










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Brawler |
| Level / Exp | 40 / 1% |
| Size | medium |
| Lifes / Deaths | Killed by Dozing Voroyata at level 27 on the 10th Allure 123rd year of Ascendancy at 03:03 0 / 8Killed by Sleeping Ce'Nynne at level 27 on the 10th Allure 123rd year of Ascendancy at 04:52 Killed by Betelewe the anaconda at level 27 on the 10th Allure 123rd year of Ascendancy at 19:01 Killed by Salasekira the giant lightning ant at level 31 on the 66th Regrowth 123rd year of Ascendancy at 15:54 Killed by Grand Corruptor at level 31 on the 3rd Summertide 123rd year of Ascendancy at 07:23 Killed by Nerebrewyn the orc blood mage at level 36 on the 40th Regrowth 124th year of Ascendancy at 16:56 Killed by armoured skeleton warrior at level 36 on the 42nd Regrowth 124th year of Ascendancy at 15:19 Killed by Layyda the blinkwyrm at level 40 on the 62nd Regrowth 124th year of Ascendancy at 08:33 |
Primary Stats
| Strength | 50 (base 21) |
| Dexterity | 81 (base 60) |
| Constitution | 61 (base 28) |
| Magic | 15 (base 10) |
| Willpower | 30 (base 10) |
| Cunning | 90 (base 60) |
Resources
| Life | -121/1281 |
| Stamina | 145/287 |
| Healing Factor | 1.6149470706755 |
| Regeneration | 4.1181150302225 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 8 |
| See Stealth | 71.640165020346 |
| See Invisible | 79.640165020346 |
Offense: Barehand
| Damage | 119 |
| Accuracy | 56 |
| Crit Chance | 43% |
| APR | 30 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 19 |
| Crit Chance | 30% |
| Speed | 1 |
Offense: Mind
| Mindpower | 41 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +33% |
| Darkness | +12% |
| Blight | +7% |
| Physical | +14% |
| Cold | +64% |
| All | +2% |
Offense: Damage Penetration
| Temporal | +13% |
| Lightning | +5% |
| Darkness | +20% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 22 (57.718496631565%) |
| Defense | 61 |
| Ranged Defense | 61 |
| Fatigue | 0 |
| Physical Save | 35 |
| Spell Save | 24 |
| Mental Save | 48 |
Defense: Resistances
| Acid | + 32%( 70%) |
| Blight | + 41%( 70%) |
| Arcane | + 29%( 70%) |
| Cold | + 70%( 70%) |
| All | + 25%( 70%) |
| Lightning | + 45%( 70%) |
| Light | + 33%( 70%) |
| Temporal | + 45%( 70%) |
| Mind | + 36%( 70%) |
| Darkness | + 67%( 70%) |
| Fire | + 47%( 70%) |
| Nature | + 33%( 70%) |
Defense: Immunities
| Pinning Resistance | 37% |
| Bleed Resistance | 40% |
| Disarm Resistance | 40% |
| Knockback Resistance | 76% |
| Instadeath Resistance | 100% |
| Blind Resistance | 0% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 587 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 37% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 231 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 343 damage for 4 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 9 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 9 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 21%, your defense is increased by 21 and all your resistances by 21%. Its effects scale with your Cunning stat. |
Class Talents
| Cunning / Tactical | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Technique / Finishing moves | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 5/5 |
| Technique / Pugilism | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 5/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a 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. | active |
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 successfully escorted the injured seer to the recall portal on level 8 of Dreadfell. Escort: injured seer (level 8 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 5 of Dreadfell. Escort: lone alchemist (level 5 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 6 of Dreadfell. Escort: lone alchemist (level 6 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved Cunning by +5. | 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge 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 |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed black mamba head. Agrimley the hermit has completed an elixir of serendipity without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed red crystal shard. * You've found the needed storm wyrm claw. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed faerlhing fang. * You've found the needed honey tree root. * You've found the needed minotaur nose. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
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 too late. The place has been drained of its power and the sorcerers have left. 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
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* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
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 | reinforced pair of dwarven-steel boots of void walking (0 def, 10 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 Fatigue: +3% Changes resistances: +9% acid / +19% temporal / +17% darkness / +8% fire / +8% cold / +5% lightning Changes resistances penetration: +10% darkness / +13% temporal Defense after a teleport: +10 Resist all after a teleport: +12% New effects duration reduction after a teleport: +13% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | pouch of stralite shots 'Glacierjam' (22/22, 50-61 power, 12 apr)Requires: - Dexterity 35 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 4 Base power: 50.5 - 60.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +12 Crit. chance: +12.5% Capacity: 22 When this weapon hits: Curse of Defenselessness (20% chance level 4). On weapon hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 150 physical damage Travel speed: +400% Damage (Ranged): +20 mind Damage (radius 1) on hit: +8 mind Damage (radius 2) on crit: +4 mind / +20 cold Shots are used with slings to pummel your foes to death. |
| On hands | heroic voratun gauntlets of the nighthunter (0 def, 8 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +8 (+3 eff.) Armour: +8 Fatigue: +5% Changes stats: +3 Cun Changes resistances: +8% darkness Mental save: +11 (+4 eff.) Maximum life: +63.00 Infravision radius: +2 When used to modify unarmed attacks: Base power: 35.5 - 49.7 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +13 Armour Penetration: +15 Crit. chance: +19.0% Attack speed: 100% When this weapon hits: Battle Shout (10% chance level 5). When this weapon crits: Dominate (10% chance level 5). Damage (Melee): +4 darkness It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 22 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 15 power out of 30/30) : Effective talent level: 1.0 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 47.47 to 142.41 lightning damage (94.94 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
