3 (+1 eff.) Mana each turn: +0.12 Vim when firing critical spell: +2.68 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +80.00 Light radius: +8 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | voratun helm 'Breezeglean' (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: +5 Fatigue: +5% Changes stats: +19 Str / +15 Dex Changes resistances: +12% acid / +6% nature Changes resistances penetration: +15% arcane Changes damage: +6% blight Spell crit. chance: +2% Damage Shield penetration: +31% It can be used to activate talent Skullcracker, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 3078.9 Physical damage. If the attack hits, the target is confused (44% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | focusing dragonbone totem of healing [power 560] (9/9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to heal yourself and all friendly characters within 10 spaces for 560 Activation puts all charms on cooldown for 9 turns. When used: * Reduce 3 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Dourhash the voratun ring =Ring 2=Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+2 eff.) Armour penetration: +15 Physical power: +13 (+3 eff.) Defense: +15 (+3 eff.) Damage when hit (Melee): 4 mind Changes stats: +8 Str / +9 Con Changes resistances: +15% darkness Critical mult.: +15.00% Physical save: +16 (+4 eff.) Spell save: +14 (+3 eff.) Mental save: +21 (+5 eff.) Mindpower: +5 (+1 eff.) It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 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 140% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| On fingers | voratun ring 'Scabslice'Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+3 eff.) Armour penetration: +13 Physical power: +15 (+3 eff.) Defense: +16 (+3 eff.) Damage when hit (Melee): 6 blight Changes stats: +8 Str / +2 Dex / +5 Wil / +3 Cun / +8 Con Changes resistances: +3% blight / +3% nature Changes resistances penetration: +5% blight Physical save: +18 (+4 eff.) Spell save: +17 (+3 eff.) Mental save: +15 (+4 eff.) Stun/Freeze immunity: +60% Light radius: +2 It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 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 140% 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 | drakeskin leather belt 'Tempestquench'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Damage when hit (Melee): 2 nature / 4 lightning Changes stats: +6 Str / +6 Dex / +6 Wil / +6 Cun Changes resistances: +15% mind Changes resistances penetration: +18% physical Changes damage: +9% lightning / +18% physical / +9% nature Physical save: +18 (+4 eff.) Spell save: +31 (+6 eff.) Mental save: +17 (+4 eff.) Size category: +1 A belt that goes around your waist. |
| In main hand | voratun greatsword 'Emossra' (176% power, 4 apr)Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 177% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Damage (Melee): +27 darkness Damage against: +21% Living / +20% Unnatural When wielded/worn: Accuracy: +35 (+6 eff.) Defense: +15 (+3 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 5 Changes stats: +10 Str Changes resistances: +3% nature / +6% temporal Changes damage: +21% physical Reduces incoming crit damage: 10.00% Stun/Freeze immunity: +20% Massive two-handed swords. |
| On hands | Aromira (0 def, 3 armour)Infused by nature Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +18.0% Armour: +3 Damage (Melee): 12 lightning Changes resistances: +16% blight / +10% lightning / +16% darkness / +20% arcane Changes resistances penetration: +15% mind Changes damage: +6% mind / +10% lightning Damage affinity(heal): +6% nature Talent mastery: +0.20 Wild-gift / Antimagic Critical mult.: +15.00% Spell save: +16 (+3 eff.) Spell crit. chance: +20% Mindpower: +15 (+4 eff.) Mental crit. chance: +18% When used to modify unarmed attacks: Power: 144% 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: +17.0% Attack speed: 100% When this weapon hits: Lightning Breath (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). When this weapon crits: Call of the Ooze (20% chance level 2). Damage (radius 2) on crit: +15 lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | elven-silk robe 'Eclipsevein' (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 61% Changes stats: +7 Str / +8 Mag / +7 Wil Changes resistances: +15% lightning / +30% physical / +6% temporal / +12% fire / +9% blight / +16% cold / +7% arcane / +15% all Changes resistances penetration: +35% darkness / +20% physical Changes damage: +30% lightning / +73% physical / +18% darkness / +30% cold Maximum hate: +15.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Islydakira the elven-silk cloak (38 def, 6 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +6 Defense: +38 (+7 eff.) Changes stats: +2 Str Changes resistances: +9% nature / +6% blight Critical mult.: +23.24% Spell save: +18 (+4 eff.) Silence immunity: +23% Disarm immunity: +20% Equilibrium when hit: +0.32 Maximum life: +60.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Winterfurnace the stralite amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 5 Damage when hit (Melee): 4 blight / 6 physical Changes stats: +2 Con Changes resistances: +2% physical Changes resistances penetration: +15% cold Changes damage: +21% physical Physical save: +40 (+10 eff.) Spell save: +20 (+4 eff.) Mental save: +21 (+5 eff.) Amulets make your neck look great! |
Inventory
Primal Infusion (affinity 17%; reduction 3; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] 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 heal for 17% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the duelist (heal 253; cd 10)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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 253 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the titan (heal 110; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 110 then cleanse 1 wound, poison, and disease effect. 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. |
healing infusion of the warrior (heal 329; cd 12)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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 329 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the warrior (heal 325; cd 10)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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 325 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the warrior (heal 301; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 301 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the warrior (heal 303; cd 14)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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 303 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the duelist (die at -561; dur 7; 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 7 turns. While Heroism is active, you will only die when reaching -561 life. The duration and life will increase by 1% for every 1% life you have lost (currently 561 life, 7 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 warrior (die at -954; dur 7; 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 7 turns. While Heroism is active, you will only die when reaching -954 life. The duration and life will increase by 1% for every 1% life you have lost (currently 954 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the duelist (speed 789%; cd 10)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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 789% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. 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 sneak (speed 698%; cd 17)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: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 698% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. 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 sneak (speed 637%; cd 9)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: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 637% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. 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 sneak (speed 795%; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 795% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. 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 775%; cd 10)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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 775% 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. |
regeneration infusion of the warrior (heal 533; 13 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: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 533 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 30%; mental; dur 4; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 30% for 4 turns. Also removes cross-tier effects of the affected types for free. 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. |
