










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Exploration |
| Sex | Male |
| Race | Higher |
| Class | Berserker |
| Level / Exp | 34 / 94% |
| Size | medium |
| Lifes / Deaths | Killed by thief at level 3 on the 76th Pyre 122nd year of Ascendancy at 00:30 / 154Killed by bandit at level 3 on the 76th Pyre 122nd year of Ascendancy at 00:53 Killed by Aurirma the thalore at level 9 on the 5th Mirth 122nd year of Ascendancy at 09:41 Killed by Kubzetho the dwarf at level 9 on the 5th Mirth 122nd year of Ascendancy at 09:54 Killed by Kubzetho the dwarf at level 9 on the 5th Mirth 122nd year of Ascendancy at 10:09 Killed by Kubzetho the dwarf at level 9 on the 5th Mirth 122nd year of Ascendancy at 10:22 Killed by Kubzetho the dwarf at level 9 on the 5th Mirth 122nd year of Ascendancy at 10:40 Killed by Islimissra the large brown snake at level 10 on the 8th Mirth 122nd year of Ascendancy at 05:57 Killed by Mayenne the ravenous horror at level 11 on the 9th Mirth 122nd year of Ascendancy at 09:51 Killed by Mayenne the ravenous horror at level 11 on the 9th Mirth 122nd year of Ascendancy at 10:01 Killed by Mayenne the ravenous horror at level 11 on the 9th Mirth 122nd year of Ascendancy at 10:12 Killed by electric eel at level 11 on the 9th Mirth 122nd year of Ascendancy at 10:57 Killed by naga myrmidon at level 11 on the 9th Mirth 122nd year of Ascendancy at 18:15 Killed by naga myrmidon at level 11 on the 9th Mirth 122nd year of Ascendancy at 18:27 Killed by naga myrmidon at level 11 on the 9th Mirth 122nd year of Ascendancy at 18:55 Killed by naga myrmidon at level 11 on the 9th Mirth 122nd year of Ascendancy at 19:12 Killed by naga myrmidon at level 11 on the 9th Mirth 122nd year of Ascendancy at 19:30 Killed by Velariata the broken golem at level 11 on the 29th Dusk 122nd year of Ascendancy at 11:12 Killed by dread at level 12 on the 63rd Dusk 122nd year of Ascendancy at 02:50 Killed by skeleton magus at level 13 on the 64th Dusk 122nd year of Ascendancy at 06:44 Killed by skeleton master archer at level 13 on the 64th Dusk 122nd year of Ascendancy at 06:57 Killed by barrow wight at level 13 on the 64th Dusk 122nd year of Ascendancy at 07:33 Killed by skeleton master archer at level 13 on the 64th Dusk 122nd year of Ascendancy at 07:49 Killed by skeleton master archer at level 13 on the 64th Dusk 122nd year of Ascendancy at 08:05 Killed by Xanona the blue ooze at level 13 on the 64th Dusk 122nd year of Ascendancy at 12:38 Killed by venom drake hatchling at level 13 on the 64th Dusk 122nd year of Ascendancy at 23:14 Killed by grave wight at level 13 on the 65th Dusk 122nd year of Ascendancy at 09:48 Killed by skeleton warrior at level 14 on the 65th Dusk 122nd year of Ascendancy at 11:18 Killed by Risen Ghoul at level 14 on the 65th Dusk 122nd year of Ascendancy at 11:28 Killed by Risen Ghoul at level 14 on the 65th Dusk 122nd year of Ascendancy at 11:39 Killed by Risen Ghoul at level 14 on the 65th Dusk 122nd year of Ascendancy at 11:51 Killed by skeleton warrior at level 14 on the 65th Dusk 122nd year of Ascendancy at 12:03 Killed by skeleton warrior at level 14 on the 65th Dusk 122nd year of Ascendancy at 15:50 Killed by Bethunn the skeleton magus at level 15 on the 68th Dusk 122nd year of Ascendancy at 00:45 Killed by Bethunn the skeleton magus at level 15 on the 68th Dusk 122nd year of Ascendancy at 01:10 Killed by Bethunn the skeleton magus at level 15 on the 68th Dusk 122nd year of Ascendancy at 01:27 Killed by Lisyrarin the master vampire at level 15 on the 68th Dusk 122nd year of Ascendancy at 21:58 Killed by orc soldier at level 16 on the 69th Dusk 122nd year of Ascendancy at 18:52 Killed by Xanyriba the ghast at level 16 on the 70th Dusk 122nd year of Ascendancy at 03:46 Killed by Xanyriba the ghast at level 16 on the 70th Dusk 122nd year of Ascendancy at 04:00 Killed by Xanyriba the ghast at level 16 on the 70th Dusk 122nd year of Ascendancy at 04:32 Killed by skeleton master archer at level 16 on the 70th Dusk 122nd year of Ascendancy at 04:44 Killed by skeleton master archer at level 16 on the 70th Dusk 122nd year of Ascendancy at 05:08 Killed by Aletta Soultorn at level 16 on the 70th Dusk 122nd year of Ascendancy at 06:25 Killed by Aletta Soultorn at level 16 on the 70th Dusk 122nd year of Ascendancy at 08:21 Killed by Aletta Soultorn at level 16 on the 70th Dusk 122nd year of Ascendancy at 10:33 Killed by Aletta Soultorn at level 16 on the 70th Dusk 122nd year of Ascendancy at 10:58 Killed by Aletta Soultorn at level 16 on the 70th Dusk 122nd year of Ascendancy at 14:15 Killed by Aletta Soultorn at level 16 on the 70th Dusk 122nd year of Ascendancy at 15:24 Killed by Aletta Soultorn at level 16 on the 70th Dusk 122nd year of Ascendancy at 16:10 Killed by skeleton magus at level 16 on the 70th Dusk 122nd year of Ascendancy at 17:19 Killed by multi-hued drake hatchling at level 16 on the 70th Dusk 122nd year of Ascendancy at 17:42 Killed by Yville the lesser vampire at level 16 on the 70th Dusk 122nd year of Ascendancy at 19:58 Killed by Yville the lesser vampire's temporal clone at level 16 on the 70th Dusk 122nd year of Ascendancy at 20:25 Killed by The Master at level 17 on the 71st Dusk 122nd year of Ascendancy at 12:26 Killed by The Master at level 17 on the 71st Dusk 122nd year of Ascendancy at 12:41 Killed by The Master at level 17 on the 71st Dusk 122nd year of Ascendancy at 12:58 Killed by The Master at level 17 on the 71st Dusk 122nd year of Ascendancy at 13:24 Killed by elder vampire at level 17 on the 71st Dusk 122nd year of Ascendancy at 13:58 Killed by The Master at level 17 on the 71st Dusk 122nd year of Ascendancy at 14:24 Killed by The Master at level 17 on the 71st Dusk 122nd year of Ascendancy at 14:38 Killed by Lord of Skulls (archer) at level 17 on the 71st Dusk 122nd year of Ascendancy at 15:06 Killed by armoured skeleton warrior at level 17 on the 71st Dusk 122nd year of Ascendancy at 15:29 Killed by skeleton master archer at level 18 on the 71st Dusk 122nd year of Ascendancy at 15:49 Killed by skeleton warrior at level 18 on the 71st Dusk 122nd year of Ascendancy at 21:58 Killed