Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.4 |
| Addons | Items Vault 1.0.3 |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Adventurer |
| Level / Exp | 50 / 2102% |
| Size | medium |
| Lifes / Deaths | Killed by Urla the dĂșathedlen at level 49 on the 19th Voratun 123rd year of Ascendancy at 09:30 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 101 (base 30) |
| Dexterity | 60 (base 22) |
| Constitution | 60 (base 36) |
| Magic | 16 (base 12) |
| Willpower | 264.05832296519 (base 34) |
| Cunning | 380.85832296519 (base 20) |
Resources
| Life | 10485/10485 |
| Equilibrium | 38 |
| Stamina | 882/882 |
| Psi | 9973/9973 |
| Healing Factor | 2.5 |
| Regeneration | 1013.375 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +159.12743362832% |
Vision
| Sight | 10 |
| Lite | 271 |
| Infravision | 101 |
| See Stealth | 16 |
| See Invisible | 1223 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 168 |
| Accuracy | 100 |
| Crit Chance | 100% |
| APR | 49 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 337 |
| Accuracy | 100 |
| Crit Chance | 100% |
| APR | 88 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 16 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Mind
| Mindpower | 100 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +493% |
| Physical | +644% |
| Cold | +714% |
| All | +2% |
| Lightning | +165% |
| Mind | +5029% |
| Darkness | +1497% |
| Arcane | +44% |
| Fire | +648% |
| Nature | +1246% |
Offense: Damage Penetration
| Acid | +488% |
| Physical | +464% |
| Cold | +470% |
| Darkness | +172% |
| Mind | +284% |
| Lightning | +137% |
| Arcane | +65% |
| Fire | +448% |
| Nature | +324% |
Defense: Base
| Armour (hardiness) | 40.76 (72%) |
| Defense | 100 |
| Ranged Defense | 100 |
| Fatigue | 33 |
| Physical Save | 100 |
| Spell Save | 100 |
| Mental Save | 100 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Blight | + 70%( 70%) |
| Physical | + 70%( 70%) |
| Cold | + 70%( 70%) |
| All | + 3%( 70%) |
| Mind | + 70%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 70%( 70%) |
| Temporal | + 70%( 70%) |
| Darkness | + 70%( 70%) |
| Arcane | + 70%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 70%( 70%) |
Defense: Immunities
| Pinning Resistance | 0% |
| Bleed Resistance | 100% |
| Confusion Resistance | 10% |
| Stun Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, physical effects and reduce all damage taken by 20% for 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 1077% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 903% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Class Talents
| Psionic / Psychic Assault | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Oozing blades | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Solipsism | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Summoning (distance) | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Slime | 1.00 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Summoning (melee) | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Wild-gift / Mindstar mastery | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Mentalism | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Wild-gift / Call of the wild | 1.00 |
| 1/5 |
| 4/5 |
| 5/5 |
| 1/5 |
| Wild-gift / Harmony | 7.90 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.10 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Technique / Combat training | 1.40 |
| 1/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Elemental Harmony |
| talent | Psiblades |
| beneficial effect | The target filled with the spirit of the bunnies! This looks very very cute! Also whenever you deal damage you have 5% chances to turn into a vorpal bunny, increasing your critical chance by %10. Bunnyficated! |
| beneficial effect | The creature has found a state of clarity and sees the world for what it is (+35% global speed). Clarity |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Earth's Eyes (+1 level(s)). | 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 talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Norgos Lair. Escort: lost anorithil (level 2 of Norgos Lair)As a reward you improved talent Heave (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved talent Charm Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Charm Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge 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 |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlYou talked for a while and it seems she has a crush on you. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have 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: 742. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Marus of Elvala has completed an elixir of mysticism without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of the savior. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You 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 |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have sided with Slasul and killed Ukllmswwik. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed, costing 38 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
