











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Logs in chronological order 1.7.4Makes logs appear in chronological order. More convenient when lots happens in a single turn. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
Known bugs:
Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature
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.
Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: 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:
Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Inventory Sort Order 1.7.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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:
Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Halfling |
| Class | Skirmisher |
| Level / Exp | 50 / 2062% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 129 (base 26) |
| Dexterity | 165 (base 65) |
| Constitution | 79 (base 10) |
| Magic | 121 (base 60) |
| Willpower | 71 (base 14) |
| Cunning | 119 (base 60) |
Resources
| Life | 1583/1583 |
| Stamina | 364/364 |
| Psi | 161/161 |
| Healing Factor | 1.5868020097747 |
| Regeneration | 27.198114547764 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +18% |
| Spell | 0% |
| Global | +95.238095238095% |
Vision
| Sight | 10 |
| Lite | 12 |
| Infravision | 5 |
| See Stealth | 53.048601819221 |
| See Invisible | 53.048601819221 |
| ESP Range | 10 |
| ESP Kinds | animal/canine, humanoid |
Offense: Mainhand
| Damage | 346 |
| Accuracy | 103 |
| Crit Chance | 87% |
| APR | 40 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 76 |
| Crit Chance | 64% |
| Speed | 1 |
Offense: Mind
| Mindpower | 59 |
| Crit Chance | 66% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +13% |
| Acid | +19% |
| Blight | +24% |
| Physical | +42% |
| Mind | +27% |
| All | +7% |
Offense: Damage Penetration
| Physical | +55% |
| Acid | +45% |
| Fire | +55% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 69 (94.687909656376%) |
| Defense | 127 |
| Ranged Defense | 127 |
| Fatigue | 0 |
| Physical Save | 64 |
| Spell Save | 49 |
| Mental Save | 63 |
Defense: Resistances
| Acid | + 51%( 70%) |
| Arcane | + 43%( 70%) |
| Cold | + 58%( 70%) |
| All | + 40%( 70%) |
| Darkness | + 54%( 70%) |
| Light | + 47%( 70%) |
| Temporal | + 46%( 70%) |
| Physical | + 42%( 70%) |
| Lightning | + 65%( 70%) |
| Fire | + 45%( 70%) |
| Mind | + 61%( 70%) |
Defense: Immunities
| Disarm Resistance | 10% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 100% |
| Silence Resistance | 66% |
| Stun Resistance | 100% |
| Poison Resistance | 0% |
| Knockback Resistance | 24% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 185 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 17% for 2 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 283 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
| Technique / Tireless Combatant | 1.30 |
| 3/5 |
| 5/5 |
| 3/5 |
| 5/5 |
| Technique / Buckler Training | 1.30 |
| 5/5 |
| 4/5 |
| 4/5 |
| 3/5 |
| Cunning / Poisons | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Cunning / Called Shots | 1.30 |
| 1/5 |
| 5/5 |
| 4/5 |
| 4/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| Psionic / Augmented mobility | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 4/5 |
| Cunning / Scoundrel | 1.30 |
| 2/5 |
| 5/5 |
| 3/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Stoning Poison |
| talent | Pace Yourself |
| talent | Trained Reactions |
| talent | Counter Shot |
| talent | Numbing Poison |
| talent | Bombardment |
| talent | Apply Poison |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there again | active |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the injured seer to the recall portal on level 4 of Dreadfell. Escort: injured seer (level 4 of Dreadfell)As a reward you improved Cunning by +5. | done |
You failed to protect the injured seer from death by Layimille the warg. Escort: injured seer (level 4 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you gained talent category Psionic / Augmented mobility (at mastery 1.00). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 5 of Dreadfell. Escort: temporal explorer (level 5 of Dreadfell)As a reward you improved talent Foresight (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 6 of Dreadfell. Escort: worried loremaster (level 6 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 7 of Dreadfell. Escort: worried loremaster (level 7 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 2349. | 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 named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity 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. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast 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. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to 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 | Aruzor (0 def, 5 armour)2.0 Encumbrance T5 feet armor [Random Unique] Arcane/Master While equipped: Stats Str +8, Dex +3, Wil +2, Con +8 Lck +10 offense ------ Spell Crit +2% Spellpower +25 (+6 eff.) Damage +7% physical defense ------ Armor +5 Resistance +5% arcane Stealth +11 Silence Resist +46% Confus Resist +31% Stun Resist +43% other ------- Size +1 A pair of boots made of leather. |
| Quiver | pouch of voratun shots 'Naturehunger' (19/19, 84-100 power, 6 apr)3.0 Encumbrance T5 shot ammo [Random Unique] Arcane/Master Weapon Damage 83.5 - 100.2 Physical Uses 50% Cun, 50% Mag, 70% Dex Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +20.0% Capacity 19 On-ranged-hit +24 fire, +24 item nature slow +8 nature On-Hit, radius 1 +24 fire, +4 temporal On Hit: * 24% chance to slow global speed by 63% * Create an explosion dealing 154 lightning damage (1/turn) On Critical: * Wound the target dealing 367 physical damage across 5 turns and reducing healing by 50% * Splash the target with acid dealing 203 damage over 5 turns and reducing armor and accuracy by 26 Shots are used with slings to pummel your foes to death. |
| Light source | dwarven lantern 'Iverin'1.0 Encumbrance T5 lite [Random Unique] Arcane/Master/Psionic While equipped: offense ------ Physical Crit +3.0% Mind Crit +9% Spellpower +20 (+5 eff.) Mindpower +12 (+3 eff.) Damage +9% blight Ignore resists +10% physical Ignore Armor +3 When Hit 30 fire defense ------ Resistance +10% temporal, +10% cold +9% fire Mind save +12 (+3 eff.) Out-of-Phase Defense +19 Out-of-Phase Resistance +20% Out-of-Phase Resilience +30% other ------- Light +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Polurebeth the Obsidianwinter (8 def, 15 armour)3.0 Encumbrance T5 head armor [Random Unique] Master While equipped: Stats Str +15, Dex +9, Con +9 offense ------ Accuracy +15 (+3 eff.) defense ------ Armor +15 Defense +8 (+1 eff.) Fatigue +5% Resistance +6% darkness, +12% light +7% all Physical save +26 (+7 eff.) Mind save +15 (+4 eff.) Unlife -60.00 life other ------- Stamina/turn +1.00 Battle Cry: Puts all charms on 23 turn cooldown Effective talent level: 2.0 Power cost 23 out of 28/28. Range melee/personal Cooldown: 30 Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Dakhtun's Gauntlets (0 def, 6 armour)1.5 Encumbrance T5 hands armor [Unique] Arcane/Master While equipped: Stats Str +6, Mag +6 offense ------ Physical Crit +10.0% Spell Crit +10% Critical power +50.00% Damage +10% physical defense ------ Armor +6 Unarmed combat: Weapon Damage 36.0 - 50.4 Physical Uses 40% Cun, 40% Str, 50% Mag 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +10.0% Attack Speed 83% On-hit +20 arcane On Hit: 10% Displacement Shield level 3 On Hit: 15% Wave of Power level 1 Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
