











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Cursed |
| Level / Exp | 50 / 3473% |
| Size | medium |
| Lifes / Deaths | Killed by shadow at level 26 on the 28th Loss 122nd year of Ascendancy at 17:16 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 106.81709104838 (base 57) |
| Dexterity | 38.634182096757 (base 10) |
| Constitution | 47.634182096757 (base 29) |
| Magic | 30.817091048378 (base 15) |
| Willpower | 107.63418209676 (base 57) |
| Cunning | 90.634182096757 (base 59) |
Resources
| Life | 2065/2065 |
| Hate | 63/152 |
| Equilibrium | 30 |
| Healing Factor | 0.98037711167233 |
| Regeneration | 15.725407605928 |
Speed
| Mental | +20% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| See Invisible | 7.6341820967567 |
Offense: Mainhand
| Damage | 177 |
| Accuracy | 83 |
| Crit Chance | 64% |
| APR | 29 |
| Speed | 0.83 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 16.5 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Mind
| Mindpower | 73 |
| Crit Chance | 50% |
| Speed | 1 |
Offense: Damage Bonus
| Fire | +19% |
| Acid | +19% |
| Nature | +16% |
| Temporal | +16% |
| Darkness | +37% |
| Physical | +46% |
| Cold | +39% |
| All | +7% |
Offense: Damage Penetration
| Lightning | +30% |
| Light | +70% |
| Cold | +30% |
| Fire | +35% |
| All | +20% |
Defense: Base
| Armour (hardiness) | 41 (30%) |
| Defense | 28 |
| Ranged Defense | 28 |
| Fatigue | 2 |
| Physical Save | 63 |
| Spell Save | 65 |
| Mental Save | 62 |
Defense: Resistances
| Acid | + 67%( 70%) |
| Blight | + 59%( 70%) |
| Physical | + 49%( 75%) |
| Cold | + 70%( 70%) |
| All | + 38%( 70%) |
| Lightning | + 69%( 70%) |
| Light | + 44%( 70%) |
| Temporal | + 42%( 70%) |
| Mind | + 46%( 70%) |
| Darkness | + 56%( 77%) |
| Fire | + 70%( 70%) |
| Nature | + 49%( 70%) |
Defense: Immunities
| Pinning Resistance | 0% |
| Confusion Resistance | 69% |
| Fear Resistance | 50% |
| Poison Resistance | 20% |
| Disarm Resistance | 23% |
| Bleed Resistance | 10% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 50% |
Inscriptions (4/4)
| Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 994% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 37% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 816 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 2.5 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -861 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 861 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. |
Class Talents
| Cursed / Predator | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
| Cursed / Rampage | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 4/5 |
| 4/5 |
| 5/5 |
| 5/5 |
| Cursed / Endless hunt | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Slaughter | 1.50 |
| 3/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Cursed / Gloom | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 3/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Cursed / Cursed form | 1.00 |
| 2/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.60 |
| 3/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Repel |
| talent | Antimagic Shield |
| talent | Gloom |
| talent | Stalk |
| talent | Savage Hunter |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 3.8)Penalty : Fractured Sanity: -8% Mind Resistance, -11% Confusion Immunity Power 1+: Unleashed: +11% critical damage, +14% off-hand weapon damage Power 2+: -1 Luck, +7 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 58% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 15.0% of your life, the remaining cooldown of all your talents is reduced by 1. |
| beneficial effect | Hunting: Marked Prey- Ziguranth patrol 20% Received damage reduction against: - Humanoid |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 2.8)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 7%) for 4 turns. Power 1+: Nightwalker: +11 Darkness Resistance, +7% Max Darkness Resistance, +8 See Invisible Power 2+: -1 Luck, +5 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 6.8)Penalty : Fear of Death: -9% resistance against damage from the undead. Power 1+: Power over Death: +16% damage against the undead. Power 2+: -1 Luck, +7 Strength, +7 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 16 turns, retch (level 5) when you fall below 50% health Power 4+: Reprieve from Death: Humanoids you slay have a 45% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 5.8): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 16% when tested. Power 1+: Removed from Reality: +7 Physical Resistance, +5 Maximum Physical Resistance Power 2+: -1 Luck, +11 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 59 mind and 76 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 9 nightmare (summon Terrors and chances to slow, deal 89 Mind damage, and deal 114 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 2.8)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+33% chance to avoid traps). Power 2+: -1 Luck, +5 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+8% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 38% if the increase would be enough to kill your opponent. |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by barrow wight. Escort: injured seer (level 7 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by rogue sapper. Escort: lone alchemist (level 2 of Ruins of Kor'Pul) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved Strength by +5. | done |
You failed to protect the lost sun paladin from death by giant green ant. Escort: lost sun paladin (level 4 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you improved Willpower by +5. | done |
You failed to protect the lost warrior from death by grave wight. Escort: lost warrior (level 8 of Dreadfell) | failed |
You failed to protect the repented thief from death by Getha the emperor wight. Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved Willpower by +5. | done |
You failed to protect the worried loremaster from death by anaconda. Escort: worried loremaster (level 2 of Old Forest) | failed |
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 |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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 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: 3231. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. 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. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
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 | Emovea the Glowrune (Corpses) (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +8 Physical crit. chance: +3.0% Physical power: +3 (+1 eff.) Armour: +4 Fatigue: +3% Changes resistances: +18% acid / +15% fire Changes resistances penetration: +25% light Reduces incoming crit damage: 15.00% Physical save: +6 (+1 eff.) Mental crit. chance: +5% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Corpses Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Glorywe the IcequellerInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Accuracy: +34 (+7 eff.) Armour: +10 Changes resistances: +9% blight Changes damage: +12% cold Physical save: +18 (+4 eff.) Spell save: +21 (+5 eff.) Disarm immunity: +23% Only die when reaching: -60.00 life Maximum life: +63.00 Light radius: +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Malslek the Accursed's Hat (Madness) (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +2 (+1 eff.) Damage (Melee): 30 % chance of gloom effects Changes resistances: +20% fire Changes damage: +10% darkness / +10% physical Talent mastery: +0.20 Cursed / Punishments Mental save: -10 (-3 eff.) Hate when firing a critical mind attack: +2.00 Hate per kill: +2.00 Maximum hate: +20.00 Spellpower: +10 (+2 eff.) Mindpower: +15 (+4 eff.) Mental crit. chance: +10% Healing mod.: -10% Talent on hit(spell): Agony (10% chance level 2). Talent on hit(mindpower): Hateful Whisper (10% chance level 2). Curse of Madness This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