| Light source | guard's alchemist's lamp of revealing guard's alchemist's lamp of revealingCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical save: +5 Light radius: +3 See stealth: +16 See invisible: +11 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Isonne the voratun helm (0 def, 5 armour) Isonne the voratun helm (0 def, 5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +4 Str / +14 Dex Damage when the wearer hits(melee): 10 acid Damage when the wearer is hit: 8 physical / 4 acid Changes resistances: +3% acid It can be used to activate talent Skullcracker, placing all other charms into a 16 cooldown : Effective talent level: 3.0 Power cost: 16 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 634.58 physical damage. If the attack hits, the target is confused for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | heroic hardened leather gloves of war-making (0 def, 7 armour) heroic hardened leather gloves of war-making (0 def, 7 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +14.0% Armour: +7 Critical mult.: +23.00% Mental save: +8 Maximum life: +64.00 Spell crit. chance: +14% Mental crit. chance: +14% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Dagyrand the stralite torque of psychoportation [power 51] (23 cooldown) Dagyrand the stralite torque of psychoportation [power 51] (23 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Physical crit. chance: +3.0% Changes stats: +2 Dex Maximum wards: +2 physical / +3 mind / +5 darkness Changes resistances penetration: +10% physical Changes damage: +3% arcane Talent granted: +1 Ward It can be used to teleport randomly (rad 51), placing all other charms into a 23 cooldown. When used: 100% chance to regenerate 8 psi. Torques are made by powerful psionics to store psionic powers. |
| On fingers | solipsist's voratun ring of life solipsist's voratun ring of lifeInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Cun / +8 Wil Life regen: +1.50 Maximum life: +100.00 Mindpower: +15 Healing mod.: +26% Rings can have magical properties. |
| On fingers | sneakthief's voratun ring of life sneakthief's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Cun / +7 Dex Life regen: +1.50 Maximum life: +70.00 Healing mod.: +21% Rings can have magical properties. |
| Around neck | vitalizing voratun amulet vitalizing voratun amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Con Physical save: +10 Life regen: +1.50 Maximum life: +80.00 Amulets can have magical properties. |
| In main hand | Urizilastir (6-6.6 power, 32 apr, mind damage) Urizilastir (6-6.6 power, 32 apr, mind damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 6.0 - 6.6 Uses stats: 63% Wil, 27% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun Mindpower: +3 Mental crit. chance: +2% Light radius: +1 Infravision radius: +1 See invisible: +12 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. |
| Around waist | skylord's hardened leather belt of resilience skylord's hardened leather belt of resilienceInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Wil / +3 Cun Physical save: +11 Spell save: +10 Mental save: +11 Maximum life: +53.00 A belt that goes around your waist. |
| In off hand | wut2 (17-18.7 power, 71 apr, nature damage) wut2 (17-18.7 power, 71 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 17.0 - 18.7 Uses stats: 90% Wil, 54% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +71 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +4 Changes stats: +3 Wil Damage when the wearer is hit: 10 mind / 6 darkness Changes resistances: +6% light Changes damage: +9% mind / +9% darkness Physical save: +10 Spell save: +9 Mental save: +10 Cut immunity: +20% Life regen: +2.00 Equilibrium when hit: +2.30 Maximum life: +50.00 Mindpower: +9 Mental crit. chance: +5% Healing mod.: +25% Heals friendly targets nearby when you use a nature summon: +30 Defense after a teleport: +5 New effects duration reduction after a teleport: +10% 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. |
| Cloak | battlemaster's elven-silk cloak of backstabbing (3 def, 0 armour) battlemaster's elven-silk cloak of backstabbing (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +13 Armour penetration: +10 Defense: +3 Changes stats: +6 Str / +5 Dex / +5 Con Talent mastery: +0.40 Technique / Combat training Critical mult.: +29.00% Stealth bonus: +11 Spell save: -28 Stamina each turn: +0.80 Mana each turn: -0.49 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Glintbloom the voratun plate armour (9 def, 16 armour) Glintbloom the voratun plate armour (9 def, 16 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Physical power: +8 Armour: +16 Defense: +9 Fatigue: +26% Changes stats: +16 Str / +7 Con Changes resistances: +1% physical / +26% cold / +6% light Changes resistances penetration: +10% physical Critical mult.: +10.00% Maximum life: +104.00 Light radius: +2 It can be used to activate talent Track, placing all other charms into a 23 cooldown : Effective talent level: 2.0 Power cost: 23 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 81 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Inventory