by skeleton warrior at level 18 on the 71st Dusk 122nd year of Ascendancy at 22:55 Killed by ice wyrm at level 18 on the 72nd Dusk 122nd year of Ascendancy at 00:07 Killed by saw horror at level 18 on the 72nd Dusk 122nd year of Ascendancy at 01:26 Killed by saw horror at level 18 on the 72nd Dusk 122nd year of Ascendancy at 01:38 Killed by saw horror at level 18 on the 72nd Dusk 122nd year of Ascendancy at 01:55 Killed by saw horror at level 18 on the 72nd Dusk 122nd year of Ascendancy at 02:13 Killed by saw horror at level 18 on the 72nd Dusk 122nd year of Ascendancy at 02:33 Killed by abyssal horror at level 19 on the 1st Haze 122nd year of Ascendancy at 14:55 Killed by naga myrmidon at level 19 on the 1st Haze 122nd year of Ascendancy at 18:05 Killed by Weirdling Beast at level 19 on the 2nd Haze 122nd year of Ascendancy at 05:26 Killed by Weirdling Beast at level 19 on the 2nd Haze 122nd year of Ascendancy at 07:07 Killed by Weirdling Beast at level 19 on the 2nd Haze 122nd year of Ascendancy at 07:50 Killed by Weirdling Beast at level 19 on the 2nd Haze 122nd year of Ascendancy at 09:01 Killed by Weirdling Beast at level 19 on the 2nd Haze 122nd year of Ascendancy at 09:43 Killed by Guts at level 19 on the 2nd Haze 122nd year of Ascendancy at 12:10 Killed by Guts at level 19 on the 2nd Haze 122nd year of Ascendancy at 16:13 Killed by Animated horrifying thorny mindstar of balance at level 21 on the 65th Haze 122nd year of Ascendancy at 12:08 Killed by Poltergeist Bloomsoul at level 21 on the 65th Haze 122nd year of Ascendancy at 12:39 Killed by Poltergeist Bloomsoul at level 21 on the 65th Haze 122nd year of Ascendancy at 12:49 Killed by Poltergeist Blizzardclash at level 22 on the 65th Haze 122nd year of Ascendancy at 15:15 Killed by Aeredhewen the skeleton mage at level 23 on the 67th Haze 122nd year of Ascendancy at 06:44 Killed by Poridabeth the blue ooze at level 24 on the 71st Haze 122nd year of Ascendancy at 02:16 Killed by Layadhenne the slimy ooze at level 25 on the 72nd Haze 122nd year of Ascendancy at 04:08 Killed by Layinne the poison ooze at level 25 on the 72nd Haze 122nd year of Ascendancy at 20:24 Killed by Layinne the poison ooze at level 25 on the 72nd Haze 122nd year of Ascendancy at 20:39 Killed by Layinne the poison ooze at level 25 on the 72nd Haze 122nd year of Ascendancy at 20:53 Killed by Elesin the giant at level 26 on the 75th Haze 122nd year of Ascendancy at 15:09 Killed by armoured skeleton warrior at level 26 on the 75th Haze 122nd year of Ascendancy at 15:53 Killed by elven warrior at level 26 on the 77th Haze 122nd year of Ascendancy at 22:53 Killed by elven cultist at level 26 on the 78th Haze 122nd year of Ascendancy at 03:41 Killed by Aroda the elven elite warrior at level 26 on the 78th Haze 122nd year of Ascendancy at 04:41 Killed by elven blood mage at level 26 on the 78th Haze 122nd year of Ascendancy at 16:57 Killed by Iselekira the elven blood mage at level 26 on the 78th Haze 122nd year of Ascendancy at 19:34 Killed by Xysenne the elven cultist at level 26 on the 79th Haze 122nd year of Ascendancy at 03:55 Killed by Xysenne the elven cultist at level 26 on the 79th Haze 122nd year of Ascendancy at 04:18 Killed by Nereyakira the Guardian at level 27 on the 9th Decay 122nd year of Ascendancy at 23:03 Killed by orc necromancer at level 27 on the 10th Decay 122nd year of Ascendancy at 03:20 Killed by Ce'Nemira the bone giant at level 27 on the 10th Decay 122nd year of Ascendancy at 13:14 Killed by Eilinugadhelaith the Guardian at level 27 on the 10th Decay 122nd year of Ascendancy at 13:29 Killed by Ce'Nemira the bone giant at level 27 on the 10th Decay 122nd year of Ascendancy at 14:03 Killed by Aereth the Guardian at level 27 on the 10th Decay 122nd year of Ascendancy at 20:45 Killed by Aereth the Guardian at level 27 on the 10th Decay 122nd year of Ascendancy at 20:58 Killed by Aereth the Guardian at level 27 on the 10th Decay 122nd year of Ascendancy at 21:28 Killed by Aereth the Guardian at level 27 on the 10th Decay 122nd year of Ascendancy at 22:43 Killed by Emeluldama the dredge at level 29 on the 7th Allure 123rd year of Ascendancy at 02:04 Killed by Emeluldama the dredge at level 29 on the 7th Allure 123rd year of Ascendancy at 03:15 Killed by Grand Corruptor at level 30 on the 47th Regrowth 123rd year of Ascendancy at 10:20 Killed by Grand Corruptor at level 30 on the 47th Regrowth 123rd year of Ascendancy at 10:43 Killed by Grand Corruptor at level 30 on the 47th Regrowth 123rd year of Ascendancy at 11:25 Killed by Grand Corruptor at level 30 on the 47th Regrowth 123rd year of Ascendancy at 12:01 Killed by Greater Mummy Lord at level 31 on the 13rd Pyre 123rd year of Ascendancy at 23:38 Killed by Greater Mummy Lord at level 31 on the 13rd Pyre 123rd year of Ascendancy at 23:56 Killed by Greater Mummy Lord at level 31 on the 14th Pyre 123rd year of Ascendancy at 00:08 Killed by Greater Mummy Lord at level 31 on the 14th Pyre 123rd year of Ascendancy at 00:29 Killed by Greater Mummy Lord at level 31 on the 14th Pyre 123rd year of Ascendancy at 00:43 Killed by Greater Mummy Lord at level 31 on the 14th Pyre 123rd year of Ascendancy at 02:05 Killed by Greater Mummy Lord at level 31 on the 14th Pyre 123rd year of Ascendancy at 02:17 Killed by Greater Mummy Lord at level 31 on the 14th Pyre 123rd year of Ascendancy at 02:28 Killed by forest wight at level 31 on the 14th Pyre 123rd year of Ascendancy at 05:15 Killed by Greater Mummy Lord at level 31 on the 14th Pyre 123rd year of Ascendancy at 05:30 Killed by Greater Mummy Lord at level 31 on the 14th Pyre 123rd year of Ascendancy at 12:57 Killed by Poriravena the naga myrmidon at level 32 on the 14th Pyre 123rd year of Ascendancy at 15:20 Killed by Poriravena the naga myrmidon at level 32 on the 14th Pyre 123rd year of Ascendancy at 15:35 Killed by ghast at level 32 on the 14th Pyre 123rd year of Ascendancy at 23:43 Killed by Giwe the skeleton archer at level 32 on the 15th Pyre 123rd year of Ascendancy at 09:55 Killed by Giwe the skeleton archer at level 32 on the 15th Pyre 123rd year of Ascendancy at 10:11 Killed by Ahdurdin the