| Tool | Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | Emetira the FreezeslicerCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +12 (+3 eff.) Damage when hit (Melee): 4 lightning / 2 cold Changes stats: +12 Cun / +6 Wil Changes resistances penetration: +5% lightning Changes damage: +24% cold Disarm immunity: +40% Pinning immunity: +37% Knockback immunity: +36% Maximum life: +25.00 Mindpower: +7 (+2 eff.) Rings make your fingers look great! |
| On fingers | Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 19.24 cold and 13.37 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 21/60. This azure ring seems to be always moist to the touch. |
| Around neck | steel amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Cut immunity: +40% Healing mod.: +10% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 1.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 187 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
| Main armor | silk robe 'Glerabeth' (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes stats: +6 Str / +5 Mag / +5 Wil Changes resistances: +12% lightning / +9% fire / +14% darkness / +5% arcane / +12% blight / +14% cold / +14% mind / +13% all Changes damage: +21% lightning / +12% physical / +13% cold Physical save: +13 (+6 eff.) Spell save: +14 (+7 eff.) Mental save: +32 (+11 eff.) Life regen: +2.30 Maximum life: +69.00 Healing mod.: +18% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Light source | void-walker's alchemist's lamp of corpselightPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +9% blight / +6% cold / +7% darkness / +7% temporal Spellpower: +4 (+2 eff.) Spell crit. chance: +5% Light radius: +4 Infravision radius: +5 See invisible: +8 Defense after a teleport: +12 Resist all after a teleport: +10% New effects duration reduction after a teleport: +19% The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 32 blight damage or heals 44 life. Creatures standing in the retch also have 17% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
| Cloak | shadow cashmere cloak of fog (8 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes resistances: +12% fire / +10% darkness / +10% light Changes resistances penetration: +10% darkness Changes damage: +10% darkness Stealth bonus: +20 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Inventory
Rune of Dissipation ( )Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. 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. |
Rune of the Rift (270.00 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 275.40 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. |
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! |
Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+4 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Mirror ShardsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate, 180 strength, based on Magic) for 5 turns Activation costs 24 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
The Far-HandPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 36 power out of 36/36) : Effective talent level: 4.0 Power cost: 36 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (119). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
starlit copper amulet of willpower (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +10% light / +12% darkness Blindness immunity: +21% Amulets make your neck look great! |
stralite amulet 'Flashcrypt'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +8 Con Changes resistances: +6% fire Changes resistances penetration: +5% fire / +20% temporal Changes damage: +3% fire Physical save: +24 (+10 eff.) Spell save: +18 (+9 eff.) Mental save: +20 (+7 eff.) Life regen: +4.00 Maximum life: +61.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Amulets make your neck look great! |
stralite amulet 'Oakpain'Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 26 Changes stats: +3 Mag / +4 Wil Changes resistances: +9% mind Changes damage: +7% physical / +6% light / +7% temporal / +3% mind / +6% nature / +6% darkness Talent mastery: +0.29 Technique / Combat veteran Mental save: +12 (+4 eff.) Confusion immunity: +15% Spellpower: +5 (+3 eff.) Spell crit. chance: +5% Mindpower: +9 (+3 eff.) Amulets make your neck look great! |
This item will automatically be transmogrified when you leave the level.voratun amulet of the eclipse Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage (Melee): 9 light / 8 darkness Effects when hit in melee: * 10% chance to reduce damage dealt by 22% * 10% chance to blind Changes damage: +8% light / +9% darkness Amulets make your neck look great! |
This item will automatically be transmogrified when you leave the level.Arcvice Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +30 (+9 eff.) Damage when hit (Melee): 6 lightning Changes stats: +6 Mag / +7 Wil Changes resistances: +3% lightning Changes resistances penetration: +15% lightning Changes damage: +9% fire / +5% all Spellpower: +34 (+17 eff.) Mindpower: +28 (+9 eff.) Rings make your fingers look great! |
Elewen the steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str Changes resistances: +9% blight / +15% cold / +6% acid Life regen: +9.00 Maximum life: +54.00 Healing mod.: +13% Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.Exiler Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +15% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+5 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). It can be used to attempt to inflict 54.92 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 1 turn(s) Activation costs 32 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
This item will automatically be transmogrified when you leave the level.Ulomadil the voratun ring Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +5% arcane / +13% blight / +28% fire / +3% mind / +13% nature Changes damage: +14% fire Physical save: +6 (+3 eff.) Blindness immunity: +10% Poison immunity: +33% Disease immunity: +10% Disarm immunity: +43% Pinning immunity: +36% Stun/Freeze immunity: +20% Knockback immunity: +44% Maximum life: +36.00 Rings make your fingers look great! |