heroism infusion of the sneak (+61 for 11 turns, die at -1939) heroism infusion of the sneak (+61 for 11 turns, die at -1939)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 61 for 11 turns. Also while Heroism is active, you will only die when reaching -1939 life. However, when below 0 you cannot see how much life you have left, and you will die if you did not heal before the effect ends. It will always increase your three highest stats. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the warrior (+22 for 12 turns, die at -1101) heroism infusion of the warrior (+22 for 12 turns, die at -1101)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 22 for 12 turns. Also while Heroism is active, you will only die when reaching -1101 life. However, when below 0 you cannot see how much life you have left, and you will die if you did not heal before the effect ends. It will always increase your three highest stats. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (1077% speed; 9 turns) movement infusion (1077% speed; 9 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 1077% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (1077% speed; 9 turns) movement infusion (1077% speed; 9 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 1077% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (1073% speed; 9 turns) movement infusion (1073% speed; 9 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 1073% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the duelist (918% speed; 8 turns) movement infusion of the duelist (918% speed; 8 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 918% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the titan (heal 521 over 5 turns) regeneration infusion of the titan (heal 521 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 521 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion of the sneak (rad 7; power 479; turns 5; dispells darkness) sun infusion of the sneak (rad 7; power 479; turns 5; dispells darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 7 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 239). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 479) for 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the sneak (resist 59%; cure mental) wild infusion of the sneak (resist 59%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental effects and reduce all damage taken by 59% for 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the wizard (resist 19%; cure magical, physical) wild infusion of the wizard (resist 19%; cure magical, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, physical effects and reduce all damage taken by 19% for 6 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score |
Scroll of Summoning (Limmir the Jeweler) Scroll of Summoning (Limmir the Jeweler)Powered by unknown forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome It can be used to summon Limmir the jeweler at the center of the lake of the moon, costing 1 power out of 1/1. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score |
Cyroma CyromaInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +19 Armour penetration: +7 Physical crit. chance: +5.0% Physical power: +4 Changes stats: +6 Str Damage when the wearer is hit: 8 physical Critical mult.: +16.00% Stamina when hit: +1.60 Mana when hit: +3.40 Equilibrium when hit: +2.00 Psi when hit: +0.90 Hate when hit: +0.20 Healing mod.: +10% It can be used to forces nearby enemies to attack you (rad 13), placing all other charms into a 12 cooldown. Amulets can have magical properties. |
Glittermoon the gold amulet Glittermoon the gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -13% Changes stats: +9 Cun / +10 Con Damage when the wearer hits(melee): 2 light Changes resistances: +6% light Changes resistances penetration: +5% light Changes damage: +9% acid Physical save: +7 Spell save: +7 Mental save: +8 Light radius: +2 Amulets can have magical properties. |
Shard of Insanity Shard of InsanityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when the wearer is hit: 5 % chance to confuse Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +24% mind Mental save: +32 Confusion immunity: -100% Mindpower: +7 It can be used to activate talent Inner Demons (costing 25 power out of 32/32) : Effective talent level: 3.0 Power cost: 25 out of 32/32. Range: 7.00 Travel Speed: instantaneous Is: a mind power Description: Brings the target's inner demons to the surface. Each turn, for 8 turns, there's a 27% chance that the a demon will surface, requiring the target to make a Mental Save to keep it from manifesting. If the target is sleeping, the chance will be doubled, and fear immunity will be ignored. Otherwise, if the summoning is resisted, the effect will end early. The summon chance will scale with your Mindpower and the demon's life will scale with the target's rank. A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering into your mind. |
