












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Krog |
| Class | Marauder |
| Level / Exp | 50 / 1967% |
| Size | big |
| Lifes / Deaths | Killed by ghast at level 50 on the 2nd Flare 123rd year of Ascendancy at 14:28 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 127 (base 64) |
| Dexterity | 104 (base 60) |
| Constitution | 68 (base 32) |
| Magic | 30 (base 14) |
| Willpower | 23 (base 10) |
| Cunning | 107 (base 60) |
Resources
| Life | 1837/1965 |
| Psi | 113/113 |
| Stamina | 179/261 |
| Equilibrium | 28 |
| Healing Factor | 1.6681295749341 |
| Regeneration | 66.611967181681 |
Speed
| Mental | +37.999844181869% |
| Attack | 0% |
| Movement | +1000% |
| Spell | 0% |
| Global | +160.79959487286% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 7 |
| See Stealth | 70.798473426641 |
| See Invisible | 76.798473426641 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 215 |
| Accuracy | 73 |
| Crit Chance | 140% |
| APR | 101 |
| Speed | 0.72 |
Offense: Offhand
| Damage | 170 |
| Accuracy | 73 |
| Crit Chance | 136% |
| APR | 101 |
| Speed | 0.72 |
Offense: Spell
| Spellpower | 14 |
| Crit Chance | 30% |
| Speed | 1 |
Offense: Mind
| Mindpower | 44 |
| Crit Chance | 49% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +31% |
| Lightning | +63% |
| Light | +5% |
| Nature | +53% |
| Darkness | +59% |
| Physical | +114% |
| Mind | +32% |
| All | +2% |
Offense: Damage Penetration
| Darkness | +17% |
| Lightning | +10% |
| Physical | +83% |
| Mind | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | -31.337537930969 (57.718496631565%) |
| Defense | 75 |
| Ranged Defense | 75 |
| Fatigue | 0 |
| Physical Save | 47 |
| Spell Save | 41 |
| Mental Save | 47 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Blight | + 70%( 70%) |
| Physical | + 70%( 70%) |
| Cold | + 70%( 70%) |
| All | + 74%( 70%) |
| Darkness | + 70%( 70%) |
| Light | + 70%( 70%) |
| Temporal | + 70%( 70%) |
| Lightning | + 70%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 70%( 70%) |
Defense: Immunities
| Pinning Resistance | 34% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 45% |
| Silence Resistance | 0% |
| Stun Resistance | 100% |
| Poison Resistance | 43% |
| Knockback Resistance | 38% |
Inscriptions (4/4)
| Infusions | Effective talent level: 2.5 Infusion: HealingUse 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 332 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 2.5 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 41% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 2.5 Infusion: MovementUse 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 960% 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. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and magical effect and reduce all damage taken by 31% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Combat techniques | 1.60 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Technique / Bloodthirst | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Duelist | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Dual techniques | 1.60 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Technique / Battle tactics | 1.60 |
| 4/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Cunning / Poisons | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 4/5 |
| Technique / Throwing knives | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Technique / Combat training | 1.60 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Thuggery | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Conditioning | 1.60 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Wild-gift / Antimagic | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Mobility | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cunning / Survival | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Quickdraw |
| talent | Apply Poison |
| talent | Trained Reactions |
| talent | Crippling Poison |
| talent | Numbing Poison |
| talent | Total Thuggery |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | 16% chance to stun any foes hit. Wrath of the Wilds |
| detrimental effect | Cannot heal higher than 1852 life. Blood Lock |
| beneficial effect | The thrill of combat improves the target's maximum life by 15%, life regeneration by 33.95, and stamina regeneration by 6.79. Bloodbath |
| beneficial effect | Has 7 throwing knives prepared: 7 KnivesRange: 7 Net Damage: 179 - 250 Accuracy: 89 (knife) APR: 108 Crit Chance: +150% Crit mult: 357% Uses Stats: 70% Dex, 50% Str |
| detrimental effect | The target has been splashed with acid, taking 49.98 acid damage per turn, reducing armour by 70 and attack by 61. Acid Splash |
| beneficial effect | The target ignores pain, reducing all damage taken by 41%. Pain Suppression |
| beneficial effect | You gain 104% resistance against acid, light and blight. Resolve |
| beneficial effect | Each melee blow landed has a 69% chance to trigger an additional melee blow (up to once per turn for each weapon). Greater Weapon Focus |
| detrimental effect | The target has recently performed an extreme feat of agility and is exhausted. The stamina cost of activated Mobility talents is increased by 38%. Exhaustion |
| beneficial effect | Increases global action speed by 60%. Speed |
| beneficial effect | Increases defense by 23. Mobile Defense |
| beneficial effect | Movement is 1000% faster. Step Up |
| beneficial effect | Parrying melee and ranged attacks: Has a 71% chance to deflect up to 40 damage from the next 3.1 attack(s). Parried attacks cannot crit. Parrying |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You 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 again | active |
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 |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You abandoned lone alchemist, to death. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Dexterity by +5. | done |
You failed to protect the lone alchemist from death by giant venus flytrap. Escort: lone alchemist (level 3 of Trollmire) | failed |
You failed to protect the lost defiler from death by The Fragmented Essence of Harkor'Zun. Escort: lost defiler (level 2 of Daikara) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 7 of Dreadfell. Escort: lost sun paladin (level 7 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Ruins of Kor'Pul. Escort: worried loremaster (level 2 of Ruins of Kor'Pul)As a reward you improved talent Disarm (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Dreadfell. Escort: worried loremaster (level 3 of Dreadfell)As a reward you improved Strength by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * 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 fire 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. * 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: 2844. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. | active |