| On hands | Ruthless Grip (Nightmares) (0 def, 5 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +5 Damage (Melee): 15 darkness / 15 cold Changes damage: +20% darkness / +20% cold Only die when reaching: -100.00 life Maximum hate: +20.00 Healing mod.: -10% When used to modify unarmed attacks: Base power: 26.0 - 36.4 Uses stats: 40% Wil, 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Dominate (10% chance level 3). When this weapon hits: Slash (5% chance level 3). Curse of Nightmares It can be used to activate talent Instill Fear (costing 20 power out of 30/30) : Effective talent level: 4.5 Power cost: 20 out of 30/30. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 33.70 mind and 43.16 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 34% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 33. Terrified: Deals 8.03 mind and 10.28 darkness damage per turn and increases cooldowns by 52%. Haunted: Causes the target to suffer 13.06 mind and 16.72 darkness damage for each detrimental mental effect every turn. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
| Tool | Belildassra the Brightraze [power 5] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Damage when hit (Melee): 6 darkness / 6 light Changes resistances: +12% nature / +15% mind Changes resistances penetration: +25% light Poison immunity: +20% Confusion immunity: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to remove 1 confusion or silence effect and prevent the application of 5 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage by 23% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Pyreparry (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +15 (+3 eff.) Armour: +14 Damage when hit (Melee): 6 fire Changes stats: +7 Str / +3 Con Changes resistances: +10% physical Reduces incoming crit damage: 15.00% Spell save: +6 (+2 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Corpses Rings make your fingers look great! |
| On fingers | stralite ring 'Chillwyrd' (Misfortune)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 18% chance to reduce all saves and defense by 40 Damage (Melee): 29 physical Effects on ranged hit: * 17% chance to reduce all saves and defense by 40 Damage (Ranged): 17 physical Changes stats: +6 Cun Changes resistances: +3% cold / +9% light / +12% darkness Changes resistances penetration: +10% cold Changes damage: +12% acid Hate when firing a critical mind attack: +3.00 Maximum hate: +12.00 Healing mod.: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Misfortune It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 159% weapon damage. If the attack hits, the target will bleed for 300% weapon damage over 7 turns, and all healing will be reduced by 60%. Rings make your fingers look great! |
| Around neck | Fulyzilagar the Infernoshear (Corpses)Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +15 (+4 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes resistances: +26% lightning Changes resistances penetration: +15% fire Changes damage: +9% temporal / +12% fire / +17% physical Stun/Freeze immunity: +49% Combat speed: +20% Curse of Corpses Amulets make your neck look great! |
| In main hand | Scumdare (Corpses) (42-58 power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 41.5 - 58.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 269 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Accuracy: +24 (+5 eff.) Physical crit. chance: +25.0% Physical power: +12 (+3 eff.) Changes stats: +8 Str Changes resistances: +6% darkness / +6% nature / +9% cold / +6% mind / +6% fire Changes damage: +12% physical Cut immunity: +10% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Curse of Corpses One-handed war axes. |
| Around waist | drakeskin leather belt 'Erudrablek' (Corpses)Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +2 Dex / +4 Wil Changes resistances: +28% acid / +6% temporal / +12% blight / +33% fire / +20% cold / +20% lightning Curse of Corpses A belt that goes around your waist. |
| In off hand | stralite shield 'Strikeknight' (Nightmares) (0 def, 8 armour, 52-62 power, 149 block)Requires: - Shield usage training - Strength 35 Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 51.5 - 61.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +149 Damage (Melee): +4 lightning / +18 cold When wielded/worn: Accuracy: +13 (+3 eff.) Armour: +8 Fatigue: +8% On shield block: * Deals 236 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Changes stats: +3 Str / +6 Dex / +4 Wil Changes resistances: +12% blight / +38% cold / +3% lightning / +6% fire Changes resistances penetration: +10% lightning Talent granted: +1 Block Curse of Nightmares Handheld deflection devices. |
| Cloak | Carrionguile the elven-silk cloak (Madness) (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +39 (+8 eff.) Armour penetration: +15 Defense: +3 (+2 eff.) Fatigue: -9% Changes stats: +5 Str / +5 Dex / +6 Wil / +3 Con Changes damage: +9% nature Talent mastery: +0.30 Technique / Combat training Critical mult.: +26.00% Stealth bonus: +14 Spell save: +13 (+3 eff.) Stamina each turn: +1.30 Hate when firing a critical mind attack: +5.00 Maximum life: +77.00 Maximum stamina: +22.00 Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Crimson Robe (Shrouds) (12 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+6 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances: +15% all Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.10 Psionic / Solipsism +0.20 Cursed / Slaughter +0.20 Cursed / Punishments Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+5 eff.) Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). Curse of Shrouds This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Inventory
healing infusion of the warrior (heal 293; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 293 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the warrior (heal 296; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 296 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of the Rift (580.54 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 673.42 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the warrior (absorb 135; cd 19)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 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 135 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 Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Cobranaught the voratun amulet (Corpses)Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +9 (+2 eff.) Changes resistances: +15% blight / +30% temporal Changes resistances penetration: +20% blight / +20% nature Changes damage: +6% blight / +10% physical / +9% nature Physical save: +24 (+6 eff.) Spell save: +18 (+5 eff.) Mental save: +23 (+5 eff.) Pinning immunity: +50% Knockback immunity: +48% Combat speed: +10% Curse of Corpses Amulets make your neck look great! |