conjurer's gold ring of tenacityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Wil Disarm immunity: +29% Pinning immunity: +20% Knockback immunity: +34% Maximum life: +31.00 Spellpower: +5 (+3 eff.) Rings make your fingers look great! |
copper ring of darkness (+22%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% darkness Changes damage: +11% darkness Rings make your fingers look great! |
copper ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Blindness immunity: +20% Infravision radius: +3 See stealth: +5 See invisible: +5 Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.marksman's voratun ring of life Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +2 Dex Life regen: +12.00 Maximum life: +73.00 Healing mod.: +15% Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.marksman's voratun ring of nature (+28%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+4 eff.) Changes stats: +6 Dex Changes resistances: +28% nature Changes damage: +14% nature Rings make your fingers look great! |
savior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +6 (+3 eff.) Spell save: +7 (+4 eff.) Mental save: +7 (+2 eff.) Rings make your fingers look great! |
warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Rings make your fingers look great! |
warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.arcing voratun dagger of amnesia (39-51 power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 39.0 - 50.7 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) * 25% chance for lightning to strike from the target to a second target dealing 27 damage Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.balanced voratun dagger of crippling (36-47 power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 36.5 - 47.5 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Accuracy: +9 (+3 eff.) Physical crit. chance: +7.0% Defense: +10 (+3 eff.) Disarm immunity: +29% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.caustic stralite dagger of shearing (28-36 power, 9 apr) Requires: - Dexterity 35 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 28.0 - 36.4 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (radius 2) on crit: +13 acid / +16 nature When wielded/worn: Accuracy: +10 (+4 eff.) Armour penetration: +14 Changes resistances penetration: +8% acid / +15% nature / +12% all Sharp, short and deadly. |
stormbringer's dwarven-steel dagger of evisceration (19-25 power, 7 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 19.0 - 24.7 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon crit: * Wound the target dealing 211 physical damage across 5 turns and reducing healing by 50% Damage (radius 2) on crit: +12 lightning / +24 cold When wielded/worn: Physical crit. chance: +5.0% Physical power: +7 (+2 eff.) Changes resistances penetration: +13% lightning / +9% cold Movement speed: +20% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.flaming voratun greatmaul of ruin (66-99 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 66.0 - 99.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% Damage (radius 1) on hit: +17 fire When wielded/worn: Armour penetration: +10 Physical crit. chance: +14.0% Critical mult.: +40.00% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.plaguebringer's stralite greatmaul of erosion (50-75 power, 3 apr) Requires: - Strength 35 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 50.0 - 75.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 4). On weapon hit: * 13% chance to reduce strength, dexterity, and constitution by 11 Damage (Melee): +14 blight / +20 nature When wielded/worn: Disease immunity: +25% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.balanced voratun longsword of crippling (44-62 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 44.5 - 62.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Accuracy: +9 (+3 eff.) Physical crit. chance: +9.0% Defense: +9 (+2 eff.) Disarm immunity: +35% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.balanced voratun longsword of crippling (42-59 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 42.0 - 58.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Accuracy: +11 (+4 eff.) Physical crit. chance: +10.0% Defense: +9 (+2 eff.) Disarm immunity: +35% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.flaming voratun longsword of massacre (52-74 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 52.5 - 73.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (radius 1) on hit: +14 fire Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.plaguebringer's voratun mace of evisceration (46-64 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 46.0 - 64.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 11 On weapon crit: * Wound the target dealing 211 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +8 blight When wielded/worn: Physical crit. chance: +7.0% Physical power: +13 (+4 eff.) Disease immunity: +23% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.steady drakeskin leather sling of piercing Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 When wielded/worn: Accuracy: +28 (+8 eff.) Armour penetration: +10 Physical crit. chance: +4.0% Changes resistances penetration: +6% all Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.cruel elven-wood magestaff of channeling (25-30 power, 5 apr, cold element) Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% cold Talent granted: +1 Command Staff Critical mult.: +15.00% Mana each turn: +0.14 Spellpower: +25 (+13 eff.) Spell crit. chance: +13% It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.enhanced voratun waraxe of erosion (42-58 power, 6 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 41.5 - 58.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +18 nature When wielded/worn: Changes stats: +8 Str / +10 Dex / +8 Mag / +10 Wil / +8 Cun / +5 Con One-handed war axes. |
Salyrenne the hardened leather beltPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Dex / +4 Mag / +4 Cun / +8 Lck Changes resistances: +10% fire / +10% cold Reduces incoming crit damage: 10.00% Trap disarming bonus: +17 Stealth bonus: +7 Spell save: +9 (+5 eff.) Knockback immunity: +20% Life regen: +2.00 Mana each turn: +0.26 Maximum mana: +37.00 Infravision radius: +5 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.drakeskin leather belt of magery Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +7 Mag / +10 Wil Spell crit. chance: +6% A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.drakeskin leather belt of valiance Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +3 Wil Mental save: +9 (+3 eff.) Maximum life: +72.00 A belt that goes around your waist. |