| Tool | Pick of Dwarven Emperors (dig speed 12 turns)3.0 Encumbrance T5 digger tool [Unique] Arcane/Master While equipped: Stats Str +5, Con +5 offense ------ Ignore resists +10% physical defense ------ Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Life +50.00 While carried: other ------- Talents +1 Dig Earthquake: Effective talent level: 4.0 Power cost 25 out of 30/30. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Causes a violent earthquake that deals 95.66 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
| On fingers | Wheel of Fate0.1 Encumbrance T5 ring jewelry [Unique] Arcane While equipped: Stats Mag +6, Wil +6 offense ------ Spellpower +11 (+3 eff.) Damage +6% lightning defense ------ Resistance +12% lightning, +18% darkness Life +68.00 Life Regen +11.00 Healmod +17% Stun Resist +33% Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| On fingers | pixie's voratun ring of speed0.1 Encumbrance T5 ring jewelry [Ego++] Arcane/Master While equipped: Stats Cun +6, Mag +7 offense ------ Spellpower +10 (+3 eff.) Move Speed +18% Accuracy +11 (+2 eff.) defense ------ Defense +11 (+1 eff.) Blinding Speed: Puts all charms on 33 turn cooldown Effective talent level: 4.0 Power cost 33 out of 40/40. Range melee/personal Cooldown: 55 Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. Rings make your fingers look great! |
| Around neck | Cinderrupture the voratun amulet0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats Str +9, Dex +15, Wil +10 Lck +36 offense ------ Ignore resists +25% fire Accuracy +39 (+7 eff.) defense ------ Defense +30 (+4 eff.) Crit Resistance 17.75% Resist unseen 35% Silence Resist +20% Disarm Resist +10% Knockbk Resist +24% Amulets make your neck look great! |
| In main hand | Infernotreason4.0 Encumbrance T5 sling 1H weapon [Random Unique] Nature/Master Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 On-ranged-hit +12 fire On-Hit, radius 1 +8 fire While equipped: Stats Str +24, Dex +30, Mag +26 Wil +34, Cun +23, Con +41 offense ------ Ignore resists +10% acid, +5% fire When Hit 6 fire defense ------ Resistance +18% acid Life +110.00 Slings are used to hurl stones or metal shots at your foes. |
| Around waist | Lightning Catcher1.0 Encumbrance T5 belt armor [Unique] Psionic While equipped: defense ------ Fatigue +5% Resistance +30% lightning Stun Resist +30% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. |
| In off hand | voratun shield 'Silimira' (0 def, 23 armour, 70-84 power, 288 block)7.0 Encumbrance T5 shield armor [Random Unique] Nature/Master When used to Attack: Weapon Damage 70.0 - 84.0 Physical Uses 50% Mag, 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +288 On Hit: * Deal physical damage equal to your armor (69) While equipped: Stats Str +19, Dex +13 offense ------ Damage +12% acid Ignore resists +10% acid, +10% physical Accuracy +16 (+3 eff.) Ignore Armor +1 defense ------ Armor +23 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
| Cloak | Zeryntir (33 def, 0 armour)2.0 Encumbrance T5 cloak armor [Rare] Master While equipped: Stats Str +4, Dex +6, Cun +6 offense ------ Damage +18% physical Accuracy +10 (+2 eff.) Ignore Armor +23 defense ------ Defense +33 (+5 eff.) Resistance +3% physical Physical save +19 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Yeek-fur Robe (10 def, 5 armour)2.0 Encumbrance T3 cloth armor [Unique] Psionic While equipped: offense ------ Mind Crit +5% Mindpower +10 (+3 eff.) Damage +20% mind defense ------ Armor +5 Defense +10 (+1 eff.) Resistance +20% cold, +35% mind, +11% all Mind save +20 (+5 eff.) Confus Resist +100% other ------- Telepathy Humanoid A beautifully soft robe of fine white fur. It looks designed for a halfling noble, with glorious sapphires sewn across the hems. But entrancing as it is, you can't help but feel a little queasy wearing it. |
Inventory
healing infusion of the sneak (heal 324; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 324 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the duelist (speed 1050%; cd 8)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 8 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1050% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. 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 sneak (heal 919; 17 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 919 life over 5 turns. Its effects scale with your Cunning stat. 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 wizard (heal 648; 12 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 648 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 20%; mental, physical; dur 3; cd 11)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 11 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 20% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 20%; mental, physical; dur 3; cd 11)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 11 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 20% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 48%; magical; dur 3; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 48% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 45%; mental; dur 3; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 45% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of Reflection (--)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 705 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
shatter afflictions rune (absorb 108; cd 12)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 108 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the duelist (threshold 34; blocks 9; dur 4; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 34 up to 9 times. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the wizard (threshold 24; blocks 9; dur 4; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 24 up to 9 times. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Crackledash0.1 Encumbrance T3 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats Dex +4, Mag +3, Cun +8, Con +6 offense ------ Spell Crit +4% Spellpower +4 (+1 eff.) Move Speed +10% Damage +6% lightning, +7% temporal +6% light, +6% physical +6% darkness Ignore resists +25% lightning When Hit 2 cold defense ------ Fatigue -6% Resistance +9% cold Life Regen +1.00 other ------- Stamina/turn +0.40 Amulets make your neck look great! |
Xerabrevea0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats Str +5, Con +7 defense ------ Defense +30 (+4 eff.) Resistance +21% fire Life Regen +4.00 Teleport Resist +20% other ------- Infravision +3 Amulets make your neck look great! |
Brightshaper the voratun amulet0.1 Encumbrance T5 amulet jewelry [Rare] Nature While equipped: Stats Con +3 offense ------ Critical power +26.31% Physical Power +20 (+4 eff.) Damage +12% physical Accuracy +30 (+5 eff.) Ignore Armor +7 On-Hit (Melee): * 26% chance to reduce armor by 43% defense ------ Defense +15 (+2 eff.) Resistance +13% physical, +18% mind +18% fire Physical save +12 (+3 eff.) other ------- Stamina/turn +1.20 Amulets make your neck look great! |