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 within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Boots of the Hunter (2 def, 12 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+2 eff.) Armour: +12 Defense: +2 (+0 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 16 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 | BeluleranInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +5 Physical crit. chance: +6.0% Changes stats: +3 Str / +6 Cun / +15 Con Critical mult.: +20.00% Physical save: +15 (+5 eff.) Light radius: +5 Healing mod.: +30% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Nimbustorrent 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: Armour: +5 Fatigue: +5% Damage when hit (Melee): 2 acid / 2 blight Changes stats: +26 Str / +7 Dex / +8 Cun / +7 Con Changes resistances: +9% blight / +6% lightning Changes resistances penetration: +10% lightning Changes damage: +24% lightning Skullcracker multiplicator: +3 It can be used to activate talent Skullcracker, placing all other charms into a 10 cooldown : Effective talent level: 7.2 Power cost: 10 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 2627.5 Physical damage. If the attack hits, the target is confused (45% effect) for 7 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. |
| On hands | Flashmight (0 def, 12 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +12 Fatigue: +5% Damage (Melee): 12 physical Changes stats: +6 Str / +4 Dex Changes resistances: +12% acid Changes damage: +9% lightning / +23% physical Critical mult.: +20.00% Maximum stamina: +30.00 When used to modify unarmed attacks: Base power: 30.0 - 42.0 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Sand Breath (10% chance level 5). Damage (radius 1) on hit: +13 physical Damage (radius 2) on crit: +15 physical Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Dredomnir the stralite torque of clear mind [power 4] (13 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Accuracy: +31 (+7 eff.) Effects on melee hit: * 20% chance to reduce armor by 17% Changes stats: +4 Str Changes damage: +15% mind / +15% physical Critical mult.: +15.00% Stamina each turn: +3.13 It can be used to remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 13 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent category bonus: +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
| On fingers | CystwitherCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical crit. chance: +3.0% Physical power: +30 (+6 eff.) Armour: +4 Defense: +18 (+4 eff.) Changes stats: +12 Cun / +2 Mag Changes damage: +21% nature Critical mult.: +15.00% Reduces incoming crit damage: 15.00% Infravision radius: +3 Rings make your fingers look great! |
| Around neck | Xanelaith the BlindstriderInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Dex Changes resistances: +20% temporal Changes damage: +3% light / +15% mind Critical mult.: +20.00% Reduces incoming crit damage: 5.00% Pinning immunity: +34% Knockback immunity: +38% Mindpower: +5 (+2 eff.) Infravision radius: +1 Amulets make your neck look great! |
| In main hand | Rootbreaker (43-60 power, 6 apr)Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 43.5 - 60.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% 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% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +12 nature Damage against: +24% Unnatural When wielded/worn: Armour penetration: +12 Physical crit. chance: +19.0% Physical power: +10 (+2 eff.) Armour: +6 Effects on melee hit: * 20% chance to slow global speed by 55% Critical mult.: +30.00% Mental save: +6 (+2 eff.) One-handed war axes. |
| Around waist | Murkglamour the drakeskin leather beltCrafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +13.0% Defense: +23 (+5 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 8 Changes stats: +5 Cun / +6 Dex Changes resistances: +6% darkness / +9% fire Changes resistances penetration: +17% physical Changes damage: +24% darkness / +24% physical Stealth bonus: +12 Mental crit. chance: +12% A belt that goes around your waist. |
| In off hand | Fulyleg (45-63 power, 6 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 45.5 - 63.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +19 darkness Damage against: +13% Living When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +12 Physical crit. chance: +9.0% Damage when hit (Melee): 2 acid Changes stats: +6 Dex / +3 Mag / +4 Con Changes resistances: +6% light Critical mult.: +31.00% Reduces incoming crit damage: 17.56% Combat speed: +10% Blunt and deadly. |
| Cloak | Lisunor the Snowimmortal (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +51 (+11 eff.) Armour penetration: +15 Physical crit. chance: +4.0% Defense: +3 (+0 eff.) Fatigue: -9% Changes stats: +5 Cun Changes resistances: +6% cold Critical mult.: +13.00% Stealth bonus: +13 Only die when reaching: -60.00 life Maximum life: +168.00 Maximum stamina: +42.00 See invisible: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | elven-silk robe 'Dimprophet' (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: +7 Str / +7 Mag / +6 Wil / +5 Con Changes resistances: +11% lightning / +10% cold / +15% all Changes resistances penetration: +19% physical / +15% mind / +17% darkness Changes damage: +28% lightning / +50% physical / +33% darkness / +29% cold / +30% nature Critical mult.: +10.00% Mental save: +6 (+2 eff.) Poison immunity: +43% Disease immunity: +50% Hate when firing a critical mind attack: +5.00 Maximum hate: +13.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +7% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
This item will automatically be transmogrified when you leave the level.movement infusion (speed 709%; 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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 709% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the psychic (speed 573%; 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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 573% 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. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the titan (speed 920%; 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: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 920% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the warrior (speed 1064%; 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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1064% 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. 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 duelist (heal 560; 12 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 560 life over 5 turns. 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. |
regeneration infusion of the warrior (heal 945; 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: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 945 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. |
regeneration infusion of the warrior (heal 491; 12 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 491 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. |