wild infusion of the sneak (res 31%; magical; dur 3; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 31% for 3 turns. Also removes cross-tier effects of the affected types for free. 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. |
wild infusion of the sneak (res 30%; mental; dur 3; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 30% for 3 turns. Also removes cross-tier effects of the affected types for free. 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. |
wild infusion of the warrior (res 43%; physical; dur 2; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 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 43% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 22%; mental; dur 3; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 22% for 3 turns. Also removes cross-tier effects of the affected types for free. 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. |
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! |
Arekira the MucussinPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Mag / +1 Wil / +9 Cun Changes resistances penetration: +26% nature Changes damage: +8% acid / +8% fire / +7% cold / +6% lightning Physical save: +19 (+4 eff.) Spell save: +23 (+5 eff.) Mental save: +33 (+8 eff.) Hate when firing a critical mind attack: +3.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Mindpower: +15 (+4 eff.) Amulets make your neck look great! |
CyrysebethInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Con / +3 Wil Changes resistances: +12% acid / +2% physical / +16% mind Physical save: +5 (+1 eff.) Mental save: +10 (+2 eff.) Disarm immunity: +10% Confusion immunity: +39% Life regen: +3.00 Only die when reaching: -40.00 life Maximum life: +40.00 Mindpower: +8 (+2 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Amulets make your neck look great! |
Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Changes resistances: +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+3 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
GrowbornCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +10 (+1 eff.) Fatigue: -6% Effects on melee hit: * 20% chance to slow global speed by 61% Changes stats: +2 Str / +5 Dex / +6 Cun / +6 Con Critical mult.: +20.00% Life regen: +3.00 Stamina each turn: +3.70 Movement speed: +10% Amulets make your neck look great! |
Hailmalice the gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 temporal Changes resistances: +18% cold Changes resistances penetration: +25% blight / +25% cold Changes damage: +9% temporal Talent mastery: +0.28 Technique / Two-handed assault Amulets make your neck look great! |
Pitchquench the stralite amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Str / +3 Wil Changes resistances: +12% mind Changes resistances penetration: +25% darkness Talent mastery: +0.34 Technique / Combat veteran Mental save: +19 (+5 eff.) Spellpower on spell critical (stacks up to 3 times): +10 Only die when reaching: -80.00 life Light radius: +3 Amulets make your neck look great! |
PolebaInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +6% lightning / +22% temporal / +22% cold / +12% mind / +22% fire Reduces incoming crit damage: 10.00% Blindness immunity: +12% Pinning immunity: +25% Knockback immunity: +34% Life regen: +4.00 Infravision radius: +6 Sight radius: +2 See invisible: +9 Amulets make your neck look great! |
Salibeth the voratun amuletPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +14 (+2 eff.) Armour: +6 Defense: +15 (+3 eff.) Damage (Melee): 15 light / 14 darkness Effects when hit in melee: * 12% chance to reduce damage dealt by 27% * 12% chance to blind Changes stats: +17 Lck Changes damage: +13% light / +11% darkness Talent masteries: +0.39 Cunning / Survival +0.39 Technique / Warcries Physical save: +15 (+3 eff.) Maximum life: +60.00 Healing mod.: +20% Reduce all damage from unseen attackers: 18% Amulets make your neck look great! |
Stokereek the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +20 (+3 eff.) Armour penetration: +4 Changes stats: +2 Dex / +9 Con Changes damage: +6% fire Stamina each turn: +2.00 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 22 power out of 36/36) : Effective talent level: 4.0 Power cost: 22 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (109). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
enraging voratun amulet of healingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +7 (+2 eff.) Changes damage: +7% physical Cut immunity: +70% Combat speed: +10% Healing mod.: +16% It can be used to activate talent Heal, placing all other charms into a 21 cooldown : Effective talent level: 3.0 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 350 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
grounding 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: +10% lightning Stun/Freeze immunity: +20% Amulets make your neck look great! |
grounding gold amulet of cunning (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Cun Changes resistances: +13% lightning Stun/Freeze immunity: +23% Amulets make your neck look great! |
starlit voratun amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +30% light / +28% darkness Blindness immunity: +58% Infravision radius: +10 Sight radius: +2 See invisible: +12 Amulets make your neck look great! |
stralite amulet 'Aeralerain'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +10 (+2 eff.) Defense: +15 (+3 eff.) Fatigue: -14% Damage (Melee): 13 light / 9 darkness Effects when hit in melee: * 12% chance to reduce damage dealt by 27% * 9% chance to blind Changes stats: +9 Dex / +2 Mag / +8 Cun / +9 Con Changes damage: +13% light / +13% darkness Life regen: +8.00 Stamina each turn: +1.30 Spellpower on spell critical (stacks up to 3 times): +10 Only die when reaching: -20.00 life Spell crit. chance: +5% Movement speed: +10% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Amulets make your neck look great! |
stralite amulet 'Frozencast'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +20 (+3 eff.) Physical crit. chance: +5.0% Changes stats: +12 Str / +9 Con Changes resistances: +26% light / +18% darkness Changes resistances penetration: +29% cold Changes damage: +21% light / +12% physical Blindness immunity: +44% Only die when reaching: -80.00 life Amulets make your neck look great! |
stralite amulet 'Malethel'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage when hit (Melee): 6 arcane Changes stats: +5 Cun / +4 Wil Changes resistances penetration: +15% arcane Changes damage: +9% mind Talent mastery: +0.34 Wild-gift / Harmony Critical mult.: +15.00% Psi when hit: +0.12 Maximum psi: +40.00 Mindpower: +32 (+9 eff.) Amulets make your neck look great! |
stralite amulet 'Nereseth'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +20 (+3 eff.) Defense: +20 (+4 eff.) Damage when hit (Melee): 4 physical Changes stats: +3 Dex / +5 Wil / +6 Cun / +6 Con Changes damage: +6% physical Physical save: +13 (+3 eff.) Life regen: +9.00 Maximum life: +70.00 Infravision radius: +3 Amulets make your neck look great! |
voratun amulet 'Getulathazilaneg'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Effects on melee hit: * 21% chance to gain 10% of a turn (3/turn limit) Changes resistances: +2% physical / +48% light / +30% darkness Changes damage: +6% temporal Blindness immunity: +50% Silence immunity: +21% Defense after a teleport: +16 Resist all after a teleport: +16% New effects duration reduction after a teleport: +16% Amulets make your neck look great! |
voratun amulet 'Xuta'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Changes stats: +10 Dex / +15 Wil / +9 Cun / +9 Con Changes resistances: +6% lightning / +3% light / +9% blight / +9% cold / +6% darkness Mental save: +15 (+4 eff.) Confusion immunity: +19% Life regen: +4.00 Stamina each turn: +1.50 Mindpower: +14 (+4 eff.) Movement speed: +10% Amulets make your neck look great! |
wanderer's voratun amulet of murderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +16 Fatigue: -7% Changes stats: +6 Dex / +10 Cun / +9 Con Critical mult.: +20.00% Life regen: +4.00 Stamina each turn: +1.20 Movement speed: +10% Amulets make your neck look great! |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 6 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Adyda the gold ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Cun Changes resistances: +30% light / +15% acid Changes resistances penetration: +10% blight / +25% arcane Changes damage: +15% light Vim when firing critical spell: +2.00 Maximum mana: +60.00 Rings make your fingers look great! |
AirpassionInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +7 Cun / +2 Wil Changes resistances: +18% lightning / +6% temporal Changes damage: +15% temporal Mental save: +8 (+2 eff.) Confusion immunity: +26% See invisible: +9 Rings make your fingers look great! |
BrightwreckCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +12 Changes stats: +13 Str / +6 Wil / +6 Cun / +7 Con Changes resistances: +6% temporal / +6% light / +3% blight / +3% cold / +6% nature Mindpower: +9 (+3 eff.) Rings make your fingers look great! |
Duskhash the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +12 Damage when hit (Melee): 10 mind Changes stats: +6 Str / +8 Con Changes damage: +6% darkness See invisible: +24 Rings make your fingers look great! |
Erelydethad the EbonymasterPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+2 eff.) Physical power: +14 (+3 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 33 Damage (Melee): 28 physical Effects on ranged hit: * 17% chance to reduce all saves and defense by 33 Damage (Ranged): 29 physical Changes stats: +16 Cun / +10 Dex Changes resistances: +9% darkness Changes damage: +6% arcane Mana each turn: +0.08 Mana when firing critical spell: +2.00 Hate when firing a critical mind attack: +3.00 Maximum mana: +80.00 Maximum hate: +11.00 Spellpower: +14 (+2 eff.) Mindpower: +14 (+4 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 4.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+1 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 (+11 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. |
NeraldannInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +11 (+2 eff.) Changes stats: +9 Str / +2 Wil / +3 Cun / +9 Con Changes resistances: +72% fire Changes damage: +36% fire Maximum psi: +20.00 Mindpower: +20 (+6 eff.) Mental crit. chance: +4% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Rings make your fingers look great! |
NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+1 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+3 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 30 power out of 50/50) : Effective talent level: 2.0 Power cost: 30 out of 50/50. Range: 7 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Polylle the gold ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Effects on melee hit: * 20 arcane resource burn Changes stats: +6 Str / +6 Con Changes resistances: +42% cold Changes damage: +12% cold Reduces incoming crit damage: 5.00% Disarm immunity: +27% Pinning immunity: +26% Knockback immunity: +34% Maximum life: +34.00 Rings make your fingers look great! |
Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
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. |
Silowen the stralite ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +13 (+3 eff.) Damage when hit (Melee): 6 blight Changes stats: +8 Str / +3 Wil / +5 Con Critical mult.: +20.00% Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +13 (+2 eff.) Mindpower: +13 (+4 eff.) Rings make your fingers look great! |
Sparkbearer the stralite ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +12 (+3 eff.) Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 5 Damage when hit (Melee): 8 blight Changes stats: +7 Str / +10 Con Changes resistances: +14% physical Changes resistances penetration: +10% blight / +15% lightning Changes damage: +3% lightning / +14% physical / +6% blight Spell save: +13 (+3 eff.) Maximum stamina: +22.00 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 21.83 cold and 39.13 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 36 power out of 60/60. This azure ring seems to be always moist to the touch. |
WinterspawnInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 10 acid Changes resistances: +53% acid / +27% cold Changes resistances penetration: +25% cold Changes damage: +28% acid Rings make your fingers look great! |
copper ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +9 Defense: +8 (+1 eff.) It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 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 140% 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! |
gold ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings make your fingers look great! |
gold ring 'Glethra'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +25 (+4 eff.) Armour penetration: +3 Physical crit. chance: +4.0% Changes stats: +1 Str / +3 Dex / +1 Con Changes resistances: +30% fire Changes damage: +15% fire Critical mult.: +15.00% Rings make your fingers look great! |
gold ring 'Snowbreaker'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +14 Changes stats: +7 Str Changes resistances: +21% cold / +12% darkness / +6% temporal Changes resistances penetration: +20% darkness / +15% cold Rings make your fingers look great! |
psionicist's copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+1 eff.) Rings make your fingers look great! |
sneakthief's steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +15 (+2 eff.) Armour penetration: +9 Defense: +10 (+2 eff.) Changes stats: +5 Cun / +4 Dex It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 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 140% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
solipsist's gold ring of perseveranceCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Cun / +5 Wil Stun/Freeze immunity: +23% Life regen: +3.00 Mindpower: +5 (+1 eff.) Rings make your fingers look great! |
steel ring 'Islinn'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +8 Changes stats: +4 Str Changes resistances: +3% lightning / +6% nature / +12% blight Changes damage: +6% mind Critical mult.: +10.00% Physical save: +12 (+3 eff.) Only die when reaching: -80.00 life Maximum hate: +8.00 Rings make your fingers look great! |
stralite ring 'Aeronn'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +14 Effects on melee hit: * 13% chance to reduce all saves and defense by 33 Damage (Melee): 21 physical Effects on ranged hit: * 14% chance to reduce all saves and defense by 33 Damage (Ranged): 13 physical Changes stats: +7 Str / +4 Wil / +9 Cun Changes resistances: +36% acid Changes damage: +18% acid / +3% temporal Equilibrium when hit: +0.12 Psi when hit: +0.04 Hate when firing a critical mind attack: +2.00 Maximum hate: +13.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 4.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
stralite ring 'Cloudonslaught'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 14% Damage when hit (Melee): 10 cold Changes resistances: +18% lightning / +14% physical / +9% cold Changes resistances penetration: +20% lightning Changes damage: +15% acid / +14% physical Rings make your fingers look great! |
titan's gold ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Con Physical save: +8 (+2 eff.) Life regen: +9.00 Maximum life: +42.00 Healing mod.: +13% Rings make your fingers look great! |
voratun bloodstone ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Mag / +7 Wil Stun/Freeze immunity: +60% Spellpower: +15 (+2 eff.) Rings make your fingers look great! |
voratun bloodstone ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Mag / +7 Wil Stun/Freeze immunity: +60% Spellpower: +13 (+2 eff.) Rings make your fingers look great! |
voratun bloodstone ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% Life regen: +13.00 Maximum life: +100.00 Healing mod.: +19% Rings make your fingers look great! |
voratun bloodstone ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Mag / +7 Wil Stun/Freeze immunity: +60% Spellpower: +11 (+2 eff.) Rings make your fingers look great! |
voratun bloodstone ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +4 Con Changes resistances: +23% acid / +27% fire / +27% lightning / +20% cold Spell save: +14 (+3 eff.) Stun/Freeze immunity: +60% Maximum stamina: +30.00 Rings make your fingers look great! |
voratun bloodstone ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+2 eff.) Armour penetration: +14 Defense: +11 (+2 eff.) Stun/Freeze immunity: +60% It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 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 140% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
voratun fire opal ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes stats: +5 Mag / +7 Wil Changes damage: +10% all Spellpower: +15 (+2 eff.) Spell crit. chance: +5% Mental crit. chance: +5% Rings make your fingers look great! |
voratun ring 'Rainwild'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +39 (+6 eff.) Physical crit. chance: +4.0% Armour: +18 Changes stats: +9 Str / +8 Dex Changes resistances: +24% cold Changes damage: +21% cold Physical save: +21 (+5 eff.) Stamina each turn: +3.88 Rings make your fingers look great! |
wizard's copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+1 eff.) Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.Murkthorn (181% power, 4 apr) Requires: - Strength 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 181% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 27% chance to reduce damage dealt by 27% * 25% chance for lightning to strike from the target to a second target dealing 15 damage Damage (radius 1) on hit: +27 darkness When wielded/worn: Effects on melee hit: * 27% chance to reduce damage dealt by 27% Changes stats: +5 Cun / +17 Wil Changes resistances penetration: +25% fire Spellpower: +25 (+4 eff.) Spell crit. chance: +5% Massive two-handed mauls. |