shalore at level 32 on the 44th Pyre 123rd year of Ascendancy at 11:41 Killed by Ateer the thalore at level 32 on the 57th Pyre 123rd year of Ascendancy at 23:09 Killed by Cyrerin the naga myrmidon at level 32 on the 8th Dusk 123rd year of Ascendancy at 00:06 Killed by Emelibrevea the poison ooze at level 32 on the 8th Dusk 123rd year of Ascendancy at 00:18 Killed by Cyrerin the naga myrmidon at level 32 on the 8th Dusk 123rd year of Ascendancy at 00:29 Killed by Emelyrin the orc necromancer at level 32 on the 8th Dusk 123rd year of Ascendancy at 01:28 Killed by Bethetira the black mamba at level 32 on the 8th Dusk 123rd year of Ascendancy at 01:42 Killed by Isyth the copperhead snake at level 32 on the 8th Dusk 123rd year of Ascendancy at 03:57 Killed by Bait the wretchling at level 32 on the 8th Dusk 123rd year of Ascendancy at 04:16 Killed by Bait the wretchling at level 32 on the 8th Dusk 123rd year of Ascendancy at 04:57 Killed by war hound at level 32 on the 17th Dusk 123rd year of Ascendancy at 15:47 Killed by Nerilaith the rogue at level 32 on the 17th Dusk 123rd year of Ascendancy at 16:11 Killed by Nerilaith the rogue at level 32 on the 17th Dusk 123rd year of Ascendancy at 16:40 Killed by armoured skeleton warrior at level 32 on the 61st Dusk 123rd year of Ascendancy at 03:26 Killed by Celia at level 32 on the 61st Dusk 123rd year of Ascendancy at 03:40 Killed by Celia at level 32 on the 61st Dusk 123rd year of Ascendancy at 03:55 Killed by ghast at level 32 on the 61st Dusk 123rd year of Ascendancy at 04:10 Killed by skeleton master archer at level 32 on the 61st Dusk 123rd year of Ascendancy at 04:56 Killed by Mayowe the orc warrior at level 33 on the 49th Haze 123rd year of Ascendancy at 04:13 Killed by Golbug the Destroyer at level 33 on the 50th Haze 123rd year of Ascendancy at 15:52 Killed by fiery orc wyrmic at level 33 on the 50th Haze 123rd year of Ascendancy at 16:17 Killed by Emebrevena the dredge captain at level 34 on the 60th Haze 123rd year of Ascendancy at 22:04 Killed by Glorylle the orc necromancer at level 34 on the 61st Haze 123rd year of Ascendancy at 03:31 |
Primary Stats
| Strength | 109 (base 60) |
| Dexterity | 40 (base 21) |
| Constitution | 105 (base 60) |
| Magic | 17 (base 10) |
| Willpower | 19 (base 10) |
| Cunning | 22 (base 10) |
Resources
| Life | 1256/1256 |
| Mana | 343/343 |
| Stamina | 296/296 |
| Healing Factor | 1.7182089082941 |
| Regeneration | 26.360166370587 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 5 |
| See Stealth | 22.531537443297 |
| See Invisible | 22.531537443297 |
Offense: Mainhand
| Damage | 225 |
| Accuracy | 68 |
| Crit Chance | 35% |
| APR | 36 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 23 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +15% |
| Light | +14% |
| Lightning | +18% |
| Nature | +21% |
| Physical | +21% |
| Mind | +18% |
| All | +6% |
Offense: Damage Penetration
| Darkness | +12% |
| Light | +15% |
| Temporal | +12% |
| Nature | +5% |
| Physical | +25% |
| Lightning | +25% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 88.723073231957 (100%) |
| Defense | 39 |
| Ranged Defense | 39 |
| Fatigue | 36 |
| Physical Save | 62 |
| Spell Save | 36 |
| Mental Save | 44 |
Defense: Resistances
| Darkness | + 35%( 70%) |
| Light | + 30%( 70%) |
| Temporal | + 67%( 70%) |
| Nature | + 18%( 70%) |
| Physical | + 20%( 70%) |
| Lightning | + 26%( 70%) |
| All | + 15%( 70%) |
Defense: Immunities
| Silence Resistance | 0% |
| Confusion Resistance | 44% |
| Teleport Resistance | 0% |
| Pinning Resistance | 38% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Technique / Superiority | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 2/5 |
| 4/5 |
| 3/5 |
| 1/5 |
| Technique / Berserker's strength | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Bloodthirst | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Higher | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 4/5 |
| 4/5 |
| 2/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
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 and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You failed to protect the injured seer from death by Guts. Escort: injured seer (level 1 of Ruins of Kor'Pul) | failed |
You failed to protect the injured seer from death by skeleton mage. Escort: injured seer (level 3 of Dreadfell) | failed |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved talent Vision (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 7 of Dreadfell. Escort: lost sun paladin (level 7 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved Strength by +5. | done |
You failed to protect the lost warrior from death by orc archer. Escort: lost warrior (level 2 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You failed to protect the worried loremaster from death by snow giant chieftain. Escort: worried loremaster (level 1 of Daikara) | failed |
You failed to protect the worried loremaster from death by Lashing Tentacle. Escort: worried loremaster (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | 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 Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
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 has completed an elixir of the fox without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed bear paw. * You've found the needed red crystal shard. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. | active |
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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | pair of dwarven-steel boots 'Polyta' (10 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +2 Physical crit. chance: +5.0% Armour: +4 Defense: +10 (+3 eff.) Fatigue: +3% Changes stats: +2 Str / +4 Dex Changes resistances: +15% darkness / +21% temporal Changes resistances penetration: +12% darkness / +12% temporal Defense after a teleport: +15 Resist all after a teleport: +12% New effects duration reduction after a teleport: +21% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Blizzardblur (18/18, 28-33 power, 2 apr)Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 27.5 - 33.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +10.5% Capacity: 18 On weapon hit: * 20% chance to reduce all saves and defense by 16 On weapon crit: * Wound the target dealing 293 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +20 cold Damage (radius 1) on hit: +20 mind Damage (radius 2) on crit: +8 mind / +8 cold Shots are used with slings to pummel your foes to death. |