voratun amulet 'Eilinemina'0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature/Psionic While equipped: Stats Wil +4, Cun +8, Con +6 offense ------ Critical power +10.00% Mindpower +14 (+4 eff.) Damage +9% physical, +9% temporal Ignore resists +20% physical defense ------ Resistance +3% temporal Physical save +19 (+5 eff.) Mind save +13 (+3 eff.) Unlife -60.00 life Life +80.00 Life Regen +10.00 Confus Resist +25% Amulets make your neck look great! |
steel ring 'Eilinenor'0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: defense ------ Armor +4 Spell save +12 (+4 eff.) Life +28.00 Healmod +20% Silence Resist +20% Disarm Resist +26% Pinning Resist +30% Knockbk Resist +24% Teleport Resist +20% Rings make your fingers look great! |
Inertial Twine0.1 Encumbrance T3 ring jewelry [Unique] Master/Psionic While equipped: Stats Str +4, Wil +8 offense ------ Damage +5% physical defense ------ Armor +5 Resistance +5% physical Physical save +12 (+3 eff.) Knockbk Resist +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Ring of the Dead0.1 Encumbrance T4 ring jewelry [Unique] Nature While equipped: Stats Lck +10 defense ------ Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Unlife -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Starpower0.1 Encumbrance T4 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats Cun +6, Wil +6 offense ------ Spell Crit +2% Mindpower +10 (+3 eff.) Ignore Shields +10% defense ------ Spell save +6 (+2 eff.) Life Regen +5.00 Blind Resist +40% Stun Resist +39% other ------- Max vim +50.00 Light +3 Infravision +5 See Stealth +17 See Invisibility +17 Rings make your fingers look great! |
Writhing Ring of the Hunter0.1 Encumbrance T4 ring jewelry [Unique] Unknown While equipped: Stats Str +5, Dex +5, Mag +5, Wil +5 Cun +5, Con +5 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. |
Mnemonic0.1 Encumbrance T5 ring jewelry [Unique] Psionic While equipped: Stats Wil +8 offense ------ Mindpower +12 (+3 eff.) defense ------ Resistance +25% mind Mind save +20 (+5 eff.) Confus Resist +40% other ------- Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism On Mind Hit: 10% Mental Refresh level 1 When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Mental Shielding: (Instant) Effective talent level: 2.0 Power cost 25 out of 30/30. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
gladiator's voratun ring of life0.1 Encumbrance T5 ring jewelry [Ego++] Nature/Master While equipped: Stats Str +10, Con +10 offense ------ Physical Power +15 (+3 eff.) defense ------ Life +100.00 Life Regen +20.00 Healmod +20% Rings make your fingers look great! |
voratun ring 'Swampbore'0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats Mag +7, Wil +3, Cun +8 offense ------ Mind Crit +7% Physical Power +22 (+4 eff.) Spellpower +45 (+10 eff.) Mindpower +30 (+8 eff.) Ignore resists +15% nature Accuracy +15 (+3 eff.) Ignore Armor +14 On-Hit (Melee): * 24% chance to slow global speed by 63% defense ------ Defense +13 (+2 eff.) Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.6 Power cost 9 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Awakened Staff of Absorption (60-72 power, 60 apr, arcane element)7.0 Encumbrance T5 staff 2H weapon [Godslayer] Unknown Weapon Damage 60.0 - 72.0 Arcane Uses 180% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Accuracy +30 Ignore Armor +60 Attack Speed 100% While equipped: Stats Mag +10, Wil +10 offense ------ Spell Crit +15% Spellpower +48 (+11 eff.) Damage +60% lightning, +60% fire +60% arcane, +60% cold Ignore resists +30% lightning, +30% fire +30% arcane, +30% cold other ------- Max mana +100.00 Max positive +50.00 Max negative +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 164 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
dragonbone magestaff (30-36 power, 6 apr, arcane element)5.0 Encumbrance T5 staff 2H weapon [Normal] Weapon Damage 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +15 (+4 eff.) Damage +30% arcane other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
imbued dragonbone magestaff of the prodigy (30-36 power, 6 apr, arcane element)5.0 Encumbrance T5 staff 2H weapon [Ego++] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats Mag +16, Wil +20, Cun +20 offense ------ Spell Crit +5% Spellpower +15 (+4 eff.) Spellpower/crit +10 Damage +30% arcane other ------- Talents +1 Command Staff On Spell Hit: 10% Moonlight Ray level 6 Staves designed for wielders of magic, by the greats of the art. |
truestriking voratun battleaxe (58-86 power, 4 apr)3.0 Encumbrance T5 battleaxe 2H weapon [Ego+] Master Weapon Damage 57.5 - 86.2 Physical Uses 50% Mag, 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% While equipped: offense ------ Ignore resists +21% physical Accuracy +35 (+6 eff.) Ignore Armor +19 Massive two-handed battleaxes. |
truestriking voratun battleaxe of the mystic (56-85 power, 4 apr)3.0 Encumbrance T5 battleaxe 2H weapon [Ego+] Arcane/Master Weapon Damage 56.5 - 84.8 Physical Uses 50% Mag, 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% While equipped: Stats Mag +16, Wil +16 offense ------ Spellpower +21 (+5 eff.) Ignore resists +21% physical Accuracy +35 (+6 eff.) Ignore Armor +21 Massive two-handed battleaxes. |
stormbringer's voratun greatmaul of enduring (66-100 power, 4 apr)5.0 Encumbrance T5 greatmaul 2H weapon [Ego++] Nature Weapon Damage 66.5 - 99.8 Physical Uses 50% Mag, 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 100% On-crit, radius 2 +52 lightning, +49 cold While equipped: Stats Con +21, Wil +21 offense ------ Move Speed +67% Ignore resists +35% lightning, +35% cold defense ------ Life +143.00 Massive two-handed mauls. |
truestriking voratun longsword of phasing (43-60 power, 31 apr)3.0 Encumbrance T5 longsword 1H weapon [Ego+] Arcane/Master Weapon Damage 43.0 - 60.2 Physical Uses 50% Mag, 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +31 Critical Rate +5.0% Attack Speed 100% Ignore Shields +20% While equipped: offense ------ Ignore resists +15% physical Accuracy +25 (+4 eff.) Ignore Armor +13 Sharp, long, and deadly. |
truestriking voratun mace of daylight (44-62 power, 6 apr)3.0 Encumbrance T5 mace 1H weapon [Ego+] Arcane/Master Weapon Damage 44.5 - 62.3 Physical Uses 50% Mag, 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% On-hit +20 light Damage Against +30% Undead While equipped: offense ------ Ignore resists +15% physical Accuracy +24 (+4 eff.) Ignore Armor +15 Blunt and deadly. |
voratun waraxe of rage (40-57 power, 6 apr)3.0 Encumbrance T5 waraxe 1H weapon [Ego+] Master Weapon Damage 40.5 - 56.7 Physical Uses 50% Mag, 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% While equipped: Stats Str +10 offense ------ Damage +14% physical Accuracy +25 (+4 eff.) One-handed war axes. |