Nexus of the Way (124% power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Power: 124% Range: 1.1x Uses stats: 60% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +6 Wil Changes resistances: +20% mind Changes resistances penetration: +20% mind Changes damage: +20% mind Confusion immunity: +30% Mindpower: +18 (+5 eff.) Mental crit. chance: +9% Activating this item is instant. It can be used to activate talent Wayist (costing 36 power out of 60/60) : Effective talent level: 1.0 Power cost: 36 out of 60/60. Range: 4 Travel Speed: instantaneous Is: a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. All their primary stats will be set to 47 (based on your Willpower and Talent Level). Your increased damage, damage penetration, and many other stats will be inherited. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
Oozing Heart (115% power, 25 apr, nature slow damage)Requires: - Willpower 36 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Power: 115% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature slow Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +25 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Cun / +6 Wil Changes resistances: +12% arcane / +12% blight Changes damage: +18% nature / +15% acid Talent masteries: +0.10 Wild-gift / Slime +0.10 Wild-gift / Ooze Spell save: +15 (+3 eff.) Mindpower: +12 (+4 eff.) Mental crit. chance: +8% It can be used to activate talent Ooze Spit (costing 12 power out of 20/20) : Effective talent level: 2.0 Power cost: 12 out of 20/20. Range: 10 Travel Speed: 800% of base Description: Spit slime at your target doing 126.84 nature damage and slowing it down by 30% for 3 turns. The damage will increase with the Dexterity stat This mindstar oozes a thick, caustic liquid. Magic seems to die around it. |
Adithra the rough leather belt =-60=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +1 Mag Stealth bonus: +5 Poison immunity: +20% Spellpower on spell critical (stacks up to 3 times): +4 Only die when reaching: -60.00 life Maximum mana: +80.00 A belt that goes around your waist. |
Beeregolar the VoidblurInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 33 Changes stats: +1 Str / +2 Dex / +4 Mag / +7 Wil Changes resistances: +6% mind / +12% darkness Maximum life: +54.00 See invisible: +3 A belt that goes around your waist. |
Bethobrenor the drakeskin leather beltInfused by nature 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 61% * 10 arcane resource burn Changes resistances: +17% acid / +3% physical / +3% darkness / +10% fire / +10% cold / +9% lightning Spell save: +12 (+2 eff.) Confusion immunity: +20% Life regen: +2.20 Maximum life: +60.00 Healing mod.: +40% A belt that goes around your waist. |
Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+4 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 18 power out of 30/30) : Effective talent level: 4.0 Power cost: 18 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 36% chance to evade melee and ranged attacks and 44 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. |
GilekathInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +12.0% Changes stats: +4 Dex / +3 Cun / +3 Con Changes resistances: +9% lightning / +6% temporal / +5% arcane / +3% acid Changes damage: +18% acid / +15% arcane Mental save: +9 (+2 eff.) Mindpower: +5 (+1 eff.) Mental crit. chance: +10% A belt that goes around your waist. |
GinorPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +14 Defense: +12 (+2 eff.) Changes stats: +6 Str Physical save: +34 (+8 eff.) Maximum life: +104.00 Maximum mana: +69.00 Maximum stamina: +52.00 Maximum hate: +16.00 Maximum psi: +34.00 Maximum vim: +38.00 Maximum pos.energy: +36.00 Maximum neg.energy: +34.00 Mindpower: +10 (+3 eff.) Infravision radius: +3 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Reduces paradox anomalies(equivalent to willpower): +20 A belt that goes around your waist. |
Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
Jetstone the drakeskin leather beltInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +12 (+3 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 27% Changes stats: +4 Con Changes resistances: +15% lightning / +20% temporal / +15% fire / +14% cold Changes resistances penetration: +10% darkness / +15% temporal Reduces incoming crit damage: 15.00% Spell save: +15 (+3 eff.) Light radius: +2 Size category: +1 A belt that goes around your waist. |
Lisonn the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Defense: +5 (+1 eff.) Effects on melee hit: * 20% chance to slow global speed by 61% Changes stats: +4 Dex / +4 Cun / +4 Con Changes resistances: +6% nature Critical mult.: +10.00% Stamina each turn: +1.00 Only die when reaching: -40.00 life Mental crit. chance: +8% A belt that goes around your waist. |
Poloyassra the PlaguespawnCrafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +11.0% Physical power: +11 (+2 eff.) Changes stats: +6 Dex / +8 Wil / +14 Cun Changes resistances: +6% blight Changes resistances penetration: +26% nature Changes damage: +12% blight / +3% temporal Damage against: +45% Summoned Reduced damage from: +35% Summoned Spell save: +10 (+2 eff.) Mental crit. chance: +15% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Size category: +1 A belt that goes around your waist. |
balancing hardened leather belt of the vagrantInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +9.0% Changes stats: +5 Dex / +5 Cun / +3 Con Mental save: +8 (+2 eff.) Mindpower: +5 (+1 eff.) Mental crit. chance: +8% A belt that goes around your waist. |
drakeskin leather belt 'Brandrazor'Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +6 Dex / +10 Mag / +10 Wil / +6 Cun / +10 Lck Changes resistances: +6% fire Trap disarming bonus: +30 Stealth bonus: +13 Mental save: +12 (+3 eff.) Equilibrium when hit: +0.20 Maximum hate: +4.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +6% Mindpower: +15 (+4 eff.) Mental crit. chance: +4% Infravision radius: +6 A belt that goes around your waist. |
hardened leather belt 'Lorelabar'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Str Changes damage: +30% temporal Critical mult.: +15.00% Life regen: +2.30 Stamina each turn: +3.00 Healing mod.: +12% A belt that goes around your waist. |
rough leather belt 'Lightlace'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +2 Dex / +5 Mag Changes resistances penetration: +15% light / +15% nature Changes damage: +18% light Stealth bonus: +7 Light radius: +3 See invisible: +12 A belt that goes around your waist. |
Cyrosekira the cashmere cloak (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Physical power: +20 (+4 eff.) Defense: +2 (+0 eff.) Changes stats: +9 Con Critical mult.: +10.00% Maximum life: +48.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Delazor (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +28 (+4 eff.) Armour penetration: +12 Defense: +2 (+0 eff.) Changes stats: +2 Str / +4 Dex / +3 Cun Changes resistances: +12% temporal Physical save: +18 (+4 eff.) Only die when reaching: -60.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Destala's Scales (10 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +6 Cun Changes resistances penetration: +10% acid Changes damage: +15% acid Talent mastery: +0.20 Wild-gift / Venom drake aspect Mindpower: +6 (+2 eff.) Talent on hit(nature): Acidic Spray (10% chance level 2). It can be used to activate talent Dissolve (costing 12 power out of 20/20) : Effective talent level: 2.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 42% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This talent will also attack with your shield, if you have one equipped. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
Glarethorn the cashmere cloak (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +4 Cun / +4 Wil Changes resistances: +6% darkness / +15% lightning Changes resistances penetration: +10% mind Changes damage: +12% mind Physical save: +3 (+0 eff.) Confusion immunity: +10% Mental crit. chance: +6% Light radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Guise of the Hated (14 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Defense: +14 (+2 eff.) Damage (Melee): 30 mind / 30 darkness Damage when hit (Melee): 30 mind / 30 darkness Changes stats: +4 Dex / +8 Wil / +6 Cun Changes resistances: +10% darkness / +10% mind Changes damage: +4% all Talent masteries: +0.30 Cursed / Gloom +0.30 Cursed / Darkness Talent granted: +5 Dark Vision Stealth bonus: +12 Mental save: +10 (+2 eff.) Hate per kill: +5.00 Mindpower: +20 (+6 eff.) Mental crit. chance: +10% Talent on hit(mindpower): Creeping Darkness (10% chance level 3). Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