rough leather belt 'Olakor'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +8 (+2 eff.) Changes resistances: +5% arcane Changes resistances penetration: +5% arcane Stealth bonus: +6 Mana each turn: +0.04 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A belt that goes around your waist. |
Boltquake (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +6 Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to reduce armor by 21% Changes stats: +3 Cun / +3 Dex Changes resistances: +12% acid / +6% fire / +3% lightning Changes resistances penetration: +10% lightning Changes damage: +9% lightning / +12% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Emeluriawe the Plagueserpent (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 10% chance to slow global speed by 53% Damage when hit (Melee): 4 mind Changes stats: +3 Wil Changes resistances: +21% temporal / +16% darkness / +3% mind Changes resistances penetration: +15% nature / +5% mind Changes damage: +9% nature Spell save: +7 (+4 eff.) Mental save: +15 (+5 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +16% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Ivonne' (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +1 Str / +2 Dex / +2 Cun Stun/Freeze immunity: +20% Only die when reaching: -60.00 life Light radius: +2 Healing mod.: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Issodegrim' (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Defense: +1 (+0 eff.) Changes stats: +2 Con / +2 Wil Changes resistances: +9% acid Physical save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Disease immunity: +10% Mental crit. chance: +1% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.resilient elven-silk cloak of Eldoral (3 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +4 Cun / +1 Dex Maximum life: +47.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak of battle (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +1 (+0 eff.) Defense: +1 (+0 eff.) Fatigue: -3% Maximum life: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eluba (5 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: Defense: +5 (+1 eff.) Effects when hit in melee: * 7% chance to slow global speed by 53% * 6 arcane resource burn Changes stats: +6 Str / +6 Mag / +6 Wil / +5 Cun Changes resistances: +9% lightning / +9% cold / +15% fire / +15% all Changes damage: +5% lightning / +6% physical / +16% cold Critical mult.: +15.00% Spell save: +6 (+3 eff.) Life regen: +4.00 Hate when firing a critical mind attack: +3.00 Psi when firing a critical mind attack: +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.elven-silk robe 'Ichortooth' (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 53% Changes resistances: +6% lightning / +30% fire / +4% physical / +15% all Changes damage: +12% cold / +32% fire Mental save: +18 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.focusing cashmere robe of darkness (+18%) (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +5 Mag / +6 Wil Changes resistances: +18% darkness / +11% all Changes damage: +12% darkness Mana each turn: +0.22 Psi each turn: +0.17 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Arcking (0 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Changes stats: +4 Cun / +4 Wil Changes resistances: +9% acid / +7% fire / +9% lightning / +10% cold Changes damage: +18% lightning Reduces incoming crit damage: 10.00% Light radius: +2 A pair of boots made of leather. |
Daimerach the Darkspiker (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -6% Changes stats: +2 Dex Changes resistances: +9% darkness / +12% cold Maximum encumbrance: +20 Physical save: +9 (+5 eff.) Light radius: +3 Infravision radius: +2 A pair of boots made of leather. |
Frost Treads (1 def, 4 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Morningfurnace (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Armour: +3 Fatigue: +2% Changes stats: +2 Dex Changes resistances: +5% lightning / +6% temporal / +3% light Changes resistances penetration: +5% physical Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.pair of drakeskin leather boots 'Curebraze' (0 def, 13 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +3 Physical power: +20 (+7 eff.) Armour: +13 Changes stats: +4 Mag / +4 Wil Changes resistances penetration: +20% nature Physical save: +6 (+3 eff.) Mana each turn: +0.24 Maximum mana: +53.00 Spellpower: +9 (+5 eff.) Spell crit. chance: +2% Infravision radius: +2 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.pair of voratun boots 'Windmortal' (20 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +20 (+5 eff.) Fatigue: +4% Changes stats: +15 Dex Changes resistances: +12% cold / +15% fire / +12% light / +15% temporal Changes resistances penetration: +20% nature Changes damage: +18% nature Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
restorative pair of dwarven-steel boots of void walking (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes resistances: +13% darkness / +13% temporal Changes resistances penetration: +12% darkness / +12% temporal Life regen: +2.00 Healing mod.: +12% Defense after a teleport: +18 Resist all after a teleport: +11% New effects duration reduction after a teleport: +16% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Crystle's Astral Bindings (0 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+1 eff.) Spell crit. chance: +3% When used to modify unarmed attacks: Base power: 14.0 - 15.4 Uses stats: 40% Dex, 40% Cun, 20% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +6.0% Attack speed: 125% When this weapon hits: Dust to Dust (15% chance level 1). When this weapon hits: Mind Blast (10% chance level 1). When this weapon hits: Turn Back the Clock (10% chance level 1). Damage conversion: 100% temporal darkness Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+1 eff.) When used to modify unarmed attacks: Base power: 6.0 - 6.6 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.0% Attack speed: 125% When this weapon hits: Flamespit (30% chance level 3). Damage (Melee): +10 fire Damage conversion: 100% fire It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 51.48 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Glanor the dwarven-steel gauntlets (0 def, 6 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Fatigue: +3% Changes stats: +3 Str / +2 Mag / +2 Wil / +4 Cun / +1 Con Changes damage: +4% arcane Critical mult.: +11.00% Mental save: +7 (+2 eff.) Maximum life: +48.00 Spell crit. chance: +7% Mental crit. chance: +11% Infravision radius: +3 When used to modify unarmed attacks: Base power: 27.5 - 38.5 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +5 Armour Penetration: +9 Crit. chance: +15.0% Attack speed: 100% When this weapon hits: Battle Shout (10% chance level 3). When this weapon crits: Cripple (20% chance level 3). Damage (Melee): +4 arcane Damage (radius 2) on crit: +7 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