living mindstar of gales (17-19 power, 40 apr, nature damage)3.0 Encumbrance T5 mindstar 1H weapon [Ego+] Nature Weapon Damage 17.0 - 18.7 Nature Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +5% Mindpower +10 (+3 eff.) Damage +14% lightning, +16% cold +16% physical defense ------ Defense +21 (+3 eff.) Pinning Resist +40% other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Whip of Urh'Rok (55-61 power, 0 apr)3.0 Encumbrance T5 whip 1H weapon [Unique] Arcane Weapon Damage 55.0 - 60.5 Devouring flames Uses 50% Mag, 100% Dex Mastery Exotic Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Critical Rate +9.0% Attack Speed 125% On Hit: 20% Bone Nova level 4 On Hit: 15% Blood Boil level 3 While equipped: offense ------ Spellpower +15 (+4 eff.) Damage +20% blight, +20% fire other ------- See Invisibility +2 Telepathy Demon/Minor Demon/Major While carried: offense ------ Damage +8% blight With this unbearably bright whip of flame, the demon master Urh'Rok has become known for never having lost in combat. |
ranger's dragonbone longbow of enduring4.0 Encumbrance T5 longbow 2H weapon [Ego+] Nature/Master Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 While equipped: Stats Dex +8, Wil +23, Con +23 defense ------ Life +165.00 Longbows are used to shoot arrows at your foes. |
Hare-Skin Sling4.0 Encumbrance T3 sling 1H weapon [Unique] Nature Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 While equipped: Stats Lck +10 offense ------ Physical Crit +5.0% Move Speed +20% defense ------ Defense +10 (+1 eff.) other ------- Masteries +0.20 Cunning/Survival Inertial Shot: Effective talent level: 3.0 Power cost 7 out of 8/8. Range 10 Cooldown: 8 Travel.spd instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
Nithan's Force4.0 Encumbrance T5 sling 1H weapon [Unique] Master Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 111% Range +10 While equipped: Stats Str +10, Con +5 offense ------ Damage +35% physical Ignore resists +15% physical defense ------ Resistance +10% physical Pinning Resist +30% Knockbk Resist +30% Bull Shot: Effective talent level: 4.0 Power cost 14 out of 16/16. Range 10 Cooldown: 8 Travel.spd instantaneous Description: You rush toward your foe, readying your shot. If you reach the enemy, you release the shot, imbuing it with great power. The shot does 207% weapon damage and knocks back your target by 2. The cooldown of this talent is reduced by 1 each time you move. This requires a sling to use. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall... |
Umbrafoe4.0 Encumbrance T5 sling 1H weapon [Random Unique] Nature/Master Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 On-ranged-hit +12 blight, +16 darkness On-crit, radius 2 +39 lightning, +45 cold While equipped: Stats Cun +7 offense ------ Move Speed +49% Damage +12% darkness Ignore resists +20% lightning, +9% physical +26% darkness, +5% blight +25% cold, +15% all Accuracy +16 (+3 eff.) Ignore Armor +11 On-Hit (Ranged): * 20% chance to reduce damage dealt by 28% Slings are used to hurl stones or metal shots at your foes. |
Velith4.0 Encumbrance T5 sling 1H weapon [Random Unique] Arcane/Master Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 While equipped: Stats Str +6, Dex +3, Mag +2, Cun +6 offense ------ Physical Crit +6.0% Physical Power +14 (+3 eff.) Ignore resists +22% physical Accuracy +15 (+3 eff.) When Hit 2 arcane defense ------ Resistance +6% mind Crit Resistance 15.00% Slings are used to hurl stones or metal shots at your foes. |
Pouch of the Subconscious (20/20, 38-46 power, 15 apr)3.0 Encumbrance T4 shot ammo [Unique] Psionic Weapon Damage 38.0 - 45.6 Physical Uses 10% Wil, 70% Dex, 50% Mag 50% Cun Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Capacity 20 On-ranged-hit +25 mind, +30 mind slow On Hit: * 50% chance to reload 1 ammo You find yourself constantly fighting an urge to handle this strange pouch of shot. |
Growslicer (22/22, 78-93 power, 16 apr)3.0 Encumbrance T5 shot ammo [Random Unique] Nature/Master Weapon Damage 77.5 - 93.0 Physical Uses 50% Cun, 50% Mag, 70% Dex Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +16 Critical Rate +34.0% Capacity 22 Projectile Speed +200% On-ranged-hit +24 nature +21 item nature slow On-Hit, radius 1 +12 nature, +21 arcane On-crit, radius 2 +8 nature On Hit: * 21% chance to slow global speed by 63% On Critical: * Wound the target dealing 367 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
chilling pouch of voratun shots of accuracy (20/20, 51-61 power, 6 apr)3.0 Encumbrance T5 shot ammo [Ego] Arcane/Master Weapon Damage 51.0 - 61.2 Physical Uses 70% Dex, 50% Mag, 50% Cun Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Accuracy +25 Ignore Armor +6 Critical Rate +7.0% Capacity 20 On-ranged-hit +30 cold Shots are used with slings to pummel your foes to death. |
Blackfire Aegis (8 def, 18 armour, 57-68 power, 235 block)7.0 Encumbrance T4 shield armor [Unique] Arcane When used to Attack: Weapon Damage 57.0 - 68.4 Stunning fire Uses 50% Mag, 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +7.0% Block +235 Damage Conversion 50% darkness On Hit: * releases a burst of dark fire, dealing damage equal to your magic stat While equipped: offense ------ Spellpower +8 (+2 eff.) When Hit 24 darkness, 24 fire defense ------ Armor +18 Defense +8 (+1 eff.) Ranged Defense +12 (+2 eff.) Fatigue +25% Resistance +20% darkness, +35% fire other ------- Talents +1 Block This rugged stone shield flickers with bursts of pitch black flame. |
Shieldsmaiden (5 def, 20 armour, 48-58 power, 150 block)7.0 Encumbrance T5 shield armor [Unique] Arcane When used to Attack: Weapon Damage 48.0 - 57.6 Ice Uses 50% Mag, 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +8.0% Block +150 On Hit: 15% Ice Shards level 3 While equipped: defense ------ Armor +20 Defense +5 (+1 eff.) Ranged Defense +12 (+2 eff.) Fatigue +10% Resistance +25% cold, +25% fire other ------- Talents +1 Shieldsmaiden Aura +1 Block Granted talent can block up to 1 instance of damage each 10 turns. Myths tell of shieldsmaidens, a tribe of warrior women from the northern wastes of Maj'Eyal. Their martial prowess and beauty drew the fascination of swaths of admirers, yet all unrequited. So began the saying, that a shieldsmaiden's heart is as cold and unbreakable as her shield. |
voratun shield 'Mayetha' (0 def, 28 armour, 70-83 power, 204.5 block)7.0 Encumbrance T5 shield armor [Random Unique] Arcane/Master When used to Attack: Weapon Damage 69.5 - 83.4 Physical Uses 50% Mag, 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +204 On-hit +20 fire On-Hit, radius 1 +12 arcane While equipped: Stats Str +6 offense ------ On shield block: * Cause enemies within radius 6 to bleed for 367 physical damage over 5 turns (1/turn) When Hit 31 fire defense ------ Armor +28 Fatigue +8% Resistance +3% blight, +48% fire +20% light, +20% darkness Life +20.00 Life Regen +4.73 Silence Resist +10% other ------- Talents +1 Block Handheld deflection devices. |