| Light source | Beezor the PrismpainPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Accuracy: +5 (+2 eff.) Defense: +10 (+3 eff.) Changes resistances: +3% physical / +8% darkness / +3% light Changes resistances penetration: +25% physical Changes damage: +8% light Damage affinity(heal): +5% light Physical save: +3 (+1 eff.) Light radius: +6 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 80.29 light damage. At talent level 3 you gain 15% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Serpentwoe (0 def, 6 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +9 (+2 eff.) Armour: +6 Fatigue: +4% Changes stats: +6 Str / +4 Con Changes resistances: +3% nature Changes resistances penetration: +5% nature Changes damage: +15% nature Infravision radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Flashnaught [power 53] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Damage when hit (Melee): 6 darkness Changes stats: +3 Dex / +5 Cun / +3 Con Changes resistances: +15% light Changes resistances penetration: +15% light It can be used to setup a psionic shield, reducing all damage taken by 53 for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | StormworthCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +20 (+5 eff.) Physical crit. chance: +7.0% Physical power: +10 (+2 eff.) Changes stats: +8 Str / +11 Con Changes damage: +12% lightning / +15% physical Physical save: +6 (+2 eff.) Rings make your fingers look great! |
| On fingers | voratun ring 'Polinor'Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +1 Physical power: +9 (+2 eff.) Armour: +6 Defense: +5 (+2 eff.) Changes stats: +2 Str / +8 Wil Changes resistances: +1% physical Changes damage: +6% all Physical save: +3 (+1 eff.) Mental save: +31 (+10 eff.) Confusion immunity: +34% Only die when reaching: -60.00 life Spellpower: +10 (+5 eff.) Mindpower: +5 (+3 eff.) Rings make your fingers look great! |
| Around waist | Silessra the hardened leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +30 (+6 eff.) Armour: +2 Changes stats: +1 Str / +5 Con Changes resistances: +10% lightning / +9% temporal / +2% physical Only die when reaching: -60.00 life A belt that goes around your waist. |
| In main hand | Champion's Will (67-107 power, 22 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 67.0 - 107.2 Uses stats: 20% Con, 115% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +22 Crit. chance: +12.0% Attack speed: 100% On weapon hit: * releases a burst of light, dealing 26 light damage (based on Spellpower) in a radius 3 cone. When wielded/worn: Changes stats: +12 Str / +6 Mag / +7 Con Talent masteries: +0.20 Celestial / Sun +0.10 Celestial / Radiance +0.20 Celestial / Crusader Talents cooldown: Sun Ray (-1 turn) Absorption Strike (-1 turn) Flash of the Blade (-1 turn) Increases the damage of Sun Beam by 15%. It can be used to attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt Activation costs 30 power out of 30/30. This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
| On hands | Xisenn the Cloudvagrant (0 def, 3 armour)Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +11 Armour: +3 Effects on melee hit: * 10% chance to reduce armor by 23% Changes stats: +7 Cun / +6 Dex Changes resistances: +3% lightning Changes resistances penetration: +25% lightning Changes damage: +9% acid / +12% mind Life regen: +7.40 Stamina each turn: +1.40 Psi each turn: +0.29 Maximum stamina: +33.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Tarrasca (0 def, 50 armour)Requires: - Massive armour training - Strength 52 Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +50 Armour Hardiness: +15% Fatigue: +35% Changes stats: +15 Con Physical save: +45 (+12 eff.) Knockback immunity: +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 0% It can be used to slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns Activation costs 25 power out of 25/25. This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. |
| Cloak | cashmere cloak 'Bethina' (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +24 (+6 eff.) Defense: +2 (+1 eff.) Fatigue: -6% Effects on melee hit: * 20% chance to reduce armor by 23% Damage when hit (Melee): 4 acid Changes resistances: +3% temporal Mental save: +12 (+4 eff.) Maximum life: +40.00 Maximum stamina: +12.00 Healing mod.: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | voratun amulet 'Gloramira'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +7.0% Defense: +10 (+3 eff.) Changes stats: +7 Str Changes resistances: +28% temporal Pinning immunity: +38% Knockback immunity: +45% Stamina each turn: +3.00 Maximum stamina: +30.00 Amulets make your neck look great! |
Inventory
Elixir of BrawnInfused by nature 0.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to permanently increase your strength and constitution by three. A vial of sluggish tan fluid. |
Elixir of MysticismInfused by nature 0.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to permanently increase your magic and willpower by three. A vial of glowing cyan fluid. |
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! |
Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+3 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 35 power out of 35/35) : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 165 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+3 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+4 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 50 power out of 50/50) : Effective talent level: 2.0 Power cost: 50 out of 50/50. Range: 7 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Xerodawe the ShadepunishPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +5 (+2 eff.) Physical crit. chance: +6.0% Armour: +8 Changes resistances: +26% darkness / +3% lightning Changes resistances penetration: +10% darkness Changes damage: +13% darkness Physical save: +3 (+1 eff.) Rings make your fingers look great! |