copper amulet copper amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 1 Amulets can have magical properties. |
gold amulet gold amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 3 Amulets can have magical properties. |
inertial voratun amulet of dexterity (+10) inertial voratun amulet of dexterity (+10)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +10 Dex Pinning immunity: +47% Stamina each turn: +1.20 Amulets can have magical properties. |
mindweaver's voratun amulet of the fish mindweaver's voratun amulet of the fishInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Cun Changes resistances: +30% cold Allows you to breathe in: water Mental save: +15 Confusion immunity: +24% Mindpower: +15 Amulets can have magical properties. |
serendipitous gold amulet of constitution (+11) serendipitous gold amulet of constitution (+11)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Defense: +11 Changes stats: +11 Lck / +7 Con Amulets can have magical properties. |
stralite amulet of murder stralite amulet of murderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +9 Armour penetration: +8 Physical crit. chance: +5.0% Critical mult.: +17.00% Amulets can have magical properties. |
vitalizing gold amulet of teleportation vitalizing gold amulet of teleportationPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Con Physical save: +7 Teleport immunity: +50% Life regen: +0.90 Maximum life: +60.00 It can be used to teleports your randomly (rad 46), placing all other charms into a 12 cooldown. Amulets can have magical properties. |
vitalizing stralite amulet of healing vitalizing stralite amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +6 Con Physical save: +9 Cut immunity: +80% Life regen: +1.10 Maximum life: +64.00 Healing mod.: +26% It can be used to activate talent Heal, placing all other charms into a 61 cooldown : Effective talent level: 2.0 Power cost: 61 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 479 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
voratun amulet voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
wanderer's voratun amulet of constitution (+9) wanderer's voratun amulet of constitution (+9)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -8% Changes stats: +9 Cun / +19 Con Amulets can have magical properties. |
warmaker's gold amulet of mastery (0.28 Technique / Archery training) warmaker's gold amulet of mastery (0.28 Technique / Archery training)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +8 Str / +8 Dex / +7 Wil Talent mastery: +0.28 Technique / Archery training Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 8 power out of 30/30. The orb projects images of distant places, some that seem to not be of this world, switching rapidly. If used near a portal it could probably activate it. |
Duathelspitter the voratun ring Duathelspitter the voratun ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -10% Changes stats: +9 Cun Damage when the wearer hits(melee): 4 darkness Damage when the wearer is hit: 4 darkness Changes resistances: +3% lightning / +6% darkness Changes resistances penetration: +15% physical / +5% mind / +10% lightning / +10% darkness Changes damage: +6% mind Maximum encumbrance: +40 Hate when firing a critical mind attack: +2.00 It can be used to activate talent Greater Weapon Focus, placing all other charms into a 16 cooldown : Effective talent level: 3.0 Power cost: 16 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on your blows; each strike has a 32% chance to deal another, similar, blow for 7 turns. This works for all blows, even ones from other talents and from shield bashes. The chance increases with your Dexterity. Rings can have magical properties. |
Glory of the Pride Glory of the PrideCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 Physical power: +10 Armour: +10 Defense: +5 Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Ring of the Dead Ring of the DeadInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Ring of the War Master Ring of the War MasterCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Archery - slings +0.30 Technique / Thuggery +0.30 Technique / Superiority +0.30 Technique / Two-handed weapons +0.30 Technique / Combat veteran +0.30 Technique / Archery prowess +0.30 Technique / Warcries +0.30 Technique / Two-handed maiming +0.30 Technique / Combat techniques +0.30 Technique / Archery - bows +0.30 Technique / Dual techniques +0.30 Technique / Combat training +0.30 Technique / Shield defense +0.30 Technique / Shield offense +0.30 Technique / Archery training +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
gladiator's stralite ring of pilfering gladiator's stralite ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour penetration: +9 Physical power: +13 Defense: +8 Changes stats: +9 Str / +9 Con It can be used to activate talent Disengage, placing all other charms into a 23 cooldown : Effective talent level: 2.0 Power cost: 23 out of 30/30. Range: 7.00 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