regeneration infusion of the warrior (heal 522; 15 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: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 522 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. |
This item will automatically be transmogrified when you leave the level.wild infusion (res 24%; mental, physical; dur 2; 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: 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 and physical effect and reduce all damage taken by 24% for 2 turns. Also removes cross-tier effects of the affected types for free. 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! |
Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
Earohor the steel amuletInfused by nature Infused by arcane disrupting forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% lightning / +3% temporal / +3% light / +10% blight / +12% nature / +5% arcane Talent mastery: +0.14 Technique / Mobility Poison immunity: +23% Disease immunity: +20% Stun/Freeze immunity: +22% Amulets make your neck look great! |
Hathekalthohell the Blindstrider =8 will=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 23% * 20% chance to reduce all saves and defense by 28 Damage when hit (Melee): 2 darkness Changes stats: +8 Wil Maximum hate: +6.00 Maximum psi: +20.00 Amulets make your neck look great! |
ZahellInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Defense: +10 (+2 eff.) Changes resistances: +10% fire / +6% darkness / +10% cold Changes resistances penetration: +10% physical Changes damage: +3% physical Mental save: +3 (+1 eff.) Amulets make your neck look great! |
clarifying steel amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% mind Cut immunity: +50% Confusion immunity: +20% Healing mod.: +15% It can be used to activate talent Heal, placing all other charms into a 18 cooldown : Effective talent level: 3.5 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 310 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
copper amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Cut immunity: +50% Healing mod.: +10% It can be used to activate talent Heal, placing all other charms into a 18 cooldown : Effective talent level: 2.5 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 271 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
gold amulet of constitution (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Con Amulets make your neck look great! |
voratun amulet 'Smearvagrant'Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +17 (+4 eff.) Defense: +20 (+5 eff.) Damage when hit (Melee): 4 nature Changes stats: +6 Wil / +7 Cun / +20 Lck Changes resistances: +3% temporal / +30% light / +22% darkness Changes resistances penetration: +5% temporal Changes damage: +12% temporal Mental save: +15 (+5 eff.) Blindness immunity: +39% Confusion immunity: +21% Mindpower: +15 (+5 eff.) Light radius: +1 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Reduce all damage from unseen attackers: 14% Amulets make your neck look great! |
wanderer's voratun amulet of cunning (+8)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -7% Changes stats: +8 Dex / +14 Cun / +8 Con Life regen: +3.00 Stamina each turn: +0.70 Movement speed: +10% Amulets make your neck look great! |
Branedig the NightsunPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +30 (+6 eff.) Defense: +10 (+2 eff.) Changes stats: +2 Dex / +6 Mag / +4 Wil / +1 Cun Changes resistances: +6% darkness / +2% physical Spell save: +12 (+4 eff.) Rings make your fingers look great! |
Chargequench the stralite ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +6 (+1 eff.) Changes resistances: +37% lightning / +24% fire Changes resistances penetration: +5% lightning Changes damage: +26% lightning / +12% fire / +9% arcane / +5% all Spellpower: +7 (+2 eff.) Mindpower: +12 (+4 eff.) Rings make your fingers look great! |
Deepsidol the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 23% Damage when hit (Melee): 8 cold Changes damage: +15% cold / +9% light / +12% darkness Stun/Freeze immunity: +28% Life regen: +3.00 Light radius: +3 Rings make your fingers look great! |
FurnacetaintCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +20 Damage when hit (Melee): 8 fire Changes stats: +10 Str / +5 Dex Changes resistances: +5% arcane / +5% physical Changes damage: +15% fire / +21% arcane / +9% cold Critical mult.: +20.88% Rings make your fingers look great! |
GloomstakeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Str / +7 Dex / +6 Con Changes resistances: +9% darkness / +6% physical Changes damage: +15% physical Physical save: +12 (+4 eff.) Rings make your fingers look great! |
Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+4 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Mayida the GlittergoreCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +6 Defense: +12 (+3 eff.) Changes stats: +6 Cun Changes resistances: +6% physical / +9% light / +12% fire Changes damage: +12% light Only die when reaching: -60.00 life Maximum life: +104.40 Rings make your fingers look great! |
Ragohell =4 cun=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Str / +2 Dex / +4 Cun Changes resistances: +22% acid Changes damage: +11% acid / +12% mind Infravision radius: +1 See invisible: +3 Rings make your fingers look great! |
Ravencast the copper ring =5 cun 5 will=Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 23% Changes stats: +5 Cun / +5 Wil Changes resistances: +9% blight / +6% mind Mental save: +3 (+1 eff.) Life regen: +4.00 Mindpower: +6 (+2 eff.) Rings make your fingers look great! |
Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+3 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
SatyrfiendCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +16 (+4 eff.) Effects on melee hit: * 20% chance to slow global speed by 55% Changes stats: +8 Dex Changes resistances: +6% lightning Changes damage: +9% nature Critical mult.: +20.00% Hate when firing a critical mind attack: +4.00 Mindpower: +30 (+10 eff.) Rings make your fingers look great! |
Shinemight the stralite ringPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 10 mind Changes resistances: +30% fire / +36% light / +3% mind Changes damage: +15% light / +15% fire Stun/Freeze immunity: +33% Life regen: +6.00 Light radius: +2 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 3 tidal wave that expands slowly over 7 turns, dealing 13.74 cold and 22.44 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 30 power out of 60/60. This azure ring seems to be always moist to the touch. |
Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
conjurer's voratun ring of wardingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Mag / +5 Wil Changes resistances: +24% acid / +22% fire / +20% lightning / +20% cold Spellpower: +8 (+2 eff.) Rings make your fingers look great! |
copper ring 'Nimbusnigh'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +22% fire Changes damage: +6% lightning / +11% fire Mental save: +6 (+2 eff.) Maximum hate: +10.00 Mindpower: +5 (+2 eff.) Mental crit. chance: +2% Rings make your fingers look great! |