rogue's steel ring of light (+24%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Changes resistances: +24% light Changes damage: +12% light Rings make your fingers look great! |
rogue's steel ring of nature (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +2 Cun Changes resistances: +22% nature Changes damage: +11% nature Rings make your fingers look great! |
steel ring 'Isleriath'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 16 Changes stats: +4 Wil / +6 Mag Changes damage: +3% mind Spell save: +8 (+4 eff.) Vim when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +2 Rings make your fingers look great! |
Bethita the stralite battleaxe (57-86 power, 3 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 57.0 - 85.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +10.5% Attack speed: 100% When wielded/worn: Accuracy: +15 (+4 eff.) Defense: +10 (+3 eff.) Damage when hit (Melee): 4 acid / 4 physical Changes stats: +1 Str Critical mult.: +20.00% Maximum stamina: +30.00 Massive two-handed battleaxes. |
stralite battleaxe 'Pitchcrack' (42-62 power, 3 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 41.5 - 62.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon hit: * 20% chance to reduce damage dealt by 14% On weapon crit: * Splash the target with acid dealing 60 damage over 5 turns and reducing armor and accuracy by 8 Damage (Melee): +12 temporal When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 14% Changes resistances: +27% lightning Changes damage: +15% darkness Massive two-handed battleaxes. |
Astelrid's Clubstaff (45-68 power, 4 apr)Requires: - Strength 23 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 45.0 - 67.5 Uses stats: 40% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Mag Changes damage: +25% nature Spellpower: +15 (+8 eff.) Healing mod.: +25% Improves the contribution of primary stats on infusions and runes by 15% Like its former owner, this was once an instrument of altruistic healing, before fury and fear caused its twisting into a sadistic weapon. Surges of restorative magic can be faintly felt under the layers of plaster and sharp surgical equipment. |
flaming dwarven-steel greatmaul of daylight (44-67 power, 2 apr)Requires: - Strength 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 44.5 - 66.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +12 light Damage (radius 1) on hit: +10 fire Damage against: +19% Undead Massive two-handed mauls. |
quick voratun greatmaul of ruin (62-94 power, 4 apr)Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 62.5 - 93.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +21 (+6 eff.) Armour penetration: +14 Physical crit. chance: +14.0% Changes stats: +6 Dex Critical mult.: +37.00% Combat speed: +10% Massive two-handed mauls. |
Zimnir (52-82 power, 3 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 51.5 - 82.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 10% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce armor by 23% When wielded/worn: Accuracy: +19 (+5 eff.) Defense: +19 (+6 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances penetration: +25% arcane / +10% acid Changes damage: +15% temporal Disarm immunity: +62% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Massive two-handed swords. |
balanced dwarven-steel greatsword of shearing (38-60 power, 2 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 37.5 - 60.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +19 (+5 eff.) Armour penetration: +7 Defense: +7 (+2 eff.) Changes resistances penetration: +13% all Disarm immunity: +32% Massive two-handed swords. |
iron greatsword (15-24 power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 15.0 - 24.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
Adobrenne the thorny mindstar (8-9 power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 10% chance to reduce strength, dexterity, and constitution by 14 Damage (radius 1) on hit: +16 acid When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 23% Damage when hit (Melee): 6 acid Changes resistances: +9% darkness Changes resistances penetration: +8% darkness Changes damage: +5% darkness Talent mastery: +0.10 Cursed / Darkness Talent granted: +1 Attune Mindstar Blindness immunity: +15% Mindpower: +6 (+3 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Poltergeist's Bloomsoul (8-9 power, 13 apr, nature damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Base power: 8.0 - 8.8 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +13 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Armour: +2 Changes resistances: +2% all Talent mastery: +0.30 Wild-gift / Fungus Life regen: +2.00 Mindpower: +8 (+4 eff.) Mental crit. chance: +4% Healing mod.: +20% Activating this item is instant. It can be used to activate talent Bloom Heal (costing 40 power out of 40/40) : Effective talent level: 1.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of nature to regenerate your body for 16 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
Eclipse (18-22 power, 4 apr, darkness element)Requires: - Magic 32 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 18.0 - 21.6 Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +15% darkness / +15% physical / +15% light / +15% temporal Talents cooldown: Twilight (-1 turn) Moonlight Ray (-1 turn) Searing Light (-1 turn) Talent granted: +1 Command Staff P.Energy each turn: +0.10 N.Energy each turn: +0.10 Spellpower: +12 (+6 eff.) Spell crit. chance: +8% This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
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. |
hardened leather belt 'Blackstar'Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 14% Damage when hit (Melee): 4 lightning Changes resistances: +18% lightning / +9% cold Changes resistances penetration: +10% darkness Mental save: +8 (+2 eff.) Spellpower: +6 (+3 eff.) A belt that goes around your waist. |