Healstar (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Effects on melee hit: * 21% chance to slow global speed by 61% Damage when hit (Melee): 4 mind / 10 lightning Changes stats: +6 Str / +6 Dex / +6 Con Changes resistances: +16% mind / +6% nature Changes damage: +27% nature / +6% mind Talent mastery: +0.40 Technique / Combat training Spell save: +15 (+3 eff.) Stamina each turn: +1.50 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Mayutha (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +5 Str / +4 Mag / +6 Wil / +5 Con Changes resistances penetration: +38% arcane Changes damage: +13% arcane Critical mult.: +29.00% Physical save: +13 (+3 eff.) Mana each turn: +0.08 Maximum life: +99.00 Maximum mana: +100.00 Maximum vim: +30.00 Spellpower: +24 (+4 eff.) Spell 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. |
Serpentine Cloak (20 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +20 (+4 eff.) Changes stats: +4 Dex / +4 Wil / +4 Cun Changes resistances penetration: +20% nature Changes damage: +20% nature Talent masteries: +0.20 Cunning / Stealth +0.50 Cunning / Poisons Poison immunity: +50% Talent on hit(mindpower): Poison Strike (10% chance level 1). Cunning and malice seem to emanate from this cloak. |
elven-silk cloak 'Flaregrind' (12 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+2 eff.) Effects on melee hit: * 21% chance to reduce damage dealt by 27% * 20% chance to reduce all saves and defense by 33 Changes stats: +3 Str / +4 Con Changes resistances: +17% blight / +37% fire / +17% nature / +22% light Changes resistances penetration: +5% mind Changes damage: +3% mind / +9% fire Stealth bonus: +14 Life regen: +9.00 Healing mod.: +18% 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 'Radiancebringer' (18 def, 8 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +9 Armour: +8 Defense: +18 (+3 eff.) Damage when hit (Melee): 6 temporal Changes stats: +5 Dex / +1 Wil / +5 Cun Changes resistances: +18% nature / +17% blight Changes resistances penetration: +20% light Critical mult.: +5.00% Physical save: +25 (+6 eff.) Spell save: +22 (+4 eff.) Mental save: +21 (+5 eff.) Life regen: +7.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +1% Healing mod.: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Xerikira' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Cun / +4 Con Changes resistances penetration: +15% acid Physical save: +7 (+1 eff.) Mental save: +9 (+2 eff.) Only die when reaching: -50.00 life See invisible: +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Armuntir the Phoenixroar (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +3 Str / +1 Wil / +2 Con Changes resistances: +28% blight / +15% fire / +15% all Changes resistances penetration: +15% arcane Mental save: +18 (+4 eff.) Life regen: +4.80 Maximum life: +140.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +5% Healing mod.: +43% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Belytta (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +2 Mag Changes resistances: +45% darkness / +37% light / +15% all Changes damage: +25% light / +30% darkness / +15% arcane Spell save: +3 (+1 eff.) Mental save: +28 (+7 eff.) Maximum vim: +30.00 Spellpower: +10 (+2 eff.) Mindpower: +6 (+2 eff.) Mental crit. chance: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Crimson Robe (12 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+2 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances: +15% all Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.10 Psionic / Solipsism +0.20 Cursed / Slaughter +0.20 Cursed / Punishments Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+6 eff.) Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Hurorak the elven-silk robe (5 def, 4 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Accuracy: +25 (+4 eff.) Armour penetration: +5 Armour: +4 Defense: +5 (+1 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 5 Changes stats: +8 Str / +4 Dex / +8 Mag / +7 Wil Changes resistances: +14% blight / +13% cold / +14% lightning / +15% all Changes damage: +27% lightning / +22% physical / +6% blight / +30% cold Physical save: +26 (+6 eff.) Life regen: +5.00 Maximum life: +66.00 Healing mod.: +28% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Layyrille the Nightmoon (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Accuracy: +20 (+3 eff.) Changes stats: +3 Str / +8 Mag / +8 Wil Changes resistances: +20% blight / +9% darkness / +13% all Changes resistances penetration: +25% physical Spell save: +18 (+4 eff.) Mana each turn: +0.34 Psi each turn: +0.29 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Lisylaith the Flashwalker (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 61% Changes stats: +6 Mag / +6 Wil Changes resistances: +14% blight / +22% cold / +13% all Changes resistances penetration: +15% lightning / +5% nature Changes damage: +6% lightning / +15% cold Life regen: +3.90 Mana each turn: +0.24 Psi each turn: +0.26 Maximum life: +78.00 Healing mod.: +19% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Noontouch (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +4 Mag / +5 Wil / +2 Con Changes resistances: +10% blight / +9% all Changes damage: +7% nature Poison immunity: +21% Disease immunity: +46% Teleport immunity: +10% Life regen: +2.00 Mana each turn: +0.12 Psi each turn: +0.12 Maximum life: +52.00 Light radius: +1 Healing mod.: +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Rimewrither the linen robe (15 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Accuracy: +15 (+2 eff.) Defense: +15 (+3 eff.) Changes resistances: +7% blight / +7% all Changes damage: +6% cold / +6% physical Physical save: +18 (+4 eff.) Life regen: +2.20 Maximum life: +47.00 Maximum stamina: +30.00 Healing mod.: +13% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe 'Mardufast' (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +5 Str / +4 Mag / +5 Wil / +3 Cun Changes resistances: +7% lightning / +3% darkness / +6% fire / +9% blight / +7% cold / +24% acid / +11% all Changes damage: +5% lightning / +8% physical / +16% acid / +13% cold Critical mult.: +12.00% Hate when firing a critical mind attack: +2.00 Psi when firing a critical mind attack: +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe 'Neralrathra' (10 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +7 Mag Changes resistances: +14% acid / +17% physical / +6% light / +6% temporal / +30% blight / +20% cold / +18% fire / +15% all Changes resistances penetration: +13% temporal / +12% physical Changes damage: +13% acid / +29% temporal / +30% blight / +25% cold / +9% fire / +44% physical Talent cooldown: Refit Golem (-6 turns) Life regen: +4.00 Reduces paradox anomalies(equivalent to willpower): +15 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe 'Pyremalice' (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Effects on melee hit: * 21% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 6 temporal Changes resistances: +6% acid / +30% physical / +16% temporal / +15% all Changes resistances penetration: +15% acid / +15% fire Changes damage: +18% acid / +9% temporal / +6% fire / +30% physical A cloth vestment. It offers no intrinsic protection but can be enchanted. |
fearwoven elven-silk robe of life (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +13% blight / +15% all Changes resistances penetration: +17% darkness / +12% physical Changes damage: +10% darkness / +11% physical Life regen: +3.50 Maximum life: +75.00 Maximum hate: +10.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Healing mod.: +16% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe 'Dimwrack' (0 def, 4 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +4 Damage when hit (Melee): 4 darkness Changes stats: +6 Str / +6 Mag / +6 Wil / +6 Con Changes resistances: +12% lightning / +9% light / +13% cold / +6% nature / +13% all Changes resistances penetration: +9% darkness / +13% physical Changes damage: +22% lightning / +26% physical / +15% darkness / +25% cold / +7% nature Physical save: +3 (+0 eff.) Poison immunity: +32% Disease immunity: +36% Maximum hate: +9.00 Mindpower: +5 (+1 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven linen robe (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +5 Str / +5 Mag / +5 Wil Changes resistances: +6% lightning / +5% cold / +7% all Changes damage: +7% lightning / +7% physical / +5% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
tormentor's silk robe of life (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +5 Cun Changes resistances: +5% blight / +13% all Critical mult.: +13.00% Life regen: +2.70 Hate when firing a critical mind attack: +3.00 Psi when firing a critical mind attack: +2.00 Maximum life: +72.00 Healing mod.: +18% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