Glarelady (15 def, 4 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Defense: +15 (+4 eff.) Fatigue: +3% Damage (Melee): 5 fire Changes stats: +1 Wil Changes resistances: +9% light / +7% fire Changes damage: +5% fire Maximum stamina: +10.00 When used to modify unarmed attacks: Base power: 21.5 - 30.1 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Fire Breath (10% chance level 3). Damage (radius 2) on crit: +5 fire Metal gloves protecting the hands up to the middle of the lower arm. |
Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) When used to modify unarmed attacks: Base power: 7.0 - 7.7 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +4.0% Attack speed: 125% When this weapon hits: Slime Spit (35% chance level 1). These gloves are coated with a thick, green liquid. |
Spellhunt Remnants (1 def, 2 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Changes stats: +2 Cun / +2 Wil Changes resistances penetration: +5% nature Changes damage: +5% nature Spell save: +4 (+2 eff.) Maximum life: +20.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +3% When used to modify unarmed attacks: Base power: 13.0 - 18.2 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +10 silence Can't be worn by those with arcane powers. It can be used to destroy an arcane item (of a higher tier than the gauntlets) Activation costs 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
alchemist's drakeskin leather gloves of dexterity (+3) (0 def, 3 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +15 (+5 eff.) Armour: +3 Damage (Melee): 5 acid / 4 fire / 5 cold / 3 lightning Changes stats: +3 Dex / +3 Mag / +4 Wil When used to modify unarmed attacks: Base power: 26.0 - 28.6 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +9 Armour Penetration: +5 Crit. chance: +13.0% Attack speed: 125% Damage (Melee): +9 ice / +9 fire / +12 acid / +13 lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
drakeskin leather gloves 'Ebonybreaker' (0 def, 3 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Effects on melee hit: * 20% chance to reduce damage dealt by 22% Changes stats: +5 Mag Changes resistances: +6% darkness Changes damage: +9% arcane / +30% light / +12% darkness When used to modify unarmed attacks: Base power: 27.0 - 29.7 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 125% Damage (Melee): +16 arcane Damage (radius 2) on crit: +11 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
scouring voratun gauntlets of butchering (0 def, 3 armour)Requires: - Heavy armour training Infused by arcane disrupting forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +10 Physical power: +7 (+2 eff.) Armour: +3 Fatigue: +5% Effects when hit in melee: * 16 arcane resource burn Changes resistances: +11% blight Spell save: +29 (+15 eff.) When used to modify unarmed attacks: Base power: 31.0 - 43.4 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +23 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 11% chance to reduce armor by 21% * 18 arcane resource burn * 13% chance to slow global speed by 53% Metal gloves protecting the hands up to the middle of the lower arm. |
Zerolach (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +8 Mag / +4 Con Changes resistances: +1% physical / +12% mind / +3% darkness Changes damage: +9% arcane / +12% mind Spell save: +9 (+5 eff.) Mental save: +9 (+3 eff.) Knockback immunity: +20% Only die when reaching: -60.00 life Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 5.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.cleansing elven-silk wizard hat of frost (+10%) (3 def, 0 armour) Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +10% blight / +21% cold / +13% nature Changes damage: +14% cold A pointy cloth hat, very wizardly... |
drakeskin leather cap 'Barohell' (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 20% chance to reduce armor by 21% Damage when hit (Melee): 10 arcane Changes stats: +5 Cun / +14 Wil Changes resistances: +15% blight / +9% acid Changes damage: +9% acid Mental save: +15 (+5 eff.) Equilibrium when hit: +0.08 Psi when hit: +0.20 A cap made of leather. |
This item will automatically be transmogrified when you leave the level.elven-silk wizard hat of knowledge (3 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +5 Cun / +5 Wil Mindpower: +4 (+1 eff.) A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.insulating drakeskin leather cap of might (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +5 Fatigue: +5% Changes stats: +3 Str / +3 Con Changes resistances: +6% fire / +9% cold A cap made of leather. |
This item will automatically be transmogrified when you leave the level.cleansing voratun mail armour of natural resilience (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Infused by arcane disrupting forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +12% Changes resistances: +31% nature / +30% blight Reduced damage from: +9% Unnatural A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.hardened stralite mail armour of command (11 def, 22 armour) Requires: - Heavy armour training - Strength 38 Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +22 Defense: +11 (+3 eff.) Fatigue: +12% Changes stats: +3 Cun Changes resistances: +8% acid / +9% physical / +6% fire / +10% lightning / +8% cold Mental save: +14 (+5 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.voratun mail armour 'Nerenn' (5 def, 18 armour) Requires: - Heavy armour training - Strength 48 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +18 Defense: +5 (+1 eff.) Fatigue: +12% Changes resistances: +18% lightning / +9% mind Mental save: +15 (+5 eff.) Poison immunity: +20% Disease immunity: +20% Stun/Freeze immunity: +20% Life regen: +4.00 Stamina each turn: +2.50 A suit of armour made of mail. |