insulating rough leather belt of the giantsCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Changes resistances: +5% fire / +6% cold Spell save: +5 (+2 eff.) Size category: +1 A belt that goes around your waist. |
Anezilarain (11 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +11 (+4 eff.) Changes stats: +3 Str / +3 Dex / +4 Con Changes resistances: +7% acid / +6% temporal / +3% light / +16% fire / +15% cold / +7% lightning Talent mastery: +0.30 Technique / Combat training Physical save: +9 (+3 eff.) Spell save: +12 (+5 eff.) Stamina each turn: +0.70 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Crackleslice (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +6 Defense: +2 (+1 eff.) Effects on melee hit: * 10% chance to slow global speed by 41% Changes stats: +2 Str / +5 Dex / +4 Cun / +7 Con Changes resistances penetration: +25% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Wind's Whisper (4 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +3 Dex Silence immunity: +30% Deflect projectiles away: +25% Slows Projectiles: +20% Activating this item is instant. It can be used to activate talent Evasion (costing 50 power out of 50/50) : Effective talent level: 2.0 Power cost: 50 out of 50/50. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 24% chance to evade melee and ranged attacks and 14 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. |
thick linen cloak of Iron Throne (1 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 (+0 eff.) Changes stats: +2 Str / +2 Con Changes resistances: +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+4 eff.) Damage when hit (Melee): 10 cold Changes resistances: +7% all / +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent masteries: +0.30 Spell / Glacial waste +0.30 Spell / Rime wraith +0.30 Spell / Water +0.30 Spell / Frost alchemy +0.30 Spell / Grave +0.30 Spell / Ice Spellpower: +5 (+3 eff.) Movement speed: +15% Talent on hit(spell): Water Jet (5% chance level 1). This deep blue robe flows and ripples as if pushed by an invisible tide. |
Zubeyawyn the Hazeraze (0 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Fatigue: -6% Changes stats: +3 Str / +1 Dex / +4 Cun Changes resistances penetration: +5% cold Maximum encumbrance: +22 Physical save: +5 (+2 eff.) Mental save: +3 (+1 eff.) Mental crit. chance: +3% A pair of boots made of leather. |
insulating pair of iron boots of tirelessness (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +5% fire / +6% cold Stamina each turn: +0.40 Maximum stamina: +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
miner's pair of iron boots of evasion (2 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Defense: +2 (+1 eff.) Fatigue: +2% Infravision radius: +1 Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 28% chance to evade melee and ranged attacks and 23 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Zubibrelle' (11 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +11 (+4 eff.) Fatigue: +3% Changes stats: +3 Dex Changes resistances: +6% acid / +3% temporal / +3% light / +9% nature Mental save: +6 (+2 eff.) Cut immunity: +20% Teleport immunity: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
traveler's pair of iron boots (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -2% Maximum encumbrance: +20 Physical save: +6 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
wanderer's pair of hardened leather boots of rushing (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +3 Str / +1 Cun / +4 Con Physical save: +12 (+3 eff.) Mental save: +13 (+4 eff.) It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.9 Power cost: 25 out of 25/25. Range: 9 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Arath (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Damage (Melee): 18 temporal Damage (Ranged): 16 temporal Changes resistances: +6% blight / +1% physical / +9% darkness / +15% temporal Changes resistances penetration: +10% mind Changes damage: +12% blight / +7% temporal Disease immunity: +20% Pinning immunity: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Earodil the Icesmash (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Effects on melee hit: * 20% chance to reduce armor by 23% Changes stats: +2 Str / +3 Dex / +3 Cun Changes resistances: +3% blight / +3% light / +3% darkness Changes damage: +15% cold Talent cooldown: Double Strike (-1 turn) Physical save: +7 (+2 eff.) Teleport immunity: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
umbral hardened leather gloves of dexterity (+2) (0 def, 2 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +2 Damage (Melee): 7 darkness Changes stats: +2 Dex Changes resistances: +5% darkness Changes damage: +3% darkness Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Eye of the Forest (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+4 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 35 power out of 35/35) : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Mayiyanor (0 def, 4 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +7 Str / +7 Dex Changes resistances: +13% light / +14% darkness Reduces incoming crit damage: 10.00% Physical save: +12 (+3 eff.) Spell save: +3 (+1 eff.) Silence immunity: +10% Healing mod.: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 587.5 Physical damage. If the attack hits, the target is confused (37% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Steel Helm of Garkul (0 def, 6 armour)Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+3 eff.) Spell save: +12 (+5 eff.) Mental save: +12 (+4 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Un'fezan's Cap (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Needs something equally stylish and cool to go with it. When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +8 Cun / +4 Wil Changes resistances: +10% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Spellpower: +8 (+4 eff.) Mindpower: +8 (+4 eff.) Reduces paradox anomalies(equivalent to willpower): +5 It can be used to activate talent Wormhole (costing 15 power out of 15/15) : Effective talent level: 1.0 Power cost: 15 out of 15/15. Range: 10 Travel Speed: instantaneous Is: a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