Uledil the cashmere robe (4 def, 4 armour)2.0 Encumbrance T3 cloth armor [Random Unique] Nature/Master/Psionic While equipped: Stats Mag +10, Wil +6, Con +7 offense ------ Damage +14% nature When Hit 10 blight defense ------ Armor +4 Defense +4 (+0 eff.) Resistance +3% blight, +11% all Physical save +20 (+5 eff.) Poison Resist +28% Disease Resist +27% other ------- Mana/turn +0.16 Psi/turn +0.19 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cuthiroddalar the silk robe (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Random Unique] Arcane/Nature While equipped: Stats Con +14 offense ------ Damage +20% nature, +24% light defense ------ Resistance +6% darkness, +36% light +13% all Healmod +10% Poison Resist +73% Disease Resist +59% Cut Resist +10% Teleport Resist +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Layoratha the Sunstun (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats Cun +8 offense ------ Physical Crit +3.0% Spell Crit +10% Critical power +17.00% Spellpower +11 (+3 eff.) Damage +3% physical Ignore resists +20% physical Accuracy +10 (+2 eff.) defense ------ Resistance +3% light, +15% all Spell save +55 (+16 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Hate-on-crit +4.00 Psi-on-crit +4.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
psion's elven-silk robe of the mountain (+29%) (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Ego+] Nature/Psionic While equipped: offense ------ Mind Crit +5% Mindpower +10 (+3 eff.) Damage +23% mind, +29% physical Ignore resists +19% mind defense ------ Resistance +15% all, +29% physical other ------- Psi/turn +1.00 Max psi +40.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
sunsealed elven-silk robe of darkness (+15%) (6 def, 7 armour)2.0 Encumbrance T5 cloth armor [Ego+] Arcane While equipped: Stats Mag +10 offense ------ Damage +30% light, +30% darkness defense ------ Armor +7 Defense +6 (+1 eff.) Resistance +60% darkness, +15% light +15% all Life +70.00 other ------- Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken elven-silk robe of the mind (+26%) (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Ego+] Arcane/Psionic While equipped: Stats Mag +6, Wil +6 offense ------ Spell Crit +6% Spellpower +8 (+2 eff.) Damage +28% temporal, +30% arcane +26% mind defense ------ Resistance +26% mind, +15% all other ------- Max mana +110.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
The Untouchable (14 def, 12 armour)9.0 Encumbrance T3 light armor [Unique] Arcane While equipped: Stats Cun +8 offense ------ Ignore Armor +10 defense ------ Armor +12 Defense +14 (+2 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Duskbore the drakeskin leather armour (25 def, 15 armour)9.0 Encumbrance T5 light armor [Random Unique] Master While equipped: Stats Cun +9, Dex +9 offense ------ Combat Speed +30% Spell Speed +30% Mind Speed +30% Damage +15% lightning On-Hit (Melee): * 10% chance to slow global speed by 63% * 20% chance to reduce damage dealt by 28% defense ------ Armor +15 Defense +25 (+3 eff.) Fatigue +8% Resistance +3% blight, +3% darkness Spell save +6 (+2 eff.) A suit of armour made of leather. |
Snowquill the voratun mail armour (5 def, 10 armour)14.0 Encumbrance T5 heavy armor [Rare] Master While equipped: Stats Con +8 offense ------ Damage +18% cold defense ------ Armor +10 Defense +5 (+1 eff.) Fatigue +12% Resistance +50% lightning, +18% blight Crit Resistance 20.40% Physical save +12 (+3 eff.) Life +136.01 Life Regen +5.44 Disarm Resist +27% Knockbk Resist +27% A suit of armour made of mail. |
enlightening voratun mail armour of delving (5 def, 10 armour)14.0 Encumbrance T5 heavy armor [Ego++] Master/Psionic While equipped: Stats Str +10, Cun +9, Wil +9 defense ------ Armor +10 Defense +5 (+1 eff.) Fatigue +12% Resistance +19% darkness, +13% physical Mind save +25 (+6 eff.) other ------- Light +2 Track: Puts all charms on 25 turn cooldown Effective talent level: 2.6 Power cost 25 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 27 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
voratun plate armour of Eyal (0 def, 16 armour)17.0 Encumbrance T5 massive armor Reqs - Massive armour training [Ego+] Nature While equipped: defense ------ Armor +16 Fatigue +22% Life +68.00 Life Regen +9.00 Healmod +20% A suit of armour made of metal plates. |
balancing hardened leather belt of recklessness1.0 Encumbrance T3 belt armor [Ego++] Master While equipped: Stats Cun +5, Dex +5 offense ------ Physical Crit +12.0% Mind Crit +8% Critical power +7.00% Physical Power +4 (+1 eff.) A belt that goes around your waist. |
hardened leather belt 'Adywe'1.0 Encumbrance T3 belt armor [Random Unique] Nature/Master/Psionic While equipped: Stats Str +5, Cun +2, Con +3 offense ------ Physical Crit +5.0% Mind Crit +1% Critical power +6.00% Physical Power +11 (+2 eff.) Mindpower +7 (+2 eff.) On-Hit (Melee): * 10 arcane resource burn defense ------ Resistance +6% nature, +6% blight Physical save +16 (+4 eff.) other ------- Size +1 A belt that goes around your waist. |
Emblem of Evasion1.0 Encumbrance T4 belt armor [Unique] Master While equipped: Stats Dex +12, Cun +10, Lck +8 defense ------ Ranged Defense +20 (+3 eff.) Deflect Projectile +15% Slow Projectiles +30% Evasion: (Instant) Effective talent level: 5.2 Power cost 25 out of 30/30. Range melee/personal Cooldown: 17 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 42% chance to evade melee and ranged attacks and 82 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. |
Girdle of Preservation1.0 Encumbrance T5 belt armor [Unique] Nature While equipped: Stats Con +5, Wil +5 defense ------ Resistance +15% lightning, +15% temporal +15% light, +15% fire +15% nature, +15% acid +10% physical, +15% blight +15% cold, +10% arcane +15% darkness Physical save +15 (+4 eff.) Spell save +15 (+5 eff.) Mind save +15 (+4 eff.) Confus Resist +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
Infernooozer the drakeskin leather belt1.0 Encumbrance T5 belt armor [Random Unique] Master/Psionic While equipped: Stats Con +1, Wil +6 offense ------ Critical power +21.07% Spellpower +5 (+2 eff.) Ignore resists +5% fire defense ------ Armor +12 Defense +15 (+2 eff.) Resistance +15% fire, +12% cold Physical save +21 (+5 eff.) Spell save +12 (+4 eff.) Mind save +14 (+4 eff.) Life +110.00 A belt that goes around your waist. |
Lorekor the drakeskin leather belt1.0 Encumbrance T5 belt armor [Random Unique] Nature/Master While equipped: Stats Str +2, Dex +6, Cun +6, Con +4 Lck +10 offense ------ Accuracy +10 (+2 eff.) defense ------ Defense +19 (+3 eff.) Resistance +12% acid, +10% fire, +3% mind +10% cold, +12% nature +10% lightning Spell save +3 (+1 eff.) Stealth +30 other ------- Disarm Traps +23 Infravision +6 A belt that goes around your waist. |
drakeskin leather belt 'Emelinn'1.0 Encumbrance T5 belt armor [Random Unique] Arcane/Master/Psionic While equipped: Stats Mag +10 offense ------ Mindpower +11 (+3 eff.) Damage +18% acid Ignore resists +10% blight When Hit 4 acid On-Hit (Melee): * 20% chance to reduce armor by 43% defense ------ Armor +15 Defense +15 (+2 eff.) Resistance +15% blight, +14% fire +15% cold Physical save +40 (+10 eff.) other ------- Mana/turn +0.60 Max mana +52.00 A belt that goes around your waist. |
Eragogen the Prismkin (41 def, 4 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: offense ------ On-Hit (Melee): * 20 arcane resource burn defense ------ Armor +4 Defense +41 (+6 eff.) Resistance +5% arcane Crit Resistance 15.00% Physical save +10 (+3 eff.) Unlife -80.00 life other ------- Light +3 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)2.0 Encumbrance T3 cloak armor [Unique] Nature While equipped: Stats Dex +4, Wil +4, Cun +4 offense ------ Damage +20% nature Ignore resists +20% nature defense ------ Defense +20 (+3 eff.) Poison Resist +50% other ------- Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike level 1 Cunning and malice seem to emanate from this cloak. |