Behemoth Hide (4 def, 6 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +4 (+1 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +10% Changes stats: +5 Str / +3 Con Maximum encumbrance: +20 Knockback immunity: +50% Life regen: +2.00 Stamina each turn: +1.00 Maximum life: +45.00 Maximum stamina: +45.00 Size category: +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
This item will automatically be transmogrified when you leave the level.Breath of Eyal (10 def, 10 armour) Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +10 Defense: +10 (+3 eff.) Fatigue: +20% Changes resistances: +20% lightning / +20% temporal / +20% light / +20% fire / +20% nature / +20% acid / +20% blight / +20% cold / +15% arcane / +20% darkness Spell save: +20 (+10 eff.) Mindpower: +10 (+3 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
Nature's Blessing (8 def, 6 armour)Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +8 (+2 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +8% Changes stats: +3 Wil / +4 Con Changes resistances: +20% nature / +25% arcane Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +18 (+9 eff.) Stun/Freeze immunity: +25% Life regen: +1.00 Healing mod.: +20% Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
prismatic rough leather armour of spell shielding (3 def, 2 armour)Requires: - Strength 10 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% Changes resistances: +6% arcane / +11% light / +11% darkness Spell save: +11 (+6 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.rejuvenating drakeskin leather armour of thunder (20 def, 8 armour) Requires: - Strength 20 Powered by arcane forces Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +7.0% Physical power: +20 (+7 eff.) Armour: +8 Defense: +20 (+5 eff.) Fatigue: +8% Changes stats: +3 Str / +4 Mag / +5 Wil Changes resistances: +14% lightning Life regen: +6.80 Stamina each turn: +0.50 Spellpower: +17 (+9 eff.) Spell crit. chance: +6% Mindpower: +15 (+5 eff.) Mental crit. chance: +8% A suit of armour made of leather. |
rough leather armour (3 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.searing drakeskin leather armour of the void (20 def, 8 armour) Requires: - Strength 20 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+5 eff.) Fatigue: +8% Damage (Melee): 21 acid / 20 fire / 7 darkness Damage (Ranged): 9 darkness Damage when hit (Melee): 8 acid / 13 fire Changes resistances: +19% acid / +20% fire / +13% darkness / +18% temporal Defense after a teleport: +14 Resist all after a teleport: +21% New effects duration reduction after a teleport: +23% It can be used to blink to a nearby random location (rad 9) Activation puts all charms on cooldown for 25 turns. A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.enlightening voratun plate armour of resilience (0 def, 16 armour) Requires: - Massive armour training - Strength 60 Infused by nature Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Changes stats: +6 Cun / +5 Wil Mental save: +15 (+5 eff.) Maximum life: +50.00 A suit of armour made of metal plates. |
Titanic (20 def, 18 armour, 320 block)Requires: - Shield usage training - Strength 37 Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 (+5 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +30% Talent granted: +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
This item will automatically be transmogrified when you leave the level.acidic voratun shield of lightning resistance (+24%) (0 def, 10 armour, 204.5 block) Requires: - Shield usage training - Strength 48 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +10 Fatigue: +8% Damage (Melee): 5 acid Damage when hit (Melee): 9 acid Changes resistances: +24% lightning Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.shocking stralite shield of arcane resistance (+14%) (0 def, 8 armour, 135 block) Requires: - Shield usage training - Strength 35 Infused by nature Infused by arcane disrupting forces 7.00 Encumbrance. Type: armor / shield ; tier 4 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +8 Fatigue: +8% Damage (Melee): 5 lightning Damage when hit (Melee): 9 lightning Changes resistances: +14% arcane Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.windwalling voratun shield of crushing (0 def, 10 armour, 184.5 block) Requires: - Shield usage training - Strength 48 Crafted by a master Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Physical crit. chance: +5.0% Physical power: +9 (+3 eff.) Armour: +10 Fatigue: +8% Changes stats: +3 Wil Changes resistances: +16% physical Talent granted: +1 Block Slows Projectiles: +21% Bonus block near projectiles: +53 Handheld deflection devices. |
Runahek the Blacknigh (18/18, 33-46 power, 7 apr)Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 33.0 - 46.2 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +13.5% Capacity: 18 On weapon hit: * 20% chance to reduce damage dealt by 22% * 20% chance to gain 10% of a turn (3/turn limit) On weapon crit: * Wound the target dealing 211 physical damage across 5 turns and reducing healing by 50% Damage (radius 1) on hit: +20 temporal Damage (radius 2) on crit: +8 darkness Arrows are used with bows to pierce your foes to death. |
barbed quiver of ash arrows of crippling (22/22, 30-42 power, 7 apr)Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 30.0 - 42.0 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +21.5% Capacity: 22 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 211 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
quiver of elm arrows of accuracy (20/20, 15-21 power, 5 apr)Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 15.0 - 21.0 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +8 Armour Penetration: +5 Crit. chance: +1.0% Capacity: 20 Arrows are used with bows to pierce your foes to death. |
quiver of yew arrows 'Eclipsedeath' (44/44, 43-60 power, 10 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 3 Base power: 43.0 - 60.2 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +14.0% Capacity: 44 On weapon hit: * 20% chance to reduce damage dealt by 22% On weapon crit: * Wound the target dealing 211 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +16 lightning / +15 light Damage (radius 1) on hit: +16 darkness Damage against: +15% Undead When wielded/worn: Ammo reloads per turn: +3 Arrows are used with bows to pierce your foes to death. |
11 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. |
405 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. |