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. |
Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+0 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 12 power out of 20/20) : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Spellhunt Remnants (6 def, 8 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+1 eff.) Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +25% nature Changes damage: +25% nature Spell save: +15 (+3 eff.) Maximum life: +100.00 Mindpower: +12 (+4 eff.) Mental crit. chance: +15% Light radius: +1 When used to modify unarmed attacks: Power: 142% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Armour Penetration: +18 Crit. chance: +12.0% Attack speed: 83% When this weapon hits: Mana Clash (15% chance level 3). When this weapon hits: Antimagic Zone (15% chance level 3). On weapon hit: * 50 arcane resource burn Damage (Melee): +20 silence Can't be worn by those with arcane powers. It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 170.04 arcane damage and stunned) Activation costs 60 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
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: +3 Con / +10 Wil 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 36 power out of 60/60) : Effective talent level: 1.0 Power cost: 36 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 2 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Eye of the Forest (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+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 21 power out of 35/35) : Effective talent level: 2.0 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. 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. |
Falylatharim the Glowseam (10 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Defense: +10 (+2 eff.) Fatigue: +3% Changes resistances: +4% physical / +11% fire / +9% light / +11% cold Physical save: +12 (+3 eff.) Disease immunity: +20% Stun/Freeze immunity: +20% Teleport immunity: +20% Light radius: +2 A cap made of leather. |
Glarefame the voratun helm (0 def, 5 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +9 (+2 eff.) Armour: +5 Fatigue: +5% Changes stats: +10 Str / +1 Dex / +5 Wil / +1 Cun Changes resistances: +13% physical / +8% fire / +6% light / +11% cold Physical save: +13 (+3 eff.) Light radius: +3 See invisible: +6 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Glintshear (23 def, 4 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +4 Defense: +23 (+4 eff.) Damage when hit (Melee): 4 light Changes stats: +2 Str / +2 Dex / +4 Wil Changes resistances: +30% fire / +6% light / +2% physical Changes damage: +18% physical / +20% fire Critical mult.: +20.69% Reduces incoming crit damage: 15.52% A pointy cloth hat, very wizardly... |
Horedig (0 def, 8 armour) =20 Stun=Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +8 Fatigue: +4% Changes resistances: +6% lightning / +13% light / +11% darkness / +15% nature / +6% mind Reduces incoming crit damage: 10.00% Stun/Freeze immunity: +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Huregochik (15 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +7 Armour: +3 Defense: +15 (+3 eff.) Fatigue: +3% Changes stats: +5 Str / +3 Dex / +7 Mag / +4 Cun Changes damage: +9% physical Reduces incoming crit damage: 15.00% Only die when reaching: -80.00 life A cap made of leather. |
Infused Cerebrum (8 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Changes stats: +10 Mag / +12 Wil / +10 Cun Fear immunity: -60% Spellpower: +12 (+2 eff.) Mindpower: +12 (+4 eff.) It can be used to assault the mind of a foe to utterly dominate it Activation costs 60 power out of 150/150. This headwear seems made entirely out of half-rotten brain matter. Do you really want to put that over your head? |
Islytta the Iceream (0 def, 9 armour) =30% phys=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +9 Fatigue: +3% Changes stats: +6 Str / +6 Wil Changes resistances: +12% cold / +11% physical Changes resistances penetration: +25% physical Changes damage: +9% acid / +30% physical Critical mult.: +15.00% Physical save: +11 (+2 eff.) A cap made of leather. |
Malslek the Accursed's Hat (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +2 (+0 eff.) Damage (Melee): 30 % chance of gloom effects Changes resistances: +20% fire Changes damage: +10% darkness / +10% physical Talent mastery: +0.20 Cursed / Punishments Mental save: -10 (-3 eff.) Hate when firing a critical mind attack: +2.00 Hate per kill: +2.00 Maximum hate: +20.00 Spellpower: +10 (+2 eff.) Mindpower: +15 (+4 eff.) Mental crit. chance: +10% Healing mod.: -10% Talent on hit(spell): Agony (10% chance level 2). Talent on hit(mindpower): Hateful Whisper (10% chance level 2). This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
Mayunn (0 def, 5 armour)Requires: - Heavy armour training Infused by nature 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: +5 Str / +5 Dex / +4 Cun / +5 Con Changes resistances: +12% lightning / +10% temporal Changes resistances penetration: +15% blight Physical save: +14 (+3 eff.) Mental save: +17 (+4 eff.) Mindpower: +25 (+7 eff.) Mental crit. chance: +3% It can be used to activate talent Battle Cry, placing all other charms into a 17 cooldown : Effective talent level: 2.6 Power cost: 17 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 18 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Quasit's Skull (0 def, 12 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+3 eff.) Stun/Freeze immunity: +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Silyda the Shocklord (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +6 Mag / +6 Wil / +9 Cun Changes resistances: +9% mind Changes resistances penetration: +25% lightning Changes damage: +15% lightning / +12% temporal / +14% light / +14% physical / +6% mind / +13% darkness Mental save: +15 (+4 eff.) Spellpower: +5 (+1 eff.) A pointy cloth hat, very wizardly... |
Steel Helm of Garkul (0 def, 6 armour)Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+3 eff.) Spell save: +12 (+2 eff.) Mental save: +12 (+3 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Ulfyyon the hardened leather cap (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +11 Dex / +5 Mag Changes damage: +9% blight Spellpower: +20 (+3 eff.) Spell crit. chance: +5% Light radius: +3 A cap made of leather. |
bladed voratun helm of the bounder (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +16 Str / +7 Dex It can be used to activate talent Skullcracker, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 3078.9 Physical damage. If the attack hits, the target is confused (44% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat 'Armulathakor' (1 def, 0 armour) =2 Mag=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Dex / +2 Mag / +1 Con Changes resistances: +18% cold Changes damage: +3% arcane / +12% cold Spellpower: +5 (+1 eff.) Infravision radius: +3 A pointy cloth hat, very wizardly... |
voratun helm 'Korasin' (0 def, 10 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +7.0% Armour: +10 Fatigue: +5% Damage when hit (Melee): 6 blight Changes stats: +3 Str / +16 Lck / +5 Con Changes resistances: +3% mind Changes damage: +9% mind Physical save: +14 (+3 eff.) Mental save: +15 (+4 eff.) Mana each turn: +0.24 Vim when firing critical spell: +2.09 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +5 (+1 eff.) Spell crit. chance: +6% Mental crit. chance: +7% Infravision radius: +4 It can be used to activate talent Battle Cry, placing all other charms into a 17 cooldown : Effective talent level: 2.6 Power cost: 17 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 18 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
voratun helm 'Torarin' (0 def, 13 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +13 Fatigue: +5% Changes stats: +2 Str / +4 Dex / +2 Wil / +4 Cun / +12 Con Changes resistances: +3% blight Mindpower: +5 (+1 eff.) Infravision radius: +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
904 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. |