gladiator's voratun ring gladiator's voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +11 Changes stats: +10 Str / +8 Con Rings can have magical properties. |
mule's gold ring mule's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -6% Maximum encumbrance: +25 Rings can have magical properties. |
mule's gold ring of life mule's gold ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -8% Maximum encumbrance: +32 Life regen: +1.20 Maximum life: +70.00 Healing mod.: +21% Rings can have magical properties. |
opal ring opal ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Rings can have magical properties. |
psionicist's voratun ring of focus psionicist's voratun ring of focusCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +9 Wil Changes resistances penetration: +9% physical Mental save: +18 It can be used to activate talent Greater Weapon Focus, placing all other charms into a 16 cooldown : Effective talent level: 3.0 Power cost: 16 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on your blows; each strike has a 32% chance to deal another, similar, blow for 7 turns. This works for all blows, even ones from other talents and from shield bashes. The chance increases with your Dexterity. Rings can have magical properties. |
psionicist's voratun ring of lightning (+40%) psionicist's voratun ring of lightning (+40%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +10 Wil Changes resistances: +40% lightning Changes damage: +20% lightning Mental save: +20 Rings can have magical properties. |
sneakthief's stralite ring of physical power sneakthief's stralite ring of physical power Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +13 Changes stats: +9 Cun / +9 Dex Rings can have magical properties. |
sneakthief's voratun ring of clarity sneakthief's voratun ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +9 Cun / +7 Dex Mental save: +10 Confusion immunity: +47% Rings can have magical properties. |
solipsist's gold ring of tenacity solipsist's gold ring of tenacityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +7 Cun / +6 Wil Disarm immunity: +38% Pinning immunity: +38% Knockback immunity: +32% Mindpower: +11 Rings can have magical properties. |
solipsist's stralite ring of fire (+28%) solipsist's stralite ring of fire (+28%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +8 Cun / +6 Wil Changes resistances: +28% fire Changes damage: +14% fire Mindpower: +9 Rings can have magical properties. |
solipsist's voratun ring solipsist's voratun ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Cun / +8 Wil Mindpower: +14 Rings can have magical properties. |
solipsist's voratun ring solipsist's voratun ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Cun / +7 Wil Mindpower: +12 Rings can have magical properties. |
steel ring 'Dimfist' steel ring 'Dimfist'Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +9 Changes stats: +7 Str / +4 Wil / +7 Con Damage when the wearer hits(melee): 2 temporal / 2 darkness / 4 acid Damage when the wearer is hit: 4 darkness / 8 temporal Changes resistances: +6% temporal / +12% acid Changes damage: +6% temporal Mental save: +8 Stun/Freeze immunity: +32% Life regen: +1.70 Rings can have magical properties. |
titan's gold ring of life titan's gold ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Con Physical save: +4 Life regen: +0.80 Maximum life: +58.00 Healing mod.: +18% Rings can have magical properties. |
titan's stralite ring of lightning (+36%) titan's stralite ring of lightning (+36%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +9 Con Changes resistances: +36% lightning Changes damage: +18% lightning Physical save: +18 Rings can have magical properties. |
titan's stralite ring of speed titan's stralite ring of speedInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +7 Defense: +9 Changes stats: +6 Con Physical save: +12 Movement speed: +11% It can be used to activate talent Blinding Speed, placing all other charms into a 31 cooldown : Effective talent level: 4.0 Power cost: 31 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 36% for 5 turns. Rings can have magical properties. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
Porikira (37.5-48.75 power, 9 apr) Porikira (37.5-48.75 power, 9 apr)Requires: - Dexterity 48 Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 5 Base power: 37.5 - 48.8 Uses stats: 45% Dex, 45% Str Damage type: Physical Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% Damage when this weapon hits: +4 acid When wielded/worn: Changes stats: +1 Cun Changes resistances: +9% lightning / +5% arcane Grants telepathy: Humanoid/Orc Maximum psi: +20.00 Sharp, short and deadly. |
caller's living mindstar of life (15.5-17.05 power, 40 apr, mind damage) caller's living mindstar of life (15.5-17.05 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. Base power: 15.5 - 17.1 Uses stats: 50% Wil, 30% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances penetration: +6% physical / +9% fire / +10% cold / +10% acid Changes damage: +15% physical / +14% fire / +11% cold / +12% acid Life regen: +2.00 Maximum life: +47.00 Mindpower: +5 Mental crit. chance: +5% 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. |