5 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. |
14 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. |
7 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 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. |
sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
16 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Mummified Egg-sac of UngolรซInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
4 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. |
2 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. |
8 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+4 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+4 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Belenn the FreezevicePowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 10 arcane Changes stats: +6 Wil Changes resistances: +8% light / +6% cold Changes damage: +9% darkness Damage affinity(heal): +5% darkness Vim when firing critical spell: +2.00 Spellpower: +20 (+10 eff.) Light radius: +4 Infravision radius: +4 It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 79.51 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
Haliyakath the dwarven lanternPowered by arcane forces Crafted by a master 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 11 * 20% chance to reduce armor by 21% Changes stats: +6 Mag Changes resistances: +5% darkness / +9% acid Changes damage: +15% acid / +8% light / +6% blight Damage affinity(heal): +5% light Spellpower: +10 (+5 eff.) Light radius: +11 It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 62.80 light damage. At talent level 3 you gain 13% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
LightbaneCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Accuracy: +20 (+6 eff.) Armour penetration: +5 Damage when hit (Melee): 2 light Changes resistances: +3% nature / +12% darkness Light radius: +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
Xanerin the alchemist's lampPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 18 fire Changes stats: +6 Dex / +2 Mag / +4 Cun Changes resistances: +8% fire Blindness immunity: +58% Confusion immunity: +35% Light radius: +13 See stealth: +29 See invisible: +33 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 26 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
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. |
scorching alchemist's lamp of corpselightPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 14 fire Changes resistances: +10% blight / +7% fire / +11% darkness Spellpower: +4 (+2 eff.) Spell crit. chance: +5% Light radius: +4 Infravision radius: +4 See invisible: +7 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 32 blight damage or heals 44 life. Creatures standing in the retch also have 17% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command)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. |
Plumpkin PlumpkinPowered by unknown forces 15.00 Encumbrance. [Plot Item] Type: misc / plant ; tier 3 When carried: Changes damage: +2% all Damage against: +20% Immovable It can be used to become the plumpkin Activation costs 100 power out of 100/100. The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
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. |
Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 336.60 fire damage (based on Magic) Activation costs 50 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (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. |
This item will automatically be transmogrified when you leave the level.Lisulelaith the pouch of voratun shots (24/24, 64-76 power, 6 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 63.5 - 76.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +17.0% Capacity: 24 On weapon hit: * 10% chance to reduce strength, dexterity, and constitution by 11 * 20% chance to knock the target back 3 spaces and deal 166 physical damage On weapon crit: * Wound the target dealing 211 physical damage across 5 turns and reducing healing by 50% * Splash the target with acid dealing 44 damage over 5 turns and reducing armor and accuracy by 6 Damage Shield penetration (this weapon only): +10% Damage (Ranged): +20 blight / +13 physical / +12 arcane Damage (radius 1) on hit: +4 blight Shots are used with slings to pummel your foes to death. |
deadly pouch of dwarven-steel shots (19/19, 38-46 power, 3 apr)Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 38.0 - 45.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.0% Capacity: 19 Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level.psychokinetic pouch of voratun shots (7/19, 54-64 power, 6 apr) Requires: - Dexterity 48 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 53.5 - 64.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +7.0% Capacity: 19 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 166 physical damage Damage (Ranged): +23 physical Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level.supercharged voratun torque of gale force [power 505] (12/17 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to project a gust of wind in a cone knocking all creatures back 15 spaces and dealing 576 physical damage Activation puts all charms on cooldown for 17 turns. Torques are made by powerful psionics to store psionic powers. |
17 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. |
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. |
3 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+5 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+5 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 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. |
4 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. |
6 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. |
7 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. |
10 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. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Guardsmen the Cornac Brawler level 32
12nd Dusk 123rd year of Ascendancy at 03:33 see stats
Against all odds
Killed Ukruk in the ambush.By Guardsmen the Cornac Brawler level 30
24th Regrowth 123rd year of Ascendancy at 17:01 see stats
Brave new world
Went to the Far East and took part in the war.By Guardsmen the Cornac Brawler level 35
30th Regrowth 124th year of Ascendancy at 06:28 see stats
Bringer of Doom
Killed a Bringer of Doom.By Guardsmen the Cornac Brawler level 20
6th Haze 122nd year of Ascendancy at 13:52 see stats
Catch that Plumpkin!