Garkul's Teeth (Nightmares)Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+4 eff.) Mental save: +18 (+4 eff.) Pinning immunity: +100% Curse of Nightmares It can be used to activate talent Shattering Shout (costing 10 power out of 48/48) : Effective talent level: 5.5 Power cost: 10 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 473.27 physical damage in a radius 8 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
The Far-Hand (Misfortune)Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% Curse of Misfortune It can be used to activate talent Teleport (costing 36 power out of 36/36) : Effective talent level: 5.5 Power cost: 36 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (116). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Uredig the stralite amulet (Nightmares)Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -17% Effects on melee hit: * 23% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce all saves and defense by 40 Changes stats: +2 Str / +10 Mag Reduces incoming crit damage: 15.00% Life regen: +10.00 Mana each turn: +0.50 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +52.00 Light radius: +3 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Curse of Nightmares Amulets make your neck look great! |
cleansing steel amulet of constitution (+4) (Madness)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Con Changes resistances: +12% nature / +13% blight Poison immunity: +22% Disease immunity: +22% Curse of Madness Amulets make your neck look great! |
grounding copper amulet of willpower (+3) (Corpses)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +10% lightning Stun/Freeze immunity: +21% Curse of Corpses Amulets make your neck look great! |
grounding steel amulet of willpower (+3) (Misfortune)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +10% lightning Stun/Freeze immunity: +26% Curse of Misfortune Amulets make your neck look great! |
starlit steel amulet of dexterity (+4) (Corpses)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Dex Changes resistances: +10% light / +12% darkness Blindness immunity: +22% Curse of Corpses Amulets make your neck look great! |
stralite amulet 'Puretorrent' (Corpses)Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Damage when hit (Melee): 10 nature Changes resistances: +42% temporal / +22% cold / +18% fire Changes resistances penetration: +10% mind / +10% nature Changes damage: +3% nature / +6% mind Pinning immunity: +63% Knockback immunity: +64% Curse of Corpses Amulets make your neck look great! |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Airvortex the stralite ring (Corpses)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 40 Changes stats: +5 Wil Changes resistances: +18% lightning Changes damage: +6% mind Spell save: +15 (+4 eff.) Mental save: +13 (+3 eff.) Confusion immunity: +44% Mana when firing critical spell: +2.00 Spell crit. chance: +2% Damage Shield penetration: +30% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Corpses Rings make your fingers look great! |
Borurab the Glimmerpower (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +15% light Changes damage: +6% blight Stun/Freeze immunity: +22% Life regen: +2.00 Light radius: +2 Curse of Madness Rings make your fingers look great! |
Durosin (Misfortune)Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +11 (+3 eff.) Changes stats: +5 Str / +1 Cun / +5 Con Changes resistances: +11% acid / +9% temporal / +12% cold / +10% fire / +10% lightning Hate when firing a critical mind attack: +2.00 Spellpower: +7 (+2 eff.) Mindpower: +7 (+2 eff.) Curse of Misfortune Rings make your fingers look great! |
Grinulaleg the Murkwrecker (Nightmares)Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +18 (+9 eff.) Changes stats: +17 Cun / +8 Wil Changes resistances: +12% acid / +15% fire / +6% blight Changes damage: +3% nature Spell save: +6 (+2 eff.) Life regen: +13.00 Maximum life: +90.00 Mindpower: +15 (+4 eff.) Healing mod.: +18% Curse of Nightmares Rings make your fingers look great! |
Ring of the Archlich (Nightmares)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. It desires to be surrounded by undeath. When wielded/worn: Changes resistances: +10% darkness / +10% cold Changes damage: +10% darkness / +10% cold Spell save: +8 (+2 eff.) Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +8 (+2 eff.) Curse of Nightmares This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
Ring of the Dead (Corpses)Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! Curse of Corpses 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. |
Sparktouch (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +30 (+14 eff.) Changes resistances: +18% acid / +15% light / +18% blight Changes resistances penetration: +20% lightning Reduces incoming crit damage: 10.00% Disarm immunity: +46% Pinning immunity: +73% Knockback immunity: +34% Teleport immunity: +23% Maximum life: +37.00 Curse of Madness Rings make your fingers look great! |
Sunwilder (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +6 Defense: +30 (+14 eff.) Changes resistances penetration: +25% light Changes damage: +12% physical Stun/Freeze immunity: +31% Life regen: +3.00 Curse of Madness Rings make your fingers look great! |
Voidonslaught the copper ring (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Damage when hit (Melee): 6 darkness Changes stats: +5 Str / +4 Dex / +2 Cun / +5 Con Changes damage: +3% cold Reduces incoming crit damage: 10.00% Curse of Nightmares Rings make your fingers look great! |
Wheel of Fate (Nightmares)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Curse of Nightmares It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Writhing Ring of the Hunter (Madness)Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). Curse of Madness A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
copper ring of perseverance (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Stun/Freeze immunity: +20% Life regen: +2.00 Curse of Corpses Rings make your fingers look great! |
gladiator's gold ring of luminosity (Madness)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Damage (Melee): 10 light Damage (Ranged): 18 light Changes stats: +6 Str / +3 Mag / +5 Con Changes damage: +13% light Curse of Madness Rings make your fingers look great! |
gold quartz ring (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Con Spell save: +13 (+3 eff.) Stun/Freeze immunity: +30% Maximum stamina: +24.00 Curse of Nightmares Rings make your fingers look great! |
marksman's steel ring of frost (+22%) (Madness)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Changes resistances: +22% cold Changes damage: +11% cold Curse of Madness Rings make your fingers look great! |
savage's copper ring of light (+22%) (Madness)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +22% light Changes damage: +11% light Spell save: +10 (+3 eff.) Maximum stamina: +11.00 Curse of Madness Rings make your fingers look great! |
stralite quartz ring (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 (+2 eff.) Defense: +9 (+5 eff.) Stun/Freeze immunity: +30% Movement speed: +18% Activating this item is instant. Curse of Madness It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 3.5 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 32% for 5 turns. Rings make your fingers look great! |