gladiator's steel ring =4 con=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+1 eff.) Changes stats: +5 Str / +4 Con Rings make your fingers look great! |
gold ring 'Hanuran'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +6% blight / +12% fire / +3% nature Changes damage: +21% mind Critical mult.: +5.00% Stun/Freeze immunity: +33% Life regen: +6.00 Equilibrium when hit: +0.24 Rings make your fingers look great! |
pixie's voratun ring of pilferingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +12 Defense: +13 (+3 eff.) Changes stats: +8 Cun / +7 Mag Spellpower: +13 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 5 cooldown : Effective talent level: 5.6 Power cost: 5 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 7 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 207% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
rogue's steel ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+1 eff.) Changes stats: +3 Cun Mental save: +5 (+2 eff.) Confusion immunity: +22% Rings make your fingers look great! |
solipsist's gold ring of lifeInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Cun / +6 Wil Life regen: +5.00 Maximum life: +67.00 Mindpower: +8 (+3 eff.) Healing mod.: +10% Rings make your fingers look great! |
solipsist's steel ring of perseveranceCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Cun / +5 Wil Stun/Freeze immunity: +21% Life regen: +3.00 Mindpower: +7 (+2 eff.) Rings make your fingers look great! |
steel ring 'Chargegore'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 10 lightning Changes stats: +4 Mag / +6 Wil / +8 Cun Changes resistances: +12% lightning Disarm immunity: +32% Pinning immunity: +32% Knockback immunity: +32% Life regen: +11.00 Maximum life: +94.00 Mindpower: +7 (+2 eff.) Healing mod.: +13% Rings make your fingers look great! |
treant's voratun ring of miseryInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 16% chance to reduce all saves and defense by 28 Damage (Melee): 26 physical Effects on ranged hit: * 15% chance to reduce all saves and defense by 28 Damage (Ranged): 25 physical Changes stats: +6 Cun Changes resistances: +14% nature / +14% blight Poison immunity: +28% Disease immunity: +22% Hate when firing a critical mind attack: +2.00 Maximum hate: +12.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 10 cooldown : Effective talent level: 8.8 Power cost: 10 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 192% weapon damage. If the attack hits, the target will bleed for 359% weapon damage over 7 turns, and all healing will be reduced by 83%. Rings make your fingers look great! |
voratun ring 'Xerisevea'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Changes stats: +9 Dex / +7 Wil / +11 Cun / +8 Con Changes resistances: +9% nature / +6% cold Physical save: +12 (+4 eff.) Mental save: +14 (+5 eff.) Rings make your fingers look great! |
voratun ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +16 (+4 eff.) Armour penetration: +14 Defense: +15 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 5 cooldown : Effective talent level: 5.6 Power cost: 5 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 7 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 207% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.voratun dagger of disruption (40-52 power, 9 apr) Requires: - Dexterity 48 Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 40.0 - 52.0 Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 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 against: +30% Unnatural Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.acidic voratun greatsword of massacre (73-117 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 73.5 - 117.6 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 crit: * Splash the target with acid dealing 22 damage over 5 turns and reducing armor and accuracy by 3 Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.dragonbone longbow 'Thunderdash' Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 When wielded/worn: Changes stats: +9 Dex / +5 Mag Changes resistances: +6% arcane / +15% lightning Changes resistances penetration: +34% lightning Changes damage: +24% blight Mana each turn: +0.36 Mana when firing critical spell: +2.72 Spellpower: +40 (+8 eff.) Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.enhanced dragonbone longbow of true flight Requires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 When wielded/worn: Accuracy: +23 (+5 eff.) Physical crit. chance: +23.0% Changes stats: +18 Str / +20 Dex / +17 Mag / +17 Wil / +20 Cun / +20 Con Longbows are used to shoot arrows at your foes. |
Perseverance (31-43 power, 9 apr)Requires: - Willpower 24 - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 It is part of a set of items. It is said perseverance comes hand in hand with dedication. Base power: 31.0 - 43.4 Uses stats: 20% Wil, 90% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +9 Crit. chance: +12.0% Attack speed: 100% On weapon crit: * restore 7 stamina and equilibrium Damage (Melee): +15 manaburn arcane When wielded/worn: Talent mastery: +0.00(-) Race / Krog Spell save: +18 (+6 eff.) Confusion immunity: +30% Stun/Freeze immunity: +10% It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The sword symbolizes the krogs committment to their task of fighting against the forces of the arcane. With each slash the krog would endevor to continue, until at last their opponents would fall. |
Punae's Blade (46-64 power, 4 apr)Requires: - Strength 30 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 46.0 - 64.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +20.0% Defense: +40 (+9 eff.) Combat speed: +20% Chance to avoid attacks: +10% This very thin sword cuts through the air with ease, allowing remarkably quick movement. |
Dedication (31-43 power, 6 apr)Requires: - Cunning 24 - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 3 It is part of a set of items. It is said perseverance comes hand in hand with dedication. Base power: 31.0 - 43.4 Uses stats: 20% Cun, 90% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +20.0% Attack speed: 100% Damage (radius 2) on crit: +50 manaburn arcane When wielded/worn: Changes resistances: +15% arcane / +20% blight It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The mace symbolizes the krogs willingness to endure until the final blow is struck against the arcane. Commonly the mace would be used to batter a mage senseless, thus preventing them from being able to cast their spells. |