3 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 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. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Mayeldathra the voratun pickaxe (dig speed 14 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +3 Str / +5 Dex / +6 Mag Changes damage: +15% blight / +6% physical Critical mult.: +10.00% Vim when firing critical spell: +2.00 Maximum mana: +60.00 Spell crit. chance: +7% Infravision radius: +3 Movement speed: +10% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Ulfahek the voratun pickaxe (dig speed 9 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +6 Physical power: +8 (+2 eff.) Changes stats: +3 Cun / +6 Str Changes resistances: +12% nature / +2% physical Changes damage: +10% nature Critical mult.: +34.00% Physical save: +3 (+0 eff.) Infravision radius: +4 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Bethimirebeth' (dig speed 39 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +2 Str / +4 Mag Changes resistances: +9% acid / +11% nature / +5% arcane Changes damage: +6% nature / +6% acid See invisible: +6 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe 'Gudaribeth' (dig speed 7 turns)Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +15 Physical power: +8 (+2 eff.) Changes stats: +8 Str / +9 Dex / +7 Mag Changes damage: +13% mind / +14% fire Mental save: +10 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +10 (+2 eff.) Spell crit. chance: +2% Movement speed: +10% When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 16 cooldown : Effective talent level: 5.2 Power cost: 16 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +103 accuracy and allowing you to attack creatures you cannot see without penalty for the next 6 turns. Allows you to dig a wall, remove a tree, create ways. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "Of Knowledge And Horrors"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 4 It can be used to read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
3 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+1 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+1 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Cut Drem ArmPowered by unknown forces 2.00 Encumbrance. [Unique] Type: misc / gross ; tier 3 When wielded/worn: Damage when hit (Melee): 25 darkness Disarm immunity: +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
AirbileInfused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +8 (+2 eff.) Damage when hit (Melee): 10 blight Changes stats: +10 Wil Changes resistances: +6% mind Changes resistances penetration: +5% lightning Changes damage: +11% mind / +9% lightning Critical mult.: +17.00% Maximum life: +59.00 Light radius: +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Flashschism the dwarven lanternInfused by nature Infused by arcane disrupting forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+2 eff.) Damage when hit (Melee): 6 mind Changes stats: +17 Wil Changes resistances: +3% all Changes damage: +9% light Critical mult.: +18.00% Spell save: +10 (+2 eff.) Hate when firing a critical mind attack: +3.00 Maximum life: +61.00 Mental crit. chance: +2% Light radius: +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
LightningtrailInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +2 Changes resistances: +6% lightning Changes damage: +18% physical Critical mult.: +20.88% Equilibrium when hit: +0.12 Maximum life: +77.00 Mindpower: +25 (+7 eff.) Mental crit. chance: +7% Light radius: +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
TundrawardInfused by arcane disrupting forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Defense: +10 (+2 eff.) Changes resistances: +6% acid / +3% all Changes resistances penetration: +25% physical Changes damage: +6% cold Spell save: +7 (+1 eff.) Only die when reaching: -80.00 life Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
dwarven lantern 'Dagylin'Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +9 (+2 eff.) Defense: +13 (+2 eff.) Changes stats: +3 Cun / +7 Wil Critical mult.: +17.00% Physical save: +20 (+5 eff.) Spell save: +17 (+3 eff.) Mental save: +28 (+7 eff.) Equilibrium when hit: +0.04 Maximum hate: +8.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +1% Light radius: +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
dwarven lantern 'Eletha'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +10 Physical crit. chance: +6.0% Physical power: +9 (+2 eff.) Damage when hit (Melee): 8 temporal Changes stats: +5 Wil Changes resistances penetration: +15% all Changes damage: +6% temporal Critical mult.: +25.00% Blindness immunity: +36% Confusion immunity: +19% Spellpower: +10 (+2 eff.) Light radius: +12 See stealth: +25 See invisible: +17 It can be used to activate talent Track, placing all other charms into a 24 cooldown : Effective talent level: 3.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 24 for 6 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
watchleader's alchemist's lamp of clarityCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Mental save: +8 (+2 eff.) Blindness immunity: +25% Confusion immunity: +16% Light radius: +9 See stealth: +24 See invisible: +21 It can be used to activate talent Track, placing all other charms into a 24 cooldown : Effective talent level: 2.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 20 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
watchleader's brass lantern of the zealotInfused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% all Spell save: +6 (+1 eff.) Blindness immunity: +24% Confusion immunity: +11% Light radius: +7 See stealth: +7 See invisible: +7 It can be used to activate talent Track, placing all other charms into a 24 cooldown : Effective talent level: 3.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 24 for 6 turns. The radius will increase with your Cunning. 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. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+2 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 12 power out of 25/25) : Effective talent level: 3.0 Power cost: 12 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 13 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Telos's Staff CrystalPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff Activation costs 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
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. |
Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+1 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
56 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
5 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. |
16 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. |
6 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 122 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 335.72 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 15 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Blindvagrant the yew totem of summon tentacle [power 265] (9/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes stats: +5 Cun Changes resistances: +5% arcane Changes resistances penetration: +10% mind Changes damage: +3% arcane Mental save: +15 (+4 eff.) Mindpower: +10 (+3 eff.) Mental crit. chance: +4% Light radius: +3 It can be used to summon a resilient tentacle up to 5 spaces away for 8 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 692 Base Damage: 294 Armor: 14 All Resist: 26 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 21% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Hailmight the elven-wood totem of summon tentacle [power 365] (9/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Changes resistances: +18% nature / +9% lightning Changes resistances penetration: +20% acid / +15% cold / +25% light Changes damage: +12% acid / +27% cold / +12% light It can be used to summon a resilient tentacle up to 5 spaces away for 11 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 970 Base Damage: 445 Armor: 40 All Resist: 30 Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 3 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
Hazeflash [power 365] (9/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +4 Cun Changes resistances: +9% cold Changes resistances penetration: +25% mind / +15% acid Changes damage: +21% acid / +12% cold Mental save: +6 (+1 eff.) Hate when firing a critical mind attack: +2.00 It can be used to summon a resilient tentacle up to 5 spaces away for 11 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1050 Base Damage: 392 Armor: 40 All Resist: 35 Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 52% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Lisessra the Nimbusveil [power 464] (9/9 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Changes resistances: +15% lightning / +3% temporal Changes resistances penetration: +26% temporal Changes damage: +18% temporal It can be used to sting an enemy dealing 506 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 9 turns. When used: * Increase the duration of 3 beneficial effects by 2. * Reduce 3 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
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 6 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
ash totem of stinging 'Aerolaith' [power 182] (9/9 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 33 Changes resistances: +9% blight Changes resistances penetration: +5% blight It can be used to sting an enemy dealing 198 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 9 turns. When used: * Increase all damage penetration by 14% for 2 turns. * Gain a 15% chance to evade weapon attacks for 2 turns. * Increase all damage by 13% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