Zubulemira (17 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats Str +2, Con +3 defense ------ Defense +17 (+2 eff.) Resistance +6% acid, +2% physical +12% light, +15% lightning Life +100.00 Healmod +20% other ------- Hate-on-crit +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Ebonyresolve' (3 def, 13 armour)2.0 Encumbrance T5 cloak armor [Random Unique] Nature/Master While equipped: Stats Str +6, Dex +4, Mag +3, Cun +6 Con +4 offense ------ Damage +9% blight Ignore resists +10% darkness, +5% arcane Accuracy +10 (+2 eff.) Ignore Armor +10 When Hit 4 arcane defense ------ Armor +13 Defense +3 (+0 eff.) Resistance +20% blight, +30% cold +19% nature Life Regen +11.00 Healmod +20% other ------- Max mana +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eden's Guile (2 def, 1 armour)2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats Cun +3 defense ------ Armor +1 Defense +2 (+0 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 70% (based on Cunning). Uses 41 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. |
Wanderer's Rest (4 def, 0 armour)0.0 Encumbrance T3 feet armor [Unique] Psionic While equipped: Stats Dex +3 offense ------ Move Speed +10% defense ------ Defense +4 (+0 eff.) Fatigue -10% Resistance +5% physical Pinning Resist +100% other ------- Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Effective talent level: 3.0 Power cost 17 out of 20/20. Range 5 Cooldown: 15 Travel.spd instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Boots of the Hunter (2 def, 12 armour)3.0 Encumbrance T4 feet armor [Unique] Psionic While equipped: offense ------ Physical Power +12 (+2 eff.) Ignore Armor +15 defense ------ Armor +12 Defense +2 (+0 eff.) Fatigue +8% Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Life +80.00 Stun Resist +40% other ------- Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 27 power out of 32/32 Activation is instant. 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. |
grounding pair of voratun boots of strife (0 def, 5 armour)3.0 Encumbrance T5 feet armor [Ego+] Nature/Psionic While equipped: Stats Con +6, Wil +6 offense ------ Mindpower +9 (+3 eff.) Ignore resists +9% physical defense ------ Armor +5 Fatigue +4% Resistance +15% lightning, +15% temporal Blindside: Puts all charms on 21 turn cooldown Effective talent level: 1.0 Power cost 21 out of 25/25. Range 6 Cooldown: 12 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 23 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
insulating pair of voratun boots of void walking (0 def, 5 armour)3.0 Encumbrance T5 feet armor [Ego+] Arcane/Master While equipped: offense ------ Ignore resists +20% darkness, +20% temporal defense ------ Armor +5 Fatigue +4% Resistance +15% fire, +30% temporal +30% darkness, +15% cold Out-of-Phase Defense +20 Out-of-Phase Resistance +20% Out-of-Phase Resilience +30% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of voratun boots 'Neragath' (0 def, 7 armour)3.0 Encumbrance T5 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats Cun +6, Con +5 offense ------ Physical Power +13 (+2 eff.) Spellpower +15 (+4 eff.) Mindpower +9 (+3 eff.) Accuracy +20 (+3 eff.) Ignore Armor +2 When Hit 2 arcane defense ------ Armor +7 Fatigue +4% Resistance +5% arcane Physical save +24 (+6 eff.) Mind save +25 (+6 eff.) Silence Resist +50% Confus Resist +50% Stun Resist +44% other ------- Stamina/turn +1.00 Max stamina +31.32 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Shocklore the drakeskin leather gloves (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Random Unique] Arcane/Master/Psionic While equipped: offense ------ Physical Crit +8.0% Spell Crit +22% Mind Crit +9% Critical power +11.00% Spellpower +12 (+3 eff.) Damage +15% lightning Accuracy +9 (+2 eff.) On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 33 defense ------ Armor +3 Resistance +21% lightning, +3% blight Physical save +8 (+2 eff.) Mind save +7 (+2 eff.) Disarm Resist +44% other ------- Mana/turn +0.27 Unarmed combat: Weapon Damage 34.0 - 37.4 Physical Uses 40% Str, 40% Dex, 50% Mag 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +7 Ignore Armor +5 Critical Rate +15.0% Attack Speed 100% On-hit +11 arcane On Hit: 10% Perfect Control level 5 On Hit: 10% Elemental Bolt level 5 On Crit: 20% Cripple level 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Dawnbreacher the voratun gauntlets (0 def, 21 armour)1.5 Encumbrance T4 hands armor [Random Unique] Arcane/Master While equipped: Stats Str +3, Dex +3, Mag +5, Wil +6 Cun +7, Con +8 offense ------ Spellpower +12 (+3 eff.) On-Hit 10 arcane Damage +3% arcane Accuracy +15 (+3 eff.) defense ------ Armor +21 Hardiness +5% Fatigue +5% Resistance +5% arcane, +7% physical other ------- Light +1 Unarmed combat: Weapon Damage 28.0 - 39.2 Physical Uses 40% Cun, 40% Str, 50% Mag 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Accuracy +7 Ignore Armor +15 Critical Rate +16.0% Attack Speed 83% On-hit +7 arcane On Hit: 5% Stone Touch level 5 On Hit: 10% Manathrust level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Hand of the World-Shaper (0 def, 12 armour)1.5 Encumbrance T5 hands armor [Unique] Arcane/Nature While equipped: Stats Str +6, Mag +6 offense ------ Spell Crit +10% Spellpower +10 (+3 eff.) Damage +12% physical Ignore resists +15% physical defense ------ Armor +12 Resistance +10% physical other ------- Masteries +0.20 Spell/Stone +0.10 Wild-gift/Sand drake aspect +0.10 Spell/Earth Unarmed combat: Weapon Damage 39.0 - 54.6 Physical Uses 40% Dex, 40% Cun, 60% Mag 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +7.0% Attack Speed 83% On-Hit, radius 1 +50 gravity On-crit, radius 2 +30 gravity pin On Hit: 15% Earthen Missiles level 5 Earthquake: Effective talent level: 4.0 Power cost 25 out of 30/30. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Causes a violent earthquake that deals 95.66 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
Prismpanic the rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +3% acid, +12% light Ignore resists +5% acid defense ------ Armor +1 Fatigue +1% Resistance +9% acid, +6% fire, +6% cold other ------- Light +1 Breathe water A cap made of leather. |
Crown of the Elements (0 def, 10 armour)2.0 Encumbrance T5 head armor [Unique] Arcane While equipped: Stats Mag +10, Wil +10 offense ------ Spellpower +15 (+4 eff.) Mindpower +15 (+4 eff.) On-Hit 10 acid, 10 fire, 10 lightning 10 cold Damage +25% acid, +25% fire +25% cold, +25% lightning defense ------ Armor +10 Fatigue +5% Resistance +25% acid, +25% fire +25% cold, +25% lightning This jeweled crown shimmers with colors. |
drakeskin leather cap of might (0 def, 5 armour)2.0 Encumbrance T5 head armor [Ego+] Master While equipped: Stats Str +4, Con +4 offense ------ Physical Power +6 (+1 eff.) defense ------ Armor +5 Fatigue +5% A cap made of leather. |