This item will automatically be transmogrified when you leave the level.voratun mace of projection (45-62 power, 6 apr) Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 45.0 - 63.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.Furnacequench the dragonbone magestaff (30-36 power, 6 apr, cold element) Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +6 Changes stats: +13 Con Changes resistances: +9% lightning / +6% temporal Changes resistances penetration: +10% fire Changes damage: +30% cold Talent granted: +1 Command Staff Critical mult.: +20.00% Poison immunity: +20% Disease immunity: +27% Cut immunity: +10% Knockback immunity: +20% Teleport immunity: +20% Life regen: +4.00 Maximum life: +60.00 Spellpower: +35 (+8 eff.) Spell crit. chance: +20% Healing mod.: +57% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.magewarrior's short dragonbone magestaff of wizardry (30-36 power, 6 apr, fire element) Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +11 (+2 eff.) Physical crit. chance: +10.0% Physical power: +15 (+3 eff.) Changes stats: +6 Mag / +5 Wil Changes damage: +30% fire Talent granted: +1 Command Staff Maximum mana: +106.00 Spellpower: +37 (+8 eff.) Spell crit. chance: +9% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.enhanced orichalcum trident of ruin (53-84 power, 16 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 53.0 - 84.8 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Armour penetration: +21 Physical crit. chance: +20.0% Changes stats: +19 Str / +19 Dex / +17 Mag / +19 Wil / +16 Cun / +17 Con Critical mult.: +49.00% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level.chilling dwarven-steel waraxe of phasing (19-27 power, 21 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 19.5 - 27.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +21 Crit. chance: +4.5% Attack speed: 100% Damage Shield penetration (this weapon only): +16% Damage (Melee): +19 cold One-handed war axes. |
This item will automatically be transmogrified when you leave the level.quick dwarven-steel waraxe (21-29 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 21.0 - 29.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +16 (+4 eff.) Changes stats: +5 Dex Combat speed: +10% One-handed war axes. |
Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+5 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 15 power out of 30/30) : Effective talent level: 8.8 Power cost: 15 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 40% chance to evade melee and ranged attacks and 86 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. |
Malazilarach the GrowticklerInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +30 (+6 eff.) Effects on melee hit: * 20% chance to slow global speed by 55% Damage when hit (Melee): 2 cold Changes resistances: +9% nature Critical mult.: +10.00% Physical save: +6 (+2 eff.) Mindpower: +4 (+1 eff.) A belt that goes around your waist. |
balancing drakeskin leather belt of recklessnessCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Physical power: +5 (+1 eff.) Changes stats: +4 Cun / +5 Dex Critical mult.: +10.00% Mental crit. chance: +9% A belt that goes around your waist. |
drakeskin leather belt 'Ce'Nyldamira'Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Armour: +6 Fatigue: -9% Changes resistances: +9% lightning / +15% temporal / +9% acid Changes resistances penetration: +20% physical Maximum encumbrance: +60 Disease immunity: +20% Only die when reaching: -80.00 life Mindpower: +20 (+7 eff.) A belt that goes around your waist. |
drakeskin leather belt 'Sunclamor'Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +14.0% Effects on melee hit: * 21% chance to reduce all saves and defense by 28 Changes stats: +6 Dex / +15 Mag / +6 Wil / +5 Cun / +2 Con Changes resistances penetration: +5% fire Mental save: +11 (+4 eff.) Mana each turn: +0.37 Maximum life: +92.00 Maximum mana: +60.00 Mental crit. chance: +14% Light radius: +1 See invisible: +9 A belt that goes around your waist. |
drakeskin leather belt 'Tarrukath'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Armour: +6 Changes stats: +4 Dex / +8 Wil / +14 Cun / +6 Con Changes resistances: +3% blight / +6% cold / +6% arcane Damage against: +42% Summoned Reduced damage from: +40% Summoned Mental save: +14 (+5 eff.) Pinning immunity: +26% Only die when reaching: -80.00 life Mindpower: +10 (+3 eff.) Mental crit. chance: +15% A belt that goes around your waist. |
Frigidjeer (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +4 Cun / +3 Wil Changes resistances: +9% acid / +7% fire / +7% lightning / +20% cold Changes resistances penetration: +15% cold Changes damage: +12% blight / +6% cold Maximum life: +40.00 Mental crit. chance: +4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Gilodor the Heatoracle (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Defense: +2 (+0 eff.) Damage when hit (Melee): 6 fire Changes stats: +2 Str / +1 Dex Changes resistances penetration: +10% arcane Critical mult.: +20.00% Physical save: +6 (+2 eff.) Maximum life: +35.00 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 (+5 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. |
Unrindil the cashmere cloak (32 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +32 (+7 eff.) Changes resistances: +13% blight / +9% fire / +16% nature / +9% acid Critical mult.: +15.00% Reduces incoming crit damage: 15.00% Life regen: +7.00 Psi when hit: +0.24 Healing mod.: +16% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Urthagen the elven-silk cloak (3 def, 4 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +7 Armour: +4 Defense: +3 (+0 eff.) Changes stats: +6 Dex / +7 Wil / +9 Cun Changes resistances: +6% darkness / +6% fire Mental save: +10 (+3 eff.) Pinning immunity: +10% Teleport immunity: +20% Mental crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Crimson Robe (12 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+3 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 (+7 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. |
Dusksaw the pair of voratun boots (0 def, 5 armour) =15 pen 23 cm=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+1 eff.) Armour: +5 Fatigue: +4% Effects on melee hit: * 23% chance to reduce damage dealt by 23% Damage when hit (Melee): 11 mind Changes stats: +6 Wil Changes resistances penetration: +29% darkness / +15% physical Critical mult.: +23.41% Mindpower: +35 (+12 eff.) Mental crit. chance: +6% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+0 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 70% (based on Cunning) Activation costs 25 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Hellpower (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +5 Physical crit. chance: +12.0% Physical power: +6 (+1 eff.) Armour: +5 Changes stats: +3 Dex / +6 Mag Changes resistances penetration: +25% fire / +15% physical Maximum stamina: +30.59 See invisible: +15 A pair of boots made of leather. |
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 (+2 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
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 (+1 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 10 power out of 20/20) : Effective talent level: 4.5 Power cost: 10 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