stralite ring (Misfortune)0.10 Encumbrance. Type: jewelry / ring ; tier 4 Curse of Misfortune Rings make your fingers look great! |
stralite ring (Shrouds)0.10 Encumbrance. Type: jewelry / ring ; tier 4 Curse of Shrouds Rings make your fingers look great! |
stralite ring of pilfering (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +11 Defense: +11 (+6 eff.) Curse of Shrouds It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 171% 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! |
titan's steel ring of tenacity (Nightmares)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+1 eff.) Disarm immunity: +21% Pinning immunity: +22% Knockback immunity: +20% Maximum life: +26.00 Curse of Nightmares Rings make your fingers look great! |
Swordbreaker (Madness) (25-32 power, 20 apr)Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 50% Cun, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+8 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+3 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. Curse of Madness This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Umbral Razor (Madness) (25-32 power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 50% Dex, 15% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 Curse of Madness It can be used to activate talent Invoke Darkness (costing 20 power out of 20/20) : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: 10 Travel Speed: 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 93.52 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
yew longbow 'Winterkiss' (Madness)Requires: - Dexterity 24 - Talent Shoot Infused by nature Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 On weapon hit: * 10 arcane resource burn On weapon crit: * silences the target Travel speed: +200% Damage (Ranged): +12 nature When wielded/worn: Effects on ranged hit: * 10 arcane resource burn Changes stats: +5 Cun / +5 Con Changes resistances: +9% lightning / +3% temporal Changes resistances penetration: +9% nature Changes damage: +3% cold Talent mastery: +0.30 Wild-gift / Fungus Spell save: +6 (+2 eff.) Combat speed: +10% Curse of Madness It can be used to regenerate 216 life over 5 turns Activation puts all charms on cooldown for 20 turns. Longbows are used to shoot arrows at your foes. |
Perseverance (Madness) (31-43 power, 9 apr)Requires: - Willpower 24 - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 It is part of a set of items. It is said perseverance comes hand in hand with dedication. Base power: 31.0 - 43.4 Uses stats: 20% Wil, 90% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +9 Crit. chance: +12.0% Attack speed: 100% On weapon crit: * restore 7 stamina and equilibrium Damage (Melee): +15 manaburn arcane When wielded/worn: Spell save: +18 (+5 eff.) Confusion immunity: +30% Stun/Freeze immunity: +10% Curse of Madness It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The sword symbolizes the krogs committment to their task of fighting against the forces of the arcane. With each slash the krog would endevor to continue, until at last their opponents would fall. |
Growthbliss the stralite mace (Madness) (58-80 power, 5 apr)Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 4 Base power: 57.5 - 80.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 69% Changes stats: +7 Str / +7 Dex / +3 Mag / +7 Wil / +7 Cun / +5 Con Changes resistances: +12% nature Changes damage: +6% nature Curse of Madness Blunt and deadly. |
Poltergeist's Thunderfall (Corpses) (50-70 power, 6 apr)Requires: - Willpower 30 - Strength 50 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Base power: 50.0 - 70.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (radius 1) on hit: +50 lightning / +50 physical Damage (radius 2) on crit: +100 lightning / +100 physical When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Curse of Corpses It can be used to perform a melee strike against a target at up to range 10 for an automatic critical hit as lightning damage Activation costs 60 power out of 60/60. Tremendous power is concentrated in this heavy mace. Just dropping it can knock down nearby walls. |
Awakened Staff of Absorption (60-72 power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+9 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns Activation costs 200 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." |
Isorayawen the Serpentmaster (Madness) (53-74 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 53.0 - 74.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) Damage (radius 2) on crit: +4 nature When wielded/worn: Armour: +4 Changes stats: +10 Str / +10 Dex / +11 Mag / +11 Wil / +10 Cun / +3 Con Changes resistances: +5% arcane Mental save: +12 (+3 eff.) Disarm immunity: +20% Knockback immunity: +20% Curse of Madness One-handed war axes. |
voratun waraxe 'Magmapeal' (Madness) (53-74 power, 9 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 53.0 - 74.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns When wielded/worn: Accuracy: +33 (+7 eff.) Armour penetration: +11 Changes stats: +2 Str Changes resistances: +9% fire Changes resistances penetration: +18% physical Stamina each turn: +2.00 Curse of Madness One-handed war axes. |
Stormlash (Corpses) (17-19 power, 7 apr)Requires: - Dexterity 15 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 1 Base power: 17.0 - 18.7 Uses stat: 100% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +7 Crit. chance: +5.0% Attack speed: 125% On weapon crit: * Focus the lightning forces on an enemy Damage conversion: 50% dazing lightning When wielded/worn: Accuracy: +7 (+2 eff.) Changes damage: +10% lightning Curse of Corpses It can be used to strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 17.22 to 51.67 lightning damage (based on Magic and Dexterity) Activation costs 10 power out of 10/10. This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
Darkwend (Madness)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Fatigue: -9% Changes stats: +5 Wil Changes resistances penetration: +20% darkness Maximum encumbrance: +49 Physical save: +15 (+3 eff.) Mental save: +16 (+4 eff.) Blindness immunity: +20% Confusion immunity: +10% Pinning immunity: +10% Stun/Freeze immunity: +20% Maximum life: +106.00 Mindpower: +11 (+3 eff.) Curse of Madness A belt that goes around your waist. |
Frozensquall (Nightmares)Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 26% chance to reduce strength, dexterity, and constitution by 10 * 26% chance to gain 10% of a turn (3/turn limit) Changes resistances: +36% acid / +12% light / +14% darkness Changes resistances penetration: +33% acid Changes damage: +18% blight / +21% cold / +24% acid / +15% temporal Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Curse of Nightmares A belt that goes around your waist. |
rough leather belt 'Camoregonik' (Nightmares)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +3% cold Changes damage: +9% physical Teleport immunity: +20% Maximum life: +33.00 Maximum stamina: +20.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Curse of Nightmares A belt that goes around your waist. |