clos15 (17-18.7 power, 40 apr, mind damage) clos15 (17-18.7 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. Base power: 17.0 - 18.7 Uses stats: 50% Wil, 30% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% Damage against: +20% Vermin / +5% Giant When wielded/worn: Changes stats: +1 Str Damage when the wearer is hit: 12 light Changes resistances: +10% mind / +8% blight / +9% acid Changes resistances penetration: +10% physical / +9% fire / +7% cold / +10% acid / +8% mind Changes damage: +13% physical / +15% fire / +15% cold / +12% acid / +10% nature / +8% mind Critical mult.: +15.00% Disease immunity: +25% Psi when hit: +2.50 Mindpower: +5 Mental crit. chance: +5% Healing mod.: +38% Heals friendly targets nearby when you use a nature summon: +19 Damage Resonance (when hit): +22% It can be used to completes a psionic powered mindstar set, placing all other charms into a 16 cooldown. 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. |
dreamer's living mindstar of clarity (16.5-18.15 power, 40 apr, nature damage) dreamer's living mindstar of clarity (16.5-18.15 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. Base power: 16.5 - 18.2 Uses stats: 50% Wil, 30% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +24% mind Mental save: +20 Maximum psi: +92.00 Mindpower: +5 Mental crit. chance: +5% 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. |
thaloren voratun helm of the depths (0 def, 5 armour) thaloren voratun helm of the depths (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +2 Wil Allows you to breathe in: water Mental save: +9 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
875 alchemist agate 875 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. |
13 onyx 13 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 Gems can be sold for money or used in arcane rituals. |
3 aquamarine 3 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 Gems can be sold for money or used in arcane rituals. |
11 lapis lazuli 11 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
4 opal 4 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 Gems can be sold for money or used in arcane rituals. |
14 sapphire 14 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used to imbue an object: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 Gems can be sold for money or used in arcane rituals. |
3 topaz 3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
voratun pickaxe of wreckage (dig speed 12 turns) voratun pickaxe of wreckage (dig speed 12 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +12 Changes stats: +6 Str It can be used to dig a wall, cut a tree, ..., placing all other charms into a 1 cooldown. Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. Type: misc / egg When carried: Light radius: -2 It can be used to summon spiders, costing 61 power out of 100/100. Dry and dusty to the touch, it still seems to retain some of shadow of life. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
11 emerald 11 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 Gems can be sold for money or used in arcane rituals. |
15 jade 15 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 Gems can be sold for money or used in arcane rituals. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
10 turquoise 10 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Gems can be sold for money or used in arcane rituals. |
Heart of Poosh Heart of PooshInfused by nature 5.00 Encumbrance. Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 76 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Crystal Heart Crystal HeartPowered by arcane forces 0.00 Encumbrance. Type: gem / multi-hued ; tier 5 It can be used to combine with a suit of body armor, costing 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) 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, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
44 alchemist bloodstone 44 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
9 bloodstone 9 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% Gems can be sold for money or used in arcane rituals. |
6 fire opal 6 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% Gems can be sold for money or used in arcane rituals. |
9 garnet 9 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% Gems can be sold for money or used in arcane rituals. |
9 ruby 9 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 Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 154 power out of 310/400. 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. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. Type: charm / rod It can be used to shoot a bolt of spydric poison, costing 19 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest 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), costing 0 power out of 1000/1000. This chest is an extension of Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, 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. |