pair of drakeskin leather boots 'Skydeath' (21 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +12 Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +5 Defense: +21 (+5 eff.) Damage when hit (Melee): 2 temporal Changes stats: +11 Dex / +4 Mag / +3 Wil Changes resistances: +9% temporal Changes resistances penetration: +10% lightning Changes damage: +9% lightning It can be used to blink to a nearby random location (rad 15) Activation puts all charms on cooldown for 13 turns. A pair of boots made of leather. |
Chalyrorek the Windhue (0 def, 3 armour)Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +12 Armour: +3 Effects when hit in melee: * 32 arcane resource burn Changes stats: +12 Dex / +5 Mag / +6 Cun Changes resistances: +6% temporal Changes damage: +6% nature Spell save: +18 (+6 eff.) Mental save: +3 (+1 eff.) Life regen: +10.00 Stamina each turn: +1.80 Maximum stamina: +40.00 Light radius: +3 When used to modify unarmed attacks: Base power: 28.5 - 31.4 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +11 Armour Penetration: +15 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Nightmare (10% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). On weapon hit: * 32 arcane resource burn It can be used to activate talent Steady Shot, placing all other charms into a 10 cooldown : Effective talent level: 5.9 Power cost: 10 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 186% damage with a 31% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Olunik the voratun gauntlets (0 def, 7 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +7 (+1 eff.) Physical power: +13 (+2 eff.) Armour: +7 Fatigue: +5% Effects on melee hit: * 10% chance to slow global speed by 55% Changes stats: +3 Str Changes resistances: +3% nature / +3% darkness / +9% mind Changes resistances penetration: +15% mind Physical save: +7 (+3 eff.) Mental save: +20 (+7 eff.) Disarm immunity: +49% Maximum life: +61.00 When used to modify unarmed attacks: Base power: 44.5 - 62.3 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +12 Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Perfect Control (10% chance level 5). When this weapon hits: Battle Shout (10% chance level 5). Metal gloves protecting the hands up to the middle of the lower arm. |
Prismmortal (20 def, 2 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour penetration: +4 Physical crit. chance: +4.0% Armour: +2 Defense: +20 (+5 eff.) Fatigue: +3% Changes resistances: +1% physical Changes damage: +15% light Critical mult.: +10.00% Life regen: +5.00 Stamina each turn: +1.10 Only die when reaching: -40.00 life Maximum stamina: +24.00 When used to modify unarmed attacks: Base power: 20.5 - 28.7 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Nightmare (10% chance level 3). Metal gloves protecting the hands up to the middle of the lower arm. |
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 (+5 eff.) Maximum life: +100.00 Mindpower: +12 (+4 eff.) Mental crit. chance: +15% Light radius: +1 When used to modify unarmed attacks: Base power: 34.0 - 47.6 Uses stats: 40% Dex, 40% Str, 40% Cun 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 146.88 arcane damage and stunned) Activation costs 50 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. |
This item will automatically be transmogrified when you leave the level.heroic iron gauntlets of sorrow (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +5 Fatigue: +1% Effects on melee hit: * 13% chance to reduce all saves and defense by 28 Damage (Melee): 16 mind / 14 darkness Mental save: -6 (-2 eff.) Maximum life: +48.00 Mindpower: +5 (+2 eff.) When used to modify unarmed attacks: Base power: 16.0 - 22.4 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +5 Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Reproach (10% chance level 1). When this weapon hits: Battle Shout (10% chance level 1). It can be used to activate talent Ruined Earth, placing all other charms into a 10 cooldown : Effective talent level: 4.5 Power cost: 10 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 6 for 7 turns. Any who stand upon it are weakened, reducing the damage they inflict by 47% Metal gloves protecting the hands up to the middle of the lower arm. |
Blazeslicer (3 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Damage when hit (Melee): 10 lightning Changes stats: +8 Cun / +14 Wil Changes resistances: +9% fire Changes resistances penetration: +10% lightning Changes damage: +6% lightning Physical save: +24 (+8 eff.) Mental save: +22 (+7 eff.) Mental crit. chance: +7% It can be used to activate talent Hateful Whisper, placing all other charms into a 8 cooldown : Effective talent level: 4.5 Power cost: 8 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 201 Mind damage and spreads amongst your foes, dealing damage and feeding you 4.6 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 31% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
Blindpulverizer the cashmere wizard hat (2 def, 0 armour) =-60=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +19% acid / +12% fire Changes resistances penetration: +10% darkness Changes damage: +13% acid Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Blindness immunity: +20% Only die when reaching: -60.00 life A pointy cloth hat, very wizardly... |
Eye of the Forest (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+4 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 18 power out of 35/35) : Effective talent level: 3.5 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 10. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Glowpall the elven-silk wizard hat (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +31 (+7 eff.) Physical power: +30 (+6 eff.) Defense: +3 (+0 eff.) Changes resistances: +30% light Changes resistances penetration: +26% physical Changes damage: +20% light / +21% blight Physical save: +9 (+3 eff.) Stamina each turn: +3.13 Light radius: +3 A pointy cloth hat, very wizardly... |
Kheladunakhad the drakeskin leather cap (0 def, 5 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +7 Cun / +9 Wil Changes resistances: +9% acid / +3% physical / +6% nature Changes resistances penetration: +10% acid Physical save: +31 (+11 eff.) Mindpower: +10 (+3 eff.) Healing mod.: +15% A cap made of leather. |
Lorirach (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +4 (+0 eff.) Armour: +3 Fatigue: +3% Changes stats: +16 Str / +4 Con Changes resistances: +2% physical Changes resistances penetration: +10% blight Reduces incoming crit damage: 15.00% Skullcracker multiplicator: +3 It can be used to activate talent Skullcracker, placing all other charms into a 10 cooldown : Effective talent level: 7.2 Power cost: 10 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 2627.5 Physical damage. If the attack hits, the target is confused (45% effect) for 7 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