insulating dwarven-steel helm of dexterity (+4) (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +4 Dex Changes resistances: +7% fire / +5% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm of constitution (+2) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Con A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
spellwoven linen wizard hat of the sentry (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Mana each turn: +0.11 Spellpower: +2 (+1 eff.) Spell crit. chance: +2% Infravision radius: +3 See stealth: +5 See invisible: +6 Activating this item is instant. It can be used to activate talent Circle of Warding, 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 Is: a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 21% and attempts to push all creatures other than yourself out of its radius, inflicting 4.70 light damage and 4.37 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
stralite mail armour 'Blindward' (4 def, 21 armour)Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +21 Defense: +4 (+1 eff.) Fatigue: -1% Effects on melee hit: * 20% chance to reduce damage dealt by 14% Changes stats: +3 Str / +3 Mag / +3 Wil / +1 Cun Changes resistances: +16% blight / +18% darkness Changes damage: +9% darkness Physical save: +19 (+5 eff.) Light radius: +1 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 (+3 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... |
Beragorn (0 def, 9 armour)Requires: - Massive armour training - Strength 28 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Changes stats: +2 Str / +1 Wil / +3 Con Changes resistances: +6% acid / +6% physical / +6% blight / +7% fire / +7% lightning / +8% cold Talent cooldown: Rush (-5 turns) Disarm immunity: +24% Stun/Freeze immunity: +21% Knockback immunity: +23% Infravision radius: +1 See invisible: +3 A suit of armour made of metal plates. |
Elatta (0 def, 11 armour)Requires: - Massive armour training - Strength 35 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Changes resistances: +21% lightning / +24% fire / +12% darkness Changes resistances penetration: +20% mind A suit of armour made of metal plates. |
voratun plate armour 'Freezevalor' (15 def, 43 armour)Requires: - Massive armour training - Strength 60 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour penetration: +3 Armour: +43 Defense: +15 (+5 eff.) Fatigue: +22% Damage when hit (Melee): 6 physical Changes resistances penetration: +25% physical / +25% mind / +15% cold Changes damage: +21% physical A suit of armour made of metal plates. |
Temporal Rift (8 def, 4 armour, 325 block)Requires: - Shield usage training - Strength 40 Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +4 Defense: +8 (+3 eff.) Ranged Defense: +10 (+3 eff.) Changes resistances: +30% temporal Reduce damage by fixed amount: +20 all Talent granted: +1 Block Spell save: +20 (+8 eff.) Spellpower: +12 (+6 eff.) Slows Projectiles: +50% Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness Activation costs 100 power out of 100/100. The very essence of bearness! |
15 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. |
291 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. |
9 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. |
18 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. |
4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 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. |
16 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. |
2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
15 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 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. |
iron pickaxe of endurance (dig speed 40 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "A View From The Gallery"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
7 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. |
3 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 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 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Corrupted heart of the Sandworm QueenPowered by arcane forces 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body and corrupted in the mark of the spellblaze altar. You could ... consume it, should you feel mad enough. |
DĂșathedlen HeartPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 4 When wielded/worn: Physical power: +7 (+1 eff.) Damage (Melee): 20 darkness Changes stats: +5 Mag Changes resistances: +30% light Changes resistances cap: +10% light Talent masteries: +0.20 Cunning / Stealth +0.20 Cursed / Darkness Light radius: -1000 Infravision radius: +7 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. Talent on hit(spell): Invoke Darkness (15% chance level 4). This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(68 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
scorching brass lantern of focusPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 10 fire Changes stats: +4 Wil Changes resistances: +6% fire Changes damage: +6% mind 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. |
Imp ClawPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 9 power out of 9/9) : Effective talent level: 2.0 Power cost: 9 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 93.89 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Telos's Staff CrystalPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff Activation costs 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
2 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
4 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. |
2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Entropy (1/1)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 67% of the healing done. This effect scales with your Magic stat. Activation costs 75 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. |
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. |
psychokinetic pouch of dwarven-steel shots of amnesia (21/21, 34-41 power, 3 apr)Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 34.0 - 40.8 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: 21 On weapon hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) * 20% chance to knock the target back 3 spaces and deal 84 physical damage Damage (Ranged): +14 physical Shots are used with slings to pummel your foes to death. |