Gunadunavon (Corpses) (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+4 eff.) Changes stats: +2 Str / +3 Dex / +1 Wil / +3 Con Reduces incoming crit damage: 10.00% Physical save: +6 (+1 eff.) Infravision radius: +1 Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Silegalle the Bleakward (Corpses) (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +37 (+8 eff.) Armour penetration: +5 Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 32% Changes stats: +3 Cun / +3 Dex Changes resistances: +1% physical Stamina each turn: +3.00 Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Amurerim' (Madness) (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +37 (+8 eff.) Armour penetration: +10 Defense: +2 (+1 eff.) Fatigue: -4% Effects on melee hit: * 10% chance to reduce all saves and defense by 40 Changes stats: +1 Wil Changes resistances: +16% nature / +16% blight Critical mult.: +14.00% Stealth bonus: +8 Life regen: +6.00 Maximum life: +45.00 Maximum stamina: +18.00 Maximum hate: +10.00 Mindpower: +15 (+4 eff.) Healing mod.: +15% Curse of Madness 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 'Stokeonslaught' (Madness) (3 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+2 eff.) Changes stats: +5 Cun / +4 Wil Changes resistances: +7% acid / +6% lightning / +9% fire / +5% arcane / +8% cold Changes resistances penetration: +5% acid / +20% fire Changes damage: +18% arcane Spell save: +14 (+4 eff.) Mental save: +14 (+3 eff.) Mental crit. chance: +7% Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
restorative cashmere cloak of fog (Corpses) (8 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +8 (+4 eff.) Changes resistances: +13% blight / +13% fire / +13% nature / +14% light Stealth bonus: +7 Life regen: +4.00 Healing mod.: +11% Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Belyseda the elven-silk robe (Misfortune) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Accuracy: +5 (+1 eff.) Changes stats: +1 Con Changes resistances: +37% acid / +42% fire / +45% lightning / +15% all Changes damage: +25% acid / +28% fire / +30% lightning Critical mult.: +20.88% Silence immunity: +20% Only die when reaching: -20.00 life Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Firewalker (Madness) (15 def, 2 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +2 Defense: +15 (+8 eff.) Damage when hit (Melee): 18 fire Changes stats: +6 Cun / +10 Mag Changes resistances: +50% fire / -10% cold / +11% all Changes resistances penetration: +20% fire Changes damage: +20% fire Spellpower: +12 (+3 eff.) Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. Curse of Madness This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
Flashbreacher the elven-silk robe (Misfortune) (0 def, 0 armour)Infused by nature Infused by arcane disrupting forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Effects when hit in melee: * 10% chance to slow global speed by 69% * 5 arcane resource burn Changes resistances: +12% acid / +6% darkness / +9% light / +20% blight / +3% nature / +5% arcane / +15% all Changes resistances penetration: +20% mind / +15% light Changes damage: +29% mind Life regen: +6.00 Psi each turn: +1.00 Maximum life: +83.00 Maximum psi: +40.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Light radius: +1 Healing mod.: +27% Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Floenaught the elven-silk robe (Nightmares) (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical power: +10 (+3 eff.) Changes stats: +10 Cun / +2 Dex Changes resistances: +9% temporal / +16% blight / +6% fire / +12% cold / +15% all Changes damage: +9% physical Critical mult.: +20.00% Spell save: +6 (+2 eff.) Mental save: +27 (+6 eff.) Life regen: +3.20 Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +5.00 Only die when reaching: -40.00 life Maximum life: +100.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +5% Healing mod.: +30% Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Getasin the silk robe (Misfortune) (10 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +10 (+5 eff.) Changes resistances: +13% darkness / +18% mind / +6% nature / +13% all Critical mult.: +20.00% Physical save: +18 (+4 eff.) Spell save: +36 (+9 eff.) Mental save: +45 (+11 eff.) Life regen: +2.00 Only die when reaching: -40.00 life Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Uliduvon the woollen robe (Shrouds) (30 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Defense: +30 (+14 eff.) Changes stats: +5 Dex / +3 Con Changes resistances: +9% all Changes damage: +9% nature / +12% physical Poison immunity: +25% Disease immunity: +27% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Wretchbreaker (Nightmares) (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Effects on melee hit: * 21% chance to reduce strength, dexterity, and constitution by 10 Changes stats: +10 Cun / +10 Con Changes resistances: +39% cold / +15% all Changes resistances penetration: +10% blight / +15% temporal / +15% nature Changes damage: +26% cold / +27% nature / +15% temporal Critical mult.: +19.00% Poison immunity: +40% Disease immunity: +50% Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +4.00 Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Boots of the Hunter (Misfortune) (2 def, 12 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+3 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. Curse of Misfortune It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 32 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Curemaster (Corpses) (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Effects on melee hit: * 20% chance to slow global speed by 69% Damage when hit (Melee): 2 cold Changes resistances: +6% lightning / +7% temporal / +3% nature Curse of Corpses Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Eden's Guile (Corpses) (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival Curse of Corpses It can be used to boost speed by 65% (based on Cunning) Activation costs 50 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. |
Maliralathatir (Corpses) (0 def, 7 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Armour: +7 Changes stats: +4 Con / +7 Wil Changes resistances: +4% physical Changes resistances penetration: +8% physical Mindpower: +6 (+2 eff.) Mental crit. chance: +2% Curse of Corpses It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 5.9 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 60% (at 0 Hate) to 200% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 40 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Ravenpassion the pair of dwarven-steel boots (Misfortune) (18 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +18 (+9 eff.) Fatigue: -3% Changes stats: +2 Cun Changes resistances penetration: +10% acid Changes damage: +3% acid / +9% darkness Critical mult.: +5.00% Maximum encumbrance: +31 Physical save: +10 (+2 eff.) Hate when firing a critical mind attack: +5.00 Activating this item is instant. Curse of Misfortune It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 4.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 29% chance to evade melee and ranged attacks and 25 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Rhogasta (Misfortune) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +4 Str / +1 Cun / +4 Con Changes resistances: +5% arcane / +3% nature Infravision radius: +3 Healing mod.: +15% Curse of Misfortune It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.5 Power cost: 25 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Unbreakable Greaves (Corpses) (8 def, 20 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+4 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% Curse of Corpses These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Windgasher (Misfortune) (0 def, 13 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +6.0% Physical power: +6 (+2 eff.) Armour: +13 Fatigue: -9% Effects on melee hit: * 20% chance to slow global speed by 69% Changes resistances: +16% acid / +14% lightning / +15% fire / +5% arcane / +22% cold Changes resistances penetration: +10% nature Changes damage: +9% light Maximum encumbrance: +45 Physical save: +13 (+3 eff.) Spell save: +6 (+2 eff.) Curse of Misfortune A pair of boots made of leather. |