bladed rough leather cap of the depths (0 def, 1 armour) =wb=Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Str Changes resistances: +5% cold Allows you to breathe in: water Skullcracker multiplicator: +1 It can be used to activate talent Skullcracker, placing all other charms into a 10 cooldown : Effective talent level: 7.2 Power cost: 10 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 2627.5 Physical damage. If the attack hits, the target is confused (45% effect) for 7 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
drakeskin leather cap 'Adath' (0 def, 5 armour)Infused by nature Infused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +5 Fatigue: +5% Changes stats: +6 Str / +8 Dex / +5 Wil Changes resistances: +12% blight / +11% physical / +29% nature / +9% acid Changes resistances penetration: +5% acid Changes damage: +3% acid Physical save: +11 (+4 eff.) Spell save: +6 (+2 eff.) A cap made of leather. |
dwarven-steel helm 'Emelarina' (15 def, 14 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +14 Defense: +15 (+3 eff.) Fatigue: +4% Changes stats: +7 Cun Changes resistances: +19% mind / +2% physical Changes resistances penetration: +25% mind / +15% physical Critical mult.: +20.00% Mental save: +19 (+6 eff.) Confusion immunity: +38% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
voratun helm 'Dagarim' (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 6 arcane Changes stats: +5 Dex / +6 Mag / +6 Wil Changes resistances: +20% mind Changes damage: +15% blight / +35% arcane Spell save: +6 (+2 eff.) Mental save: +17 (+6 eff.) Confusion immunity: +32% Spell crit. chance: +3% Light radius: +3 Infravision radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.rejuvenating voratun mail armour of command (20 def, 20 armour) Requires: - Heavy armour training - Strength 48 Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +20 Defense: +20 (+5 eff.) Fatigue: +12% Changes stats: +6 Cun Mental save: +25 (+8 eff.) Life regen: +8.00 Stamina each turn: +2.50 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.enlightening reinforced leather armour (12 def, 7 armour) Requires: - Strength 18 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +12 (+3 eff.) Fatigue: +8% Changes stats: +8 Cun / +7 Wil Mental save: +19 (+6 eff.) A suit of armour made of leather. |
156 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Branodugen the dwarven-steel pickaxe (dig speed 15 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +4 Str Changes resistances: +12% nature / +1% physical Changes resistances penetration: +14% physical Changes damage: +7% nature Reduces incoming crit damage: 15.00% Mental save: +3 (+1 eff.) Cut immunity: +10% Disarm immunity: +10% Stun/Freeze immunity: +20% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Emutta the voratun pickaxe (dig speed 6 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +2 Physical power: +10 (+2 eff.) Fatigue: -6% Changes stats: +4 Str Changes resistances: +6% darkness / +6% cold Maximum life: +49.00 Maximum stamina: +33.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Toresta the dwarven-steel pickaxe (dig speed 15 turns) =-80=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +9% acid / +7% fire / +7% darkness / +6% nature Changes resistances penetration: +15% mind Changes damage: +3% mind Only die when reaching: -80.00 life When carried: Talent granted: +1 Dig 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: "A View From The Gallery"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 50 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(73 power, based on Willpower) Activation costs 5 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
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. |
Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 5 power out of 29/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+2 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
3 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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 101 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level.Deepsgasher the pouch of voratun shots (20/20, 55-66 power, 6 apr) Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 55.5 - 66.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +7.0% Capacity: 20 On weapon hit: * 27% chance to reduce strength, dexterity, and constitution by 8 On weapon crit: * Splash the target with acid dealing 22 damage over 5 turns and reducing armor and accuracy by 3 Damage (Ranged): +27 acid / +20 darkness / +27 blight Damage (radius 1) on hit: +27 arcane / +27 blight Damage (radius 2) on crit: +27 arcane Shots are used with slings to pummel your foes to death. |
innervating voratun torque of psionic shield [power 151] (13 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to setup a psionic shield, reducing all damage taken by 151 for 5 turns Activation puts all charms on cooldown for 13 turns. When used: * Reduce fatigue by 44% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Emalaith [power 278] (8 cooldown) =-60=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Armour: +6 Defense: +15 (+3 eff.) Changes resistances: +12% mind Changes resistances penetration: +15% arcane Disarm immunity: +20% Mana each turn: +0.04 Only die when reaching: -60.00 life Spellpower: +10 (+2 eff.) It can be used to sting an enemy dealing 425 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 8 turns. When used: * Increase all damage by 15% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
supercharged dragonbone totem of healing [power 650] (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 650 Activation puts all charms on cooldown for 9 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 15 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. |
Resonating Diamond0.00 Encumbrance. [Plot Item] Type: gem / white ; tier 5 Gems can be sold for money or used in arcane rituals. |
3 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 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. |
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 Savage the Krog Marauder level 37
14th Regrowth 123rd year of Ascendancy at 21:10 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Savage the Krog Marauder level 50
73rd Pyre 123rd year of Ascendancy at 20:12 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Savage the Krog Marauder level 36
13rd Regrowth 123rd year of Ascendancy at 04:40 see stats
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Savage the Krog Marauder level 25
65th Dusk 122nd year of Ascendancy at 14:19 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 Savage the Krog Marauder level 42
76th Regrowth 123rd year of Ascendancy at 23:19 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Savage the Krog Marauder level 41
72nd Regrowth 123rd year of Ascendancy at 10:52 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Savage the Krog Marauder level 37
19th Regrowth 123rd year of Ascendancy at 21:41 see stats
Can you bear it? So much bearness! (Insane (Roguelike) difficulty)
Killed Borius in the Bearscape.By Savage the Krog Marauder level 40