warded voratun torque of charged psionic shield [power 173] (16 cooldown) warded voratun torque of charged psionic shield [power 173] (16 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Maximum wards: +3 physical / +4 mind / +5 darkness Talent granted: +1 Ward It can be used to setup a psionic shield, reducing all lightning and blight damage by 173 for 6 turns, placing all other charms into a 16 cooldown. Torques are made by powerful psionics to store psionic powers. |
4 amethyst 4 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% Gems can be sold for money or used in arcane rituals. |
dragonbone wand of firewall 'Poratta' [power 225] (4 cooldown) dragonbone wand of firewall 'Poratta' [power 225] (4 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Changes stats: +1 Dex / +1 Mag / +2 Cun / +4 Con Damage when the wearer hits(melee): 2 mind Maximum wards: +10 fire / +10 cold / +8 lightning / +10 blight / +10 temporal Changes resistances penetration: +5% mind Changes damage: +3% mind Talent granted: +2 Ward Light radius: +2 Infravision radius: +1 See invisible: +6 It can be used to creates a wall of flames lasting for 4 turns (dam 225 overall), placing all other charms into a 4 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings, costing 23 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. |
11 diamond 11 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 Gems can be sold for money or used in arcane rituals. |
12 moonstone 12 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 When used to imbue an object: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 Gems can be sold for money or used in arcane rituals. |
12 pearl 12 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 Gems can be sold for money or used in arcane rituals. |
12 quartz 12 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% Gems can be sold for money or used in arcane rituals. |
14 amber 14 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% Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Insane difficulty)
Found the mysterious staff and told Last Hope about it.By ab74 the Dwarf Adventurer level 41
28th Gold 123rd year of Ascendancy at 19:48 see stats
A different point of view (Insane difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By ab74 the Dwarf Adventurer level 50
14th Iron 124th year of Ascendancy at 21:37 see stats
A living one! (Insane difficulty)
Was teleported into Caldizar's Fortress, far into the void between the stars.By ab74 the Dwarf Adventurer level 29
27th Shortage 122nd year of Ascendancy at 19:26 see stats
Against all odds (Insane difficulty)
Killed Ukruk in the ambush.By ab74 the Dwarf Adventurer level 35
1st Gold 123rd year of Ascendancy at 00:27 see stats
Antimagic! (Insane difficulty)
Completed antimagic training in the Ziguranth camp.By ab74 the Dwarf Adventurer level 38
12nd Gold 123rd year of Ascendancy at 19:33 see stats
Arachnophobia (Insane difficulty)
Destroyed the spydric menace.By ab74 the Dwarf Adventurer level 50
28th Iron 124th year of Ascendancy at 13:49 see stats
Are you out of your mind?! (Insane difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By ab74 the Dwarf Adventurer level 50
5th Profit 123rd year of Ascendancy at 17:44 see stats
Back and there again (Insane difficulty)
Opened a portal to the Far East from Maj'Eyal.By ab74 the Dwarf Adventurer level 50
10th Loss 123rd year of Ascendancy at 06:18 see stats
Brave new world (Insane difficulty)
Went to the Far East and took part in the war.By ab74 the Dwarf Adventurer level 50
1st Profit 123rd year of Ascendancy at 20:53 see stats
Bringer of Doom (Insane difficulty)
Killed a Bringer of Doom.By ab74 the Dwarf Adventurer level 39
21st Gold 123rd year of Ascendancy at 10:42 see stats
Can you bear it? So much bearness! (Insane difficulty)
Killed Borius in the Bearscape.By ab74 the Dwarf Adventurer level 46
7th Voratun 123rd year of Ascendancy at 21:16 see stats
Curse Lifter (Insane difficulty)
Killed Ben Cruthdar the Cursed.By ab74 the Dwarf Adventurer level 19
6th Dearth 122nd year of Ascendancy at 11:24 see stats
Demonic Invasion (Insane difficulty)
Stopped a demonic invasion by closing their portal.By ab74 the Dwarf Adventurer level 50
4th Gold 124th year of Ascendancy at 10:45 see stats
Destroyer's bane (Insane difficulty)
Killed Golbug the Destroyer.By ab74 the Dwarf Adventurer level 50
1st Acquisition 123rd year of Ascendancy at 01:50 see stats
Don't Poosh it! (Insane difficulty)
Killed Kelad in the lost land of Poosh.By ab74 the Dwarf Adventurer level 42
12nd Stralite 123rd year of Ascendancy at 17:41 see stats
Dragon's Greed (Insane difficulty)
Amassed 8000 gold pieces.By ab74 the Dwarf Adventurer level 50
6th Profit 123rd year of Ascendancy at 02:49 see stats
Explorer (Insane difficulty)
Used the Sher'Tul fortress exploratory farportal at least 7 times with the same character.By ab74 the Dwarf Adventurer level 43
16th Stralite 123rd year of Ascendancy at 08:13 see stats
Exterminator (Insane difficulty)
Killed 1000 creatures.By ab74 the Dwarf Adventurer level 18
21st Wealth 122nd year of Ascendancy at 07:15 see stats