pair of voratun boots 'Sleetreign' (Madness) (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +12 Physical crit. chance: +6.0% Physical power: +19 (+5 eff.) Armour: +5 Fatigue: +4% Changes resistances: +6% cold Changes damage: +6% mind Equilibrium when hit: +0.16 Spellpower: +31 (+6 eff.) Mindpower: +47 (+11 eff.) Mental crit. chance: +3% Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
scholar's pair of rough leather boots of disengagement (Madness) (0 def, 1 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Cun / +2 Dex Spellpower: +4 (+1 eff.) Curse of Madness It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 4.5 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 186% 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. A pair of boots made of leather. |
Fists of the Desert Scorpion (Nightmares) (8 def, 4 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+4 eff.) Changes stats: +3 Str / +3 Wil / +3 Cun Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 (+1 eff.) When used to modify unarmed attacks: Base power: 25.0 - 35.0 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 87% When this weapon hits: Poisonous Bite (20% chance level 3). When this weapon hits: Quick as Thought (10% chance level 3). When this weapon hits: Implode (5% chance level 1). Curse of Nightmares It can be used to activate talent Mindhook (costing 16 power out of 24/24) : Effective talent level: 5.5 Power cost: 16 out of 24/24. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Spellhunt Remnants (Shrouds) (6 def, 8 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+3 eff.) Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +25% nature Changes damage: +25% nature Spell save: +15 (+4 eff.) Maximum life: +100.00 Mindpower: +12 (+3 eff.) Mental crit. chance: +15% Light radius: +1 When used to modify unarmed attacks: Base power: 34.0 - 47.6 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Armour Penetration: +18 Crit. chance: +12.0% Attack speed: 83% When this weapon hits: Mana Clash (15% chance level 3). When this weapon hits: Antimagic Zone (15% chance level 3). On weapon hit: * 50 arcane resource burn Damage (Melee): +20 silence Can't be worn by those with arcane powers. Curse of Shrouds It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 185.11 arcane damage and stunned) Activation costs 100 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Yvita the Serpentripper (Shrouds) (20 def, 7 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +7 Defense: +20 (+10 eff.) Fatigue: +1% Effects on melee hit: * 10% chance to slow global speed by 69% Damage (Melee): 6 physical Changes resistances penetration: +5% nature / +10% physical Changes damage: +16% physical Psi when hit: +0.04 When used to modify unarmed attacks: Base power: 10.0 - 14.0 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Sand Breath (10% chance level 1). Damage (radius 1) on hit: +6 physical Damage (radius 2) on crit: +7 physical Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
Zanudrachik the dwarven-steel gauntlets (Misfortune) (30 def, 16 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +16 Defense: +30 (+14 eff.) Fatigue: +3% Changes resistances: +18% acid / +12% fire Mental save: +8 (+2 eff.) Maximum life: +53.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% When used to modify unarmed attacks: Base power: 29.5 - 41.3 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +7 Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Battle Shout (10% chance level 3). Curse of Misfortune Metal gloves protecting the hands up to the middle of the lower arm. |
Balyzor the voratun helm (Misfortune) (13 def, 27 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +7 Armour: +27 Defense: +13 (+7 eff.) Fatigue: +5% Effects on melee hit: * 20% chance to slow global speed by 69% Changes stats: +3 Cun / +5 Dex Changes resistances: +6% acid / +1% physical / +9% darkness / +5% arcane / +6% all Physical save: +14 (+3 eff.) Infravision radius: +3 Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Lelusta the iron helm (Nightmares) (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +1 Dex / +2 Mag / +1 Wil / +3 Cun / +4 Con Changes resistances: +11% light / +11% darkness Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Mayildalle (Corpses) (0 def, 1 armour) =wtr=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Cun Changes resistances: +3% acid / +15% cold Allows you to breathe in: water Spell save: +9 (+2 eff.) Only die when reaching: -20.00 life Maximum hate: +2.00 Curse of Corpses A cap made of leather. |
Bethyda the drakeskin leather armour (Nightmares) (20 def, 14 armour)Requires: - Strength 20 Infused by nature Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +14 Defense: +20 (+10 eff.) Fatigue: +8% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Str / +2 Dex / +10 Wil / +7 Cun Changes resistances: +13% acid / +13% cold Allows you to breathe in: water Mental save: +18 (+4 eff.) Life regen: +5.50 Stamina each turn: +2.00 Equilibrium when hit: +0.12 Curse of Nightmares A suit of armour made of leather. |
Salykira the Cracklevalor (Madness) (44 def, 18 armour)Requires: - Strength 20 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Defense: +44 (+19 eff.) Fatigue: +8% Damage when hit (Melee): 2 mind / 6 lightning Changes stats: +10 Str / +10 Dex / +5 Cun Changes resistances: +20% acid / +17% physical / +20% cold / +21% lightning / +9% fire Changes resistances penetration: +5% lightning Changes damage: +12% lightning / +9% mind Physical save: +20 (+5 eff.) Mental save: +24 (+6 eff.) Mindpower: +15 (+4 eff.) Curse of Madness A suit of armour made of leather. |
Plate of the Blackened Mind (Shrouds) (15 def, 40 armour)Requires: - Massive armour training - Strength 48 Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +40 Defense: +15 (+8 eff.) Fatigue: +17% Effects when hit in melee: * 20% chance to cause random gloom Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +15% light / +20% blight / +25% mind / +20% darkness Talent mastery: +0.20 Cursed / Gloom Physical save: +15 (+3 eff.) Mental save: +25 (+6 eff.) Confusion immunity: +100% Fear immunity: +100% Mindpower: +10 (+3 eff.) Light radius: -2 Infravision radius: +4 Curse of Shrouds It can be used to activate talent Dominate (costing 15 power out of 25/25) : Effective talent level: 4.5 Power cost: 15 out of 25/25. Range: 2 Travel Speed: instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 6 turns and vulnerable to attacks. They will lose 23 Armour, 33 Defense and your attacks will gain 43% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This talent will also attack with your shield, if you have one equipped. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