dwarven-steel helm 'Adyramira' (9 def, 4 armour)3.0 Encumbrance T3 head armor [Random Unique] Nature/Master While equipped: Stats Str +6, Dex +1, Cun +7, Con +4 offense ------ Physical Power +10 (+2 eff.) Accuracy +8 (+1 eff.) When Hit: * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +4 Defense +9 (+1 eff.) Fatigue +4% Physical save +5 (+1 eff.) Mind save +5 (+1 eff.) Unlife -80.00 life other ------- Stamina/turn +2.00 Max stamina +10.00 Battle Cry: Puts all charms on 23 turn cooldown Effective talent level: 2.0 Power cost 23 out of 28/28. Range melee/personal Cooldown: 30 Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Galesage the voratun helm (0 def, 5 armour)3.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: Stats Str +10, Dex +9 offense ------ Damage +12% lightning defense ------ Armor +5 Fatigue +5% Resistance +11% nature, +12% acid Spell save +9 (+3 eff.) Life +91.00 Healmod +19% Knockbk Resist +21% Teleport Resist +21% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dragonslayer's voratun helm of knowledge (0 def, 5 armour)3.0 Encumbrance T5 head armor [Ego++] Nature/Psionic While equipped: Stats Cun +5, Wil +5 offense ------ Mindpower +6 (+2 eff.) defense ------ Armor +5 Fatigue +5% Resistance +15% acid, +11% fire +15% lightning, +15% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
6 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Item imbue powers: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
12 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Item imbue powers: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+0 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+0 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
8 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats Str +3, Dex +3, Mag +3, Wil +3 Cun +3, Con +3 Item imbue powers: Stats Str +3, Dex +3, Mag +3, Wil +3 Cun +3, Con +3 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Physical save +8 (+2 eff.) Spell save +8 (+2 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+1 eff.) Physical save +8 (+2 eff.) Spell save +8 (+2 eff.) Mind save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+2 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats Str +4, Dex +4, Mag +4, Wil +4 Cun +4, Con +4 Item imbue powers: Stats Str +4, Dex +4, Mag +4, Wil +4 Cun +4, Con +4 Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 bloodstone0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
11 fire opal0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
9 diamond0.0 Encumbrance T5 white gem [Normal] While equipped: Stats Str +5, Dex +5, Mag +5, Wil +5 Cun +5, Con +5 Item imbue powers: Stats Str +5, Dex +5, Mag +5, Wil +5 Cun +5, Con +5 Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+1 eff.) Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Item imbue powers: Defense +10 (+1 eff.) Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
12 pearl0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats Mag +5 Damage +20% arcane, +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Resonating Diamond0.0 Encumbrance T5 white gem [Plot Item] Gems can be sold for money or used in arcane rituals. |
Pearl of Life and Death2.0 Encumbrance white gem [Unique] Nature While carried: Stats Str +5, Dex +5, Mag +5, Wil +5 Cun +5, Con +5, Lck +10 Damage +7% all Resistance +7% all Stun Resist +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
Atamathon's Lost Ruby Eye0.0 Encumbrance T5 red gem [Plot Item] While equipped: Damage +12% fire Item imbue powers: 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. |
Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 25 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Crystal Heart0.0 Encumbrance T5 multi-hued gem [Unique] Arcane While equipped: Stats Con +5 Resistance +20% arcane, +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
529 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Umbraphage0.0 Encumbrance T3 lite [Unique] Psionic While equipped: offense ------ Mindpower +10 (+3 eff.) Damage +15% light, +15% darkness Ignore resists +10% darkness defense ------ Resistance +20% darkness Affinity +20% darkness Mind save +10 (+3 eff.) other ------- Light +5 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). Release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 205.44 darkness damage (based on Mindpower and charge). Uses 9 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
Rungof's Fang1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Cut Drem Arm2.0 Encumbrance T3 gross misc [Unique] Unknown While equipped: offense ------ When Hit 25 darkness defense ------ Disarm Resist +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
Blood-Runed Athame1.0 Encumbrance misc [Plot Item] An athame, covered in blood runes. It radiates power. |
Duathelripper (dig speed 6 turns)3.0 Encumbrance T5 digger tool [Random Unique] Nature/Master While equipped: Stats Str +3 offense ------ Critical power +15.00% Physical Power +9 (+2 eff.) Damage +7% nature, +3% blight Ignore resists +15% darkness, +5% blight Ignore Armor +6 On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 33 defense ------ Resistance +7% fire, +13% nature +14% darkness While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eternity's Counter2.0 Encumbrance T4 misc tool [Unique] Arcane While equipped: offense ------ Damage +15% temporal defense ------ Resistance +0% all, +15% temporal Damage Reduction +0 all Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. Flip the hourglass (sands currently flowing towards stability). Uses 17 power out of 20/20 This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
Dragon Orb (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats Cun +6 Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats Mag +6 Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats Str +6 Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats Dex +6 Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
Gwai's Burninator2.0 Encumbrance T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 579.94 fire damage (based on Magic). Uses 41 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
soothing stralite torque of psionic shield [power 109] (21 cooldown)2.0 Encumbrance T4 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 109 for 5 turns Puts all charms on 21 turn cooldown 100% to heal for 94. Torques are made by powerful psionics to store psionic powers. |
stralite torque of mindblast [power 295] (13 cooldown)2.0 Encumbrance T4 torque charm [Ego] Psionic Blast the opponent's mind dealing 375 mind damage and silencing them for 4 turns Puts all charms on 13 turn cooldown Torques are made by powerful psionics to store psionic powers. |
supercharged dragonbone totem of healing [power 722] (17 cooldown)2.0 Encumbrance T5 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 722 Puts all charms on 17 turn cooldown Natural totems are made by powerful wilders to store nature power. |
cleansing dragonbone wand of lightning storm [power 482] (13 cooldown)2.0 Encumbrance T5 wand charm [Ego+] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 108 lightning damage and will be dazed for 1 turn (544 total damage) Puts all charms on 13 turn cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 Encumbrance mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Forbidden Tome: "Of Knowledge And Horrors"2.0 Encumbrance T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