Finish the Plumpkin event.By Guardsmen the Cornac Brawler level 22
37th Haze 122nd year of Ascendancy at 08:56 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Guardsmen the Cornac Brawler level 14
32nd Dusk 122nd year of Ascendancy at 09:44 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Guardsmen the Cornac Brawler level 34
36th Dusk 123rd year of Ascendancy at 06:43 see stats
Dragon's Greed
Amassed 8000 gold pieces.By Guardsmen the Cornac Brawler level 39
61st Regrowth 124th year of Ascendancy at 02:50 see stats
Earth Master
Killed Harkor'Zun.By Guardsmen the Cornac Brawler level 18
76th Dusk 122nd year of Ascendancy at 02:24 see stats
Exterminator
Killed 1000 creatures.By Guardsmen the Cornac Brawler level 18
64th Dusk 122nd year of Ascendancy at 06:00 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Guardsmen the Cornac Brawler level 19
78th Dusk 122nd year of Ascendancy at 08:36 see stats
Guiding Hand
Saved all escorted adventurers.By Guardsmen the Cornac Brawler level 27
9th Allure 123rd year of Ascendancy at 09:21 see stats
Level 10
Got a character to level 10.By Guardsmen the Cornac Brawler level 10
1st Summertide 122nd year of Ascendancy at 02:47 see stats
Level 20
Got a character to level 20.By Guardsmen the Cornac Brawler level 20
5th Haze 122nd year of Ascendancy at 05:14 see stats
Level 30
Got a character to level 30.By Guardsmen the Cornac Brawler level 30
24th Regrowth 123rd year of Ascendancy at 11:48 see stats
Level 40
Got a character to level 40.By Guardsmen the Cornac Brawler level 40
62nd Regrowth 124th year of Ascendancy at 05:56 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Guardsmen the Cornac Brawler level 30
58th Regrowth 123rd year of Ascendancy at 01:11 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Guardsmen the Cornac Brawler level 28
6th Regrowth 123rd year of Ascendancy at 00:40 see stats
Size is everything
Did over 1500 damage in one attack.By Guardsmen the Cornac Brawler level 35
39th Regrowth 124th year of Ascendancy at 23:33 see stats
Size matters
Did over 600 damage in one attack.By Guardsmen the Cornac Brawler level 19
76th Dusk 122nd year of Ascendancy at 18:05 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Guardsmen the Cornac Brawler level 34
70th Dusk 123rd year of Ascendancy at 00:48 see stats
The Arena
Unlocked Arena mode.By Guardsmen the Cornac Brawler level 9
6th Mirth 122nd year of Ascendancy at 09:37 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Guardsmen the Cornac Brawler level 24
5th Decay 122nd year of Ascendancy at 01:33 see stats
The secret city
Discovered the truth about mages.By Guardsmen the Cornac Brawler level 9
4th Mirth 122nd year of Ascendancy at 02:50 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Guardsmen the Cornac Brawler level 27
10th Allure 123rd year of Ascendancy at 17:35 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Guardsmen the Cornac Brawler level 19
5th Haze 122nd year of Ascendancy at 03:39 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Guardsmen the Cornac Brawler level 28
23rd Regrowth 123rd year of Ascendancy at 11:38 see stats
Log
Guardsmen hits Layyda the blinkwyrm for (20 to time), 0 lightning (0 total damage).
Layyda the blinkwyrm uses Blinding Powder.
Guardsmen loses sight!
Guardsmen is disabled.
Layyda the blinkwyrm hits Guardsmen for damage.
Guardsmen uses Infusion: Regeneration.
Guardsmen starts regenerating health quickly.
Guardsmen is no longer out of phase.
Arcane Vortex from Layyda the blinkwyrm hits Guardsmen for (26 flat reduction), 0 arcane (0 total damage).
Something performs a melee critical strike against Guardsmen!
Guardsmen is stunned!
Something hits Guardsmen for (29 flat reduction), 149 physical, (14 flat reduction), 0 arcane, (20 flat reduction), 0 lightning, (13 flat reduction), 0 cold, (29 flat reduction), 152 physical, (15 flat reduction), 0 arcane (302 total damage).
Guardsmen hits Something for (8 to time), 0 lightning (0 total damage).
Guardsmen uses Set Up.
Guardsmen is moving defensively!
Guardsmen speeds up.
Guardsmen's Disable was extended!
Guardsmen's Blinded was extended!
Guardsmen's Stunned was extended!
Guardsmen slows down.
Guardsmen's Reflexive Dodging was stripped!
Guardsmen's Mobile Defense was stripped!
Guardsmen stops regenerating health quickly.
Guardsmen's Regeneration was stripped!
Something hits Guardsmen for (29 flat reduction), 138 physical, (15 flat reduction), 0 arcane, (29 flat reduction), 96 physical, (15 flat reduction), 0 arcane (234 total damage).
Something performs a melee critical strike against Guardsmen!
Something hits Guardsmen for (29 flat reduction), 154 physical (154 total damage).
Guardsmen the level 40 cornac brawler was bled to death by Layyda the blinkwyrm on level 2 of Gorbat Pride.


























































































































