Elisenor the voratun shield (Corpses) (0 def, 10 armour, 66-80 power, 190 block)Requires: - Shield usage training - Strength 48 Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 66.5 - 79.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +190 Damage (radius 2) on crit: +39 light / +40 fire When wielded/worn: Accuracy: +24 (+5 eff.) Armour: +10 Fatigue: +8% On shield block: * Deals 30 light and fire damage to each enemy blocked Changes stats: +13 Str / +8 Dex Changes resistances: +14% light / +45% fire Changes resistances penetration: +10% arcane Changes damage: +6% blight Talent granted: +1 Block Spell save: +9 (+2 eff.) Mana when firing critical spell: +2.00 Maximum mana: +120.00 Spellpower: +15 (+4 eff.) Curse of Corpses Handheld deflection devices. |
14 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
1821 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
4 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
4 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Forbidden Tome: "A View From The Gallery"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Forbidden Tome: "Of Knowledge And Horrors"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 4 It can be used to read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
5 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
11 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
IvilramiraInfused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2 Dex / +4 Wil Changes resistances: +3% all Spell save: +6 (+2 eff.) Light radius: +3 Infravision radius: +2 See invisible: +9 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Light of RevelationPowered by unknown forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Damage against: +25% Horror Reduced damage from: +25% Horror Light radius: +7 See stealth: +35 See invisible: +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 3.5 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 83.64 demonfire damage to everyone within 4 spaces and leaving flames which will deal an additional 83.64 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(155 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Layoth'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Effects on melee hit: * 10% chance to reduce armor by 20% Changes stats: +2 Str Changes resistances: +3% acid Spellpower on spell critical (stacks up to 3 times): +2 Only die when reaching: -40.00 life Maximum life: +41.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Xiyatira'Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 69% Changes resistances: +5% arcane / +6% mind Cut immunity: +10% Only die when reaching: -60.00 life Maximum life: +60.00 Light radius: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +42.00 Light radius: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Bladed RiftPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +10% temporal / +5% physical Spellpower: +10 (+2 eff.) Mindpower: +10 (+3 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 15 power out of 25/25) : Effective talent level: 6.5 Power cost: 15 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+2 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
49 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
12 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
9 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
12 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Flashgrit the voratun torque of clear mind [power 5] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Damage when hit (Melee): 6 light Changes resistances: +18% lightning Changes resistances penetration: +26% lightning Changes damage: +9% lightning It can be used to remove 1 confusion or silence effect and prevent the application of 5 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Gain a 35% chance to evade weapon attacks for 2 turns. * Increase all damage penetration by 23% for 2 turns. * Cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Tobar [power 73] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Armour penetration: +5 Changes resistances: +5% arcane Physical save: +3 (+0 eff.) Poison immunity: +20% Pinning immunity: +20% It can be used to setup a psionic shield, reducing all damage taken by 73 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
Velybeth [power 89] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Damage when hit (Melee): 4 mind Changes resistances: +6% lightning / +6% darkness Spell save: +18 (+5 eff.) Confusion immunity: +20% Knockback immunity: +20% It can be used to setup a psionic shield, reducing all damage taken by 89 for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
iron torque of clear mind 'Baryrion' [power 1] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes resistances: +9% temporal Changes resistances penetration: +5% blight Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Heal for 30. Torques are made by powerful psionics to store psionic powers. |
overpowered dwarven-steel torque of mindblast [power 410] (19 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to blast the opponent's mind dealing 439 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 19 turns. Torques are made by powerful psionics to store psionic powers. |
powerful dwarven-steel torque of mindblast [power 225] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to blast the opponent's mind dealing 241 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 15% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
7 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Dazzlenight the yew wand of shielding [power 266] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Changes stats: +3 Dex / +4 Con Changes resistances: +9% fire Changes damage: +18% light It can be used to create a shield absorbing up to 266 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Cleanse 2 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. |
Shadeream [power 14] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 32% Changes stats: +7 Dex / +1 Mag Light radius: +2 It can be used to reveal the area around you, dispelling darkness (radius 14, power 56 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 30% for 2 turns. * Reduce 3 talent cooldowns by 2. * Increase the duration of 3 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elm wand of shielding 'Cyrudheda' [power 122] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes resistances: +6% mind Maximum wards: +3 lightning / +3 fire / +3 mind / +3 arcane Talent granted: +1 Ward Physical save: +12 (+3 eff.) Poison immunity: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to create a shield absorbing up to 122 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
9 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
11 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+5 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+5 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
16 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By DeleteFearscape the Dwarf Cursed level 41
10th Steel 124th year of Ascendancy at 01:06 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By DeleteFearscape the Dwarf Cursed level 50
31st Stralite 125th year of Ascendancy at 01:18 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By DeleteFearscape the Dwarf Cursed level 39
4th Iron 124th year of Ascendancy at 15:06 see stats
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By DeleteFearscape the Dwarf Cursed level 31
6th Steel 123rd year of Ascendancy at 00:28 see stats
Arachnophobia (Insane (Roguelike) difficulty)