Forbidden Tome: "The Illusory Castle"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
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 Auri the Halfling Skirmisher level 36
58th Pyre 123rd year of Ascendancy at 22:15 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Auri the Halfling Skirmisher level 48
57th Dusk 123rd year of Ascendancy at 22:53 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Auri the Halfling Skirmisher level 32
56th Regrowth 123rd year of Ascendancy at 04:15 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Auri the Halfling Skirmisher level 41
2nd Flare 123rd year of Ascendancy at 04:03 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Auri the Halfling Skirmisher level 22
7th Allure 123rd year of Ascendancy at 03:31 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Auri the Halfling Skirmisher level 21
8th Decay 122nd year of Ascendancy at 22:00 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Auri the Halfling Skirmisher level 40
1st Summertide 123rd year of Ascendancy at 14:26 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Auri the Halfling Skirmisher level 31
53rd Regrowth 123rd year of Ascendancy at 18:14 see stats
Evil denied (Insane (Roguelike) difficulty)
Won ToME by preventing the Void portal from opening.By Auri the Halfling Skirmisher level 50
47th Haze 123rd year of Ascendancy at 05:12 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Auri the Halfling Skirmisher level 22
7th Allure 123rd year of Ascendancy at 12:21 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Auri the Halfling Skirmisher level 36
48th Pyre 123rd year of Ascendancy at 11:06 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Auri the Halfling Skirmisher level 25
21st Regrowth 123rd year of Ascendancy at 17:19 see stats
Fear of Fours (Insane (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By Auri the Halfling Skirmisher level 50
21st Haze 123rd year of Ascendancy at 05:13 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 Auri the Halfling Skirmisher level 35
75th Regrowth 123rd year of Ascendancy at 11:27 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Auri the Halfling Skirmisher level 10
14th Haze 122nd year of Ascendancy at 22:23 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Auri the Halfling Skirmisher level 20
73rd Haze 122nd year of Ascendancy at 12:31 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Auri the Halfling Skirmisher level 30
49th Regrowth 123rd year of Ascendancy at 16:17 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Auri the Halfling Skirmisher level 40
1st Summertide 123rd year of Ascendancy at 06:32 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Auri the Halfling Skirmisher level 50
69th Dusk 123rd year of Ascendancy at 15:22 see stats
Orcrist (Insane (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By Auri the Halfling Skirmisher level 50
19th Haze 123rd year of Ascendancy at 15:47 see stats
Overpowered! (Insane (Roguelike) difficulty)
Did over 6000 damage in one attack.By Auri the Halfling Skirmisher level 49
67th Dusk 123rd year of Ascendancy at 11:14 see stats
Race through fire (Insane (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Auri the Halfling Skirmisher level 49
67th Dusk 123rd year of Ascendancy at 16:00 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Auri the Halfling Skirmisher level 18
68th Haze 122nd year of Ascendancy at 06:10 see stats
Shasshhiy'Kaish (Insane (Roguelike) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Auri the Halfling Skirmisher level 36
62nd Pyre 123rd year of Ascendancy at 10:02 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Auri the Halfling Skirmisher level 30
49th Regrowth 123rd year of Ascendancy at 21:06 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Auri the Halfling Skirmisher level 11
17th Haze 122nd year of Ascendancy at 00:35 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Auri the Halfling Skirmisher level 40
1st Summertide 123rd year of Ascendancy at 16:25 see stats
Tactical master (Insane (Roguelike) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Auri the Halfling Skirmisher level 50
47th Haze 123rd year of Ascendancy at 05:11 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Auri the Halfling Skirmisher level 7
78th Pyre 122nd year of Ascendancy at 20:27 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Auri the Halfling Skirmisher level 50
18th Haze 123rd year of Ascendancy at 23:46 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 Auri the Halfling Skirmisher level 37
73rd Pyre 123rd year of Ascendancy at 08:41 see stats
The Sun Still Shines (Insane (Roguelike) difficulty)
Aeryn survived the last battle.By Auri the Halfling Skirmisher level 50
47th Haze 123rd year of Ascendancy at 05:12 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By Auri the Halfling Skirmisher level 46
54th Dusk 123rd year of Ascendancy at 13:20 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Auri the Halfling Skirmisher level 35
31st Pyre 123rd year of Ascendancy at 14:24 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Auri the Halfling Skirmisher level 42
17th Dusk 123rd year of Ascendancy at 16:43 see stats
Thralless (Insane (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Auri the Halfling Skirmisher level 36
72nd Pyre 123rd year of Ascendancy at 18:21 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Auri the Halfling Skirmisher level 22
6th Allure 123rd year of Ascendancy at 10:03 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Auri the Halfling Skirmisher level 16
30th Haze 122nd year of Ascendancy at 22:50 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Auri the Halfling Skirmisher level 32
55th Regrowth 123rd year of Ascendancy at 17:06 see stats
Log
Ran for 2 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Lore found: Elandar's journal (2)
Lore found: ominous, dark runed staff
You can read all your collected lore in the game menu, by pressing Escape.
Ran for 1 turns (stop reason: learnt lore).
Auri picks up ( .): diamond.
Auri picks up ( .): cleansing dragonbone wand of lightning storm [power 482] (13 cooldown).
Auri picks up (C.): truestriking voratun battleaxe of the mystic (56-85 power, 4 apr).
Auri picks up (D.): stormbringer's voratun greatmaul of enduring (66-100 power, 4 apr).
Auri picks up ( .): drakeskin leather cap of might (0 def, 5 armour).
Auri picks up ( .): insulating pair of voratun boots of void walking (0 def, 5 armour).
Auri picks up ( .): Crown of the Elements (0 def, 10 armour).
Auri picks up (Y.): sunsealed elven-silk robe of darkness (+60%) (6 def, 7 armour).
Auri picks up (z.): Awakened Staff of Absorption (60-72 power, 60 apr, arcane element).
Lore found: Crown of the Elements
You can read all your collected lore in the game menu, by pressing Escape.
Resting starts...
Rested for 62 turns (stop reason: all resources and life at maximum).
Ran for 6 turns (stop reason: interesting terrain).
Resting starts...
Rested for 17 turns (stop reason: all resources and life at maximum).
Ran for 13 turns (stop reason: interesting terrain).







































































































































