37th Regrowth 123rd year of Ascendancy at 16:56 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Savage the Krog Marauder level 10
3rd Dusk 122nd year of Ascendancy at 18:06 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Savage the Krog Marauder level 38
22nd Regrowth 123rd year of Ascendancy at 07:14 see stats
Don't Poosh it! (Insane (Roguelike) difficulty)
Killed Kelad in the lost land of Poosh.By Savage the Krog Marauder level 48
60th Pyre 123rd year of Ascendancy at 17:57 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Savage the Krog Marauder level 32
10th Allure 123rd year of Ascendancy at 10:14 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun.By Savage the Krog Marauder level 23
58th Dusk 122nd year of Ascendancy at 23:09 see stats
Evil denied (Insane (Roguelike) difficulty)
Won ToME by preventing the Void portal from opening.By Savage the Krog Marauder level 50
6th Haze 123rd year of Ascendancy at 07:06 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Savage the Krog Marauder level 23
60th Dusk 122nd year of Ascendancy at 04:24 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Savage the Krog Marauder level 29
5th Decay 122nd year of Ascendancy at 11:22 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Savage the Krog Marauder level 33
3rd Regrowth 123rd year of Ascendancy at 15:15 see stats
Fear of Fours (Insane (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By Savage the Krog Marauder level 50
79th Dusk 123rd year of Ascendancy at 08:59 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 Savage the Krog Marauder level 27
8th Haze 122nd year of Ascendancy at 15:18 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 Savage the Krog Marauder level 43
77th Regrowth 123rd year of Ascendancy at 14:23 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Savage the Krog Marauder level 10
4th Flare 122nd year of Ascendancy at 19:58 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Savage the Krog Marauder level 20
44th Dusk 122nd year of Ascendancy at 15:48 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Savage the Krog Marauder level 30
2nd Wintertide 123rd year of Ascendancy at 14:01 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Savage the Krog Marauder level 40
37th Regrowth 123rd year of Ascendancy at 09:37 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Savage the Krog Marauder level 50
72nd Pyre 123rd year of Ascendancy at 23:38 see stats
Orcrist (Insane (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By Savage the Krog Marauder level 50
4th Dusk 123rd year of Ascendancy at 03:13 see stats
Overpowered! (Insane (Roguelike) difficulty)
Did over 6000 damage in one attack.By Savage the Krog Marauder level 50
2nd Haze 123rd year of Ascendancy at 02:35 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Savage the Krog Marauder level 25
79th Dusk 122nd year of Ascendancy at 02:31 see stats
Race through fire (Insane (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Savage the Krog Marauder level 50
7th Dusk 123rd year of Ascendancy at 20:24 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Savage the Krog Marauder level 37
13rd Regrowth 123rd year of Ascendancy at 04:48 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Savage the Krog Marauder level 25
78th Dusk 122nd year of Ascendancy at 15:23 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Savage the Krog Marauder level 40
69th Regrowth 123rd year of Ascendancy at 11:51 see stats
Tactical master (Insane (Roguelike) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Savage the Krog Marauder level 50
6th Haze 123rd year of Ascendancy at 07:05 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Savage the Krog Marauder level 24
62nd Dusk 122nd year of Ascendancy at 04:46 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Savage the Krog Marauder level 10
4th Flare 122nd year of Ascendancy at 20:05 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Savage the Krog Marauder level 50
6th Mirth 123rd year of Ascendancy at 23:24 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 Savage the Krog Marauder level 27
75th Haze 122nd year of Ascendancy at 07:49 see stats
The Sun Still Shines (Insane (Roguelike) difficulty)
Aeryn survived the last battle.By Savage the Krog Marauder level 50
6th Haze 123rd year of Ascendancy at 07:06 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By Savage the Krog Marauder level 44
28th Pyre 123rd year of Ascendancy at 09:18 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Savage the Krog Marauder level 44
21st Pyre 123rd year of Ascendancy at 03:22 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Savage the Krog Marauder level 22
57th Dusk 122nd year of Ascendancy at 21:25 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Savage the Krog Marauder level 15
29th Dusk 122nd year of Ascendancy at 19:34 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Savage the Krog Marauder level 50
2nd Flare 123rd year of Ascendancy at 14:28 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Savage the Krog Marauder level 36
12nd Regrowth 123rd year of Ascendancy at 07:53 see stats
Log
Argoniel shrugs off Savage's 'Spell Disruption'!
Argoniel shrugs off Savage's 'Cripple'!
Greater Weapon Focus from Savage performs a melee critical strike against Argoniel!
The powerful blow energizes Argoniel reducing their cooldowns!
Argoniel shrugs off Savage's 'Cripple'!
Savage performs a melee critical strike against Argoniel!
The powerful blow energizes Argoniel reducing their cooldowns!
Quest 'Falling Toward Apotheosis' is done! (Press 'j' to see the quest log)
Personal New Achievement: Tactical master (Insane (Roguelike) difficulty)!
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Poison bursts out of Argoniel's corpse!
Argoniel shrugs off the effect 'Silenced'!
Savage prepares for the next kill!
Savage hits Argoniel for 2780 physical, 608 physical, 30 physical, 21 physical, 24 physical, 0 nature, 30 physical, 2986 physical (6482 total damage).
Greater Weapon Focus from Savage hits Argoniel for 547 physical, 30 physical, 21 physical, 24 physical, 3341 physical, 0 nature, 30 physical (3996 total damage).
Argoniel receives 134 healing from Blood Splash.
High Sun Paladin Aeryn deactivates Searing Sight.
Greater Weapon Focus from Savage killed Argoniel!
High Sun Paladin Aeryn receives 29 healing from Shield of Light.
Acid Splash from Argoniel hits High Sun Paladin Aeryn for (9 absorbed), 9 acid (9 total damage).
Acid Splash from Argoniel hits Savage for 14 acid damage.
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
Personal New Achievement: Evil denied (Insane (Roguelike) difficulty)!
Personal New Achievement: The Sun Still Shines (Insane (Roguelike) difficulty)!
Savage no longer revels in blood quite so much.
Saving game...
Saving done.
Savage no longer revels in blood quite so much.



































































































































