powerful dragonbone totem of healing [power 512] (9/9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to heal yourself and all friendly characters within 10 spaces for 512 Activation puts all charms on cooldown for 9 turns. When used: * Increase all damage by 21% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 18 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
13 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. |
14 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
14 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. |
3 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By King the Krog Berserker level 37
9th Mirth 123rd year of Ascendancy at 08:41 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By King the Krog Berserker level 50
22nd Dusk 124th year of Ascendancy at 02:41 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By King the Krog Berserker level 36
7th Mirth 123rd year of Ascendancy at 16:39 see stats
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By King the Krog Berserker level 20
71st Dusk 122nd year of Ascendancy at 11:00 see stats
Arachnophobia (Insane (Roguelike) difficulty)
Destroyed the spydric menace.By King the Krog Berserker level 50
67th Dusk 124th year of Ascendancy at 23:07 see stats
Are you out of your mind?! (Insane (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By King the Krog Berserker level 41
39th Dusk 123rd year of Ascendancy at 03:04 see stats
Back and there again (Insane (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By King the Krog Berserker level 50
67th Pyre 124th year of Ascendancy at 10:46 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By King the Krog Berserker level 40
32nd Dusk 123rd year of Ascendancy at 01:31 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By King the Krog Berserker level 26
53rd Haze 122nd year of Ascendancy at 01:15 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By King the Krog Berserker level 10
3rd Summertide 122nd year of Ascendancy at 01:56 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By King the Krog Berserker level 38
4th Flare 123rd year of Ascendancy at 21:26 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By King the Krog Berserker level 33
76th Pyre 123rd year of Ascendancy at 09:22 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun.By King the Krog Berserker level 23
39th Haze 122nd year of Ascendancy at 23:51 see stats
Evil denied (Insane (Roguelike) difficulty)
Won ToME by preventing the Void portal from opening.By King the Krog Berserker level 50
50th Haze 124th year of Ascendancy at 18:33 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By King the Krog Berserker level 24
42nd Haze 122nd year of Ascendancy at 14:51 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By King the Krog Berserker level 29
7th Decay 122nd year of Ascendancy at 15:37 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By King the Krog Berserker level 50
41st Dusk 124th year of Ascendancy at 10:07 see stats
Fear of Fours (Insane (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By King the Krog Berserker level 50
61st Dusk 124th year of Ascendancy at 15:44 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By King the Krog Berserker level 30
11st Pyre 123rd year of Ascendancy at 18:20 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Roguelike) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By King the Krog Berserker level 44
63rd Haze 123rd year of Ascendancy at 12:15 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By King the Krog Berserker level 10
3rd Summertide 122nd year of Ascendancy at 01:54 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By King the Krog Berserker level 20
60th Dusk 122nd year of Ascendancy at 13:17 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By King the Krog Berserker level 30
39th Regrowth 123rd year of Ascendancy at 16:22 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By King the Krog Berserker level 40
28th Dusk 123rd year of Ascendancy at 23:45 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By King the Krog Berserker level 50
36th Pyre 124th year of Ascendancy at 22:26 see stats
Orcrist (Insane (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By King the Krog Berserker level 50
41st Dusk 124th year of Ascendancy at 06:23 see stats
Overpowered! (Insane (Roguelike) difficulty)
Did over 6000 damage in one attack.By King the Krog Berserker level 50
18th Dusk 124th year of Ascendancy at 05:08 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By King the Krog Berserker level 22
37th Haze 122nd year of Ascendancy at 13:17 see stats
Portal destroyer (Insane (Roguelike) difficulty)
Fought the two Sorcerers and closed one invocation portal.By King the Krog Berserker level 50
50th Haze 124th year of Ascendancy at 18:31 see stats
Race through fire (Insane (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By King the Krog Berserker level 50
9th Dusk 124th year of Ascendancy at 12:15 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By King the Krog Berserker level 34
79th Pyre 123rd year of Ascendancy at 23:30 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By King the Krog Berserker level 17
52nd Dusk 122nd year of Ascendancy at 04:47 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By King the Krog Berserker level 39
27th Dusk 123rd year of Ascendancy at 20:09 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By King the Krog Berserker level 23
39th Haze 122nd year of Ascendancy at 20:39 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By King the Krog Berserker level 9
6th Mirth 122nd year of Ascendancy at 13:53 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By King the Krog Berserker level 50
6th Flare 124th year of Ascendancy at 03:35 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By King the Krog Berserker level 29
34th Regrowth 123rd year of Ascendancy at 15:00 see stats
The Sun Still Shines (Insane (Roguelike) difficulty)
Aeryn survived the last battle.By King the Krog Berserker level 50
50th Haze 124th year of Ascendancy at 18:33 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By King the Krog Berserker level 45
3rd Allure 124th year of Ascendancy at 00:26 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By King the Krog Berserker level 42
71st Dusk 123rd year of Ascendancy at 18:49 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By King the Krog Berserker level 26
46th Haze 122nd year of Ascendancy at 08:18 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By King the Krog Berserker level 17
51st Dusk 122nd year of Ascendancy at 22:28 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By King the Krog Berserker level 36
6th Mirth 123rd year of Ascendancy at 20:18 see stats
Log
Shield of Light hits High Sun Paladin Aeryn for 12 healing, 12 healing, 12 healing, 12 healing, 12 healing, 12 healing (0 total damage) [74 healing].
A shield forms around High Sun Paladin Aeryn.
High Sun Paladin Aeryn receives 73 healing from High Sun Paladin Aeryn's healing light area effect.
King receives 72 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn deactivates Chant of Fortitude.
Chant of Fortitude has been disrupted by anti-magic forces!
High Sun Paladin Aeryn's Chant of Fortress has been disrupted by anti-magic forces!
High Sun Paladin Aeryn activates Chant of Resistance.
High Sun Paladin Aeryn is free from the illness.
High Sun Paladin Aeryn is cured!
King uses Execution.
King performs a melee critical strike against High Sun Paladin Aeryn!
The shield around High Sun Paladin Aeryn crumbles.
High Sun Paladin Aeryn deactivates Second Life.
High Sun Paladin Aeryn has been healed by a blast of positive energy!
King performs a melee critical strike against High Sun Paladin Aeryn!
High Sun Paladin Aeryn is disarmed!
Melee retaliation hits King for (24 antimagic), 0 light, (24 antimagic), 0 light (0 total damage).
High Sun Paladin Aeryn receives 19499 healing.
King hits High Sun Paladin Aeryn for (73 absorbed), 0 physical, 412 physical, 9 lightning, 40 physical, 26 darkness, 9 lightning, 40 physical (538 total damage).
Shield of Light hits High Sun Paladin Aeryn for 13 healing, 13 healing, 13 healing, 13 healing, 13 healing, 13 healing, 13 healing (0 total damage) [89 healing].
A shield forms around High Sun Paladin Aeryn.
High Sun Paladin Aeryn receives 75 healing from High Sun Paladin Aeryn's healing light area effect.
King receives 72 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn feels pain again.
King uses Unstoppable.
King no longer revels in blood quite so much.





































































































































