storming pouch of iron shots of crippling (22/22, 16-19 power, 1 apr)Requires: - Dexterity 11 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 15.5 - 18.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +10.0% Capacity: 22 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Ranged): +10 lightning Damage (radius 2) on crit: +6 lightning Shots are used with slings to pummel your foes to death. |
cleansing steel torque of psionic shield [power 49] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all damage taken by 49 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
overpowered dwarven-steel torque of psionic shield [power 125] (38 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all damage taken by 125 for 5 turns Activation puts all charms on cooldown for 38 turns. Torques are made by powerful psionics to store psionic powers. |
yew totem of healing 'Alokhad' [power 236] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes stats: +1 Cun Changes resistances: +3% temporal Changes resistances penetration: +20% mind Reduces incoming crit damage: 15.00% Poison immunity: +10% Equilibrium when hit: +0.08 Maximum hate: +4.00 It can be used to heal yourself and all friendly characters within 10 spaces for 236 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
10 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. |
4 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. |
5 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 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. |
12 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. |
11 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. |
12 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 (Exploration mode)
Found the mysterious staff and told Last Hope about it.By Guts the Higher Berserker level 32
59th Dusk 123rd year of Ascendancy at 03:35 see stats
Can you bear it? So much bearness! (Exploration mode)
Killed Borius in the Bearscape.By Guts the Higher Berserker level 28
1st Allure 123rd year of Ascendancy at 05:05 see stats
Curse Lifter (Exploration mode)
Killed Ben Cruthdar the Cursed.By Guts the Higher Berserker level 21
59th Haze 122nd year of Ascendancy at 02:58 see stats
Destroyer's bane (Exploration mode)
Killed Golbug the Destroyer.By Guts the Higher Berserker level 33
50th Haze 123rd year of Ascendancy at 16:25 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By Guts the Higher Berserker level 20
37th Haze 122nd year of Ascendancy at 09:52 see stats
Home sweet home (Exploration mode)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Guts the Higher Berserker level 29
25th Regrowth 123rd year of Ascendancy at 20:44 see stats
Is that how it feels to be an escort quest?! (Exploration mode)
Got saved from death in the Godfeaster by Malyu and managed to escape.By Guts the Higher Berserker level 31
58th Regrowth 123rd year of Ascendancy at 18:43 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Guts the Higher Berserker level 10
6th Mirth 122nd year of Ascendancy at 20:05 see stats
Level 20 (Exploration mode)
Got a character to level 20.By Guts the Higher Berserker level 20
10th Haze 122nd year of Ascendancy at 06:12 see stats
Level 30 (Exploration mode)
Got a character to level 30.By Guts the Higher Berserker level 30
35th Regrowth 123rd year of Ascendancy at 09:44 see stats
Poisonous (Exploration mode)
Sided with the assassin lord.By Guts the Higher Berserker level 20
21st Haze 122nd year of Ascendancy at 15:39 see stats
Savior of the damsels in distress (Exploration mode)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Guts the Higher Berserker level 27
79th Haze 122nd year of Ascendancy at 17:25 see stats
Size is everything (Exploration mode)
Did over 1500 damage in one attack.By Guts the Higher Berserker level 32
17th Dusk 123rd year of Ascendancy at 12:31 see stats
Size matters (Exploration mode)
Did over 600 damage in one attack.By Guts the Higher Berserker level 20
37th Haze 122nd year of Ascendancy at 09:52 see stats
That was close (Exploration mode)
Killed your target while having only 1 life left.By Guts the Higher Berserker level 21
65th Haze 122nd year of Ascendancy at 11:33 see stats
The secret city (Exploration mode)
Discovered the truth about mages.By Guts the Higher Berserker level 32
4th Flare 123rd year of Ascendancy at 19:20 see stats
Treasure Hoarder (Exploration mode)
Amassed 3000 gold pieces.By Guts the Higher Berserker level 27
2nd Wintertide 123rd year of Ascendancy at 07:17 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By Guts the Higher Berserker level 18
72nd Dusk 122nd year of Ascendancy at 03:56 see stats
Vampire crusher (Exploration mode)
Destroyed the Master in its lair of the Dreadfell.By Guts the Higher Berserker level 17
71st Dusk 122nd year of Ascendancy at 15:34 see stats
Log
Lore found: order for director Hompalan
Lore found: Lament for Lands now Lost
Lore found: magical barrier
Lore found: sacrificial altar
There is a teleportation circle to the surface here (press '' or right click to use).
There is a teleportation circle to the surface here (press '' or right click to use).
There is a Teleportation portal to the Sher'Tul Fortress here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Today is the 62nd Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:53.
Today is the 63rd Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:08.
Today is the 64th Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:35.
Today is the 65th Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:50.
Today is the 66th Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:16.
Today is the 67th Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:31.
Today is the 68th Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:46.
Saving game...
Saving done.















































































































