Destroyed the spydric menace.By DeleteFearscape the Dwarf Cursed level 45
25th Steel 124th year of Ascendancy at 04:10 see stats
Are you out of your mind?! (Insane (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By DeleteFearscape the Dwarf Cursed level 50
29th Shortage 125th year of Ascendancy at 07:57 see stats
Back and there again (Insane (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By DeleteFearscape the Dwarf Cursed level 50
26th Shortage 124th year of Ascendancy at 21:23 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By DeleteFearscape the Dwarf Cursed level 43
21st Steel 124th year of Ascendancy at 23:44 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By DeleteFearscape the Dwarf Cursed level 32
42nd Dearth 123rd year of Ascendancy at 12:01 see stats
Clone War (Insane (Roguelike) difficulty)
Destroyed your own Shade.By DeleteFearscape the Dwarf Cursed level 50
4th Gold 125th year of Ascendancy at 09:26 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By DeleteFearscape the Dwarf Cursed level 42
17th Steel 124th year of Ascendancy at 17:29 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By DeleteFearscape the Dwarf Cursed level 34
25th Loss 123rd year of Ascendancy at 21:38 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun.By DeleteFearscape the Dwarf Cursed level 29
11st Shortage 122nd year of Ascendancy at 22:00 see stats
Evil denied (Insane (Roguelike) difficulty)
Won ToME by preventing the Void portal from opening.By DeleteFearscape the Dwarf Cursed level 50
19th Loss 125th year of Ascendancy at 00:56 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By DeleteFearscape the Dwarf Cursed level 23
2nd Loss 122nd year of Ascendancy at 01:50 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By DeleteFearscape the Dwarf Cursed level 33
5th Loss 123rd year of Ascendancy at 10:39 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By DeleteFearscape the Dwarf Cursed level 41
21st Iron 124th year of Ascendancy at 04:18 see stats
Fear of Fours (Insane (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By DeleteFearscape the Dwarf Cursed level 50
12nd Loss 125th year of Ascendancy at 15:27 see stats
Gem of the Moon (Insane (Roguelike) difficulty)
Completed the Master Jeweler quest with Limmir.By DeleteFearscape the Dwarf Cursed level 50
30th Profit 125th year of Ascendancy at 15:08 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 DeleteFearscape the Dwarf Cursed level 34
19th Loss 123rd year of Ascendancy at 02:36 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Roguelike) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By DeleteFearscape the Dwarf Cursed level 50
29th Shortage 125th year of Ascendancy at 10:44 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By DeleteFearscape the Dwarf Cursed level 10
2nd Profit 122nd year of Ascendancy at 09:46 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By DeleteFearscape the Dwarf Cursed level 20
8th Wealth 122nd year of Ascendancy at 06:43 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By DeleteFearscape the Dwarf Cursed level 30
12nd Shortage 122nd year of Ascendancy at 15:32 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By DeleteFearscape the Dwarf Cursed level 40
4th Iron 124th year of Ascendancy at 15:06 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By DeleteFearscape the Dwarf Cursed level 50
6th Profit 124th year of Ascendancy at 19:28 see stats
Oozemancer (Insane (Roguelike) difficulty)
Destroyed the corrupted oozemancer.By DeleteFearscape the Dwarf Cursed level 50
2nd Loss 124th year of Ascendancy at 12:54 see stats
Orcrist (Insane (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By DeleteFearscape the Dwarf Cursed level 50
17th Voratun 125th year of Ascendancy at 21:18 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By DeleteFearscape the Dwarf Cursed level 32
10th Gold 123rd year of Ascendancy at 09:14 see stats
Race through fire (Insane (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By DeleteFearscape the Dwarf Cursed level 50
34th Profit 125th year of Ascendancy at 02:09 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By DeleteFearscape the Dwarf Cursed level 42
16th Steel 124th year of Ascendancy at 03:06 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By DeleteFearscape the Dwarf Cursed level 33
43rd Dearth 123rd year of Ascendancy at 13:47 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By DeleteFearscape the Dwarf Cursed level 43
17th Steel 124th year of Ascendancy at 20:30 see stats
Squadmate (Insane (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By DeleteFearscape the Dwarf Cursed level 5
18th Voratun 122nd year of Ascendancy at 08:31 see stats
Tactical master (Insane (Roguelike) difficulty)
Fought the two Sorcerers without closing any invocation portals.By DeleteFearscape the Dwarf Cursed level 50
19th Loss 125th year of Ascendancy at 00:54 see stats
Tales of the Spellblaze (Insane (Roguelike) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By DeleteFearscape the Dwarf Cursed level 50
21st Wealth 125th year of Ascendancy at 08:30 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By DeleteFearscape the Dwarf Cursed level 26
28th Loss 122nd year of Ascendancy at 18:03 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By DeleteFearscape the Dwarf Cursed level 10
3rd Profit 122nd year of Ascendancy at 01:58 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By DeleteFearscape the Dwarf Cursed level 50
18th Voratun 125th year of Ascendancy at 00:22 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 DeleteFearscape the Dwarf Cursed level 32
25th Dearth 123rd year of Ascendancy at 23:35 see stats
The Sun Still Shines (Insane (Roguelike) difficulty)
Aeryn survived the last battle.By DeleteFearscape the Dwarf Cursed level 50
19th Loss 125th year of Ascendancy at 00:56 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By DeleteFearscape the Dwarf Cursed level 50
29th Profit 124th year of Ascendancy at 09:21 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By DeleteFearscape the Dwarf Cursed level 17
43rd Profit 122nd year of Ascendancy at 02:37 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By DeleteFearscape the Dwarf Cursed level 48
1st Voratun 124th year of Ascendancy at 10:50 see stats
Thralless (Insane (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By DeleteFearscape the Dwarf Cursed level 32
25th Dearth 123rd year of Ascendancy at 06:49 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By DeleteFearscape the Dwarf Cursed level 24
2nd Loss 122nd year of Ascendancy at 04:26 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By DeleteFearscape the Dwarf Cursed level 17
38th Profit 122nd year of Ascendancy at 12:05 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By DeleteFearscape the Dwarf Cursed level 26
28th Loss 122nd year of Ascendancy at 17:16 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By DeleteFearscape the Dwarf Cursed level 39
4th Iron 124th year of Ascendancy at 03:03 see stats
Log
Today is the 29th Iron of the 126th year of the Age of Ascendancy of Maj'Eyal.
The time is 13:41.
Today is the 30th Iron of the 126th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:55.











































































































































