Eye of the storm (Insane difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By ab74 the Dwarf Adventurer level 39
21st Gold 123rd year of Ascendancy at 02:11 see stats
Flooder (Insane difficulty)
Defeated Ukllmswwik while doing his own quest.By ab74 the Dwarf Adventurer level 50
14th Loss 123rd year of Ascendancy at 00:23 see stats
Guiding Hand (Insane difficulty)
Saved all escorted adventurers.By ab74 the Dwarf Adventurer level 50
29th Voratun 123rd year of Ascendancy at 20:17 see stats
Home sweet home (Insane difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By ab74 the Dwarf Adventurer level 20
18th Dearth 122nd year of Ascendancy at 10:21 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By ab74 the Dwarf Adventurer level 50
5th Profit 123rd year of Ascendancy at 17:49 see stats
Level 10 (Insane difficulty)
Got a character to level 10.By ab74 the Dwarf Adventurer level 10
5th Profit 122nd year of Ascendancy at 03:59 see stats
Level 20 (Insane difficulty)
Got a character to level 20.By ab74 the Dwarf Adventurer level 20
17th Dearth 122nd year of Ascendancy at 16:31 see stats
Level 30 (Insane difficulty)
Got a character to level 30.By ab74 the Dwarf Adventurer level 30
11st Steel 123rd year of Ascendancy at 06:32 see stats
Level 40 (Insane difficulty)
Got a character to level 40.By ab74 the Dwarf Adventurer level 40
22nd Gold 123rd year of Ascendancy at 09:29 see stats
Level 50 (Insane difficulty)
Got a character to level 50.By ab74 the Dwarf Adventurer level 50
29th Voratun 123rd year of Ascendancy at 14:13 see stats
Orcrist (Insane difficulty)
Killed the leaders of the Orc Pride.By ab74 the Dwarf Adventurer level 50
36th Steel 124th year of Ascendancy at 10:33 see stats
Overpowered! (Insane difficulty)
Did over 6000 damage in one attack.By ab74 the Dwarf Adventurer level 31
40th Steel 123rd year of Ascendancy at 15:51 see stats
Race through fire (Insane difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By ab74 the Dwarf Adventurer level 50
25th Iron 124th year of Ascendancy at 04:47 see stats
Rescuer of the lost (Insane difficulty)
Rescued the merchant from the assassin lord.By ab74 the Dwarf Adventurer level 21
11st Loss 122nd year of Ascendancy at 08:04 see stats
Savior of the damsels in distress (Insane difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By ab74 the Dwarf Adventurer level 28
4th Shortage 122nd year of Ascendancy at 10:41 see stats
Size is everything (Insane difficulty)
Did over 1500 damage in one attack.By ab74 the Dwarf Adventurer level 20
18th Dearth 122nd year of Ascendancy at 01:29 see stats
Size matters (Insane difficulty)
Did over 600 damage in one attack.By ab74 the Dwarf Adventurer level 18
21st Wealth 122nd year of Ascendancy at 02:40 see stats
Sliders (Insane difficulty)
Activated a portal using the Orb of Many Ways.By ab74 the Dwarf Adventurer level 50
2nd Acquisition 123rd year of Ascendancy at 02:43 see stats
Take you with me (Insane difficulty)
Killed a boss while already dead.By ab74 the Dwarf Adventurer level 49
19th Voratun 123rd year of Ascendancy at 09:30 see stats
The Arena (Insane difficulty)
Unlocked Arena mode.By ab74 the Dwarf Adventurer level 13
19th Profit 122nd year of Ascendancy at 06:51 see stats
The Legend of Garkul (Insane difficulty)
Learned the five chapters of the Legend of Garkul.By ab74 the Dwarf Adventurer level 50
36th Steel 124th year of Ascendancy at 10:45 see stats
The Rat Lich (Insane difficulty)
Killed the terrible Rat Lich.By ab74 the Dwarf Adventurer level 21
12nd Loss 122nd year of Ascendancy at 16:23 see stats
The Right thing to do (Insane difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By ab74 the Dwarf Adventurer level 45
30th Stralite 123rd year of Ascendancy at 19:19 see stats
The bigger the better! (Insane difficulty)
Did over 3000 damage in one attack.By ab74 the Dwarf Adventurer level 27
2nd Shortage 122nd year of Ascendancy at 10:06 see stats
The secret city (Insane difficulty)
Discovered the truth about mages.By ab74 the Dwarf Adventurer level 13
17th Profit 122nd year of Ascendancy at 10:47 see stats
There and back again (Insane difficulty)
Opened a portal to Maj'Eyal from the Far East.By ab74 the Dwarf Adventurer level 50
26th Profit 123rd year of Ascendancy at 07:29 see stats
Thralless (Insane difficulty)
Freed at least 30 enthralled slaves in the slavers compound.By ab74 the Dwarf Adventurer level 45
30th Stralite 123rd year of Ascendancy at 09:36 see stats
Treasure Hoarder (Insane difficulty)
Amassed 3000 gold pieces.By ab74 the Dwarf Adventurer level 36
7th Gold 123rd year of Ascendancy at 13:37 see stats
Treasure Hunter (Insane difficulty)
Amassed 1000 gold pieces.By ab74 the Dwarf Adventurer level 29
27th Shortage 122nd year of Ascendancy at 20:00 see stats
Unstoppable (Insane difficulty)
Returned from the dead.By ab74 the Dwarf Adventurer level 49
19th Voratun 123rd year of Ascendancy at 09:30 see stats
Vampire crusher (Insane difficulty)
Destroyed the Master in its lair of the Dreadfell.By ab74 the Dwarf Adventurer level 34
45th Steel 123rd year of Ascendancy at 01:52 see stats
Log
There is an item here: summoner's pulsing mindstar of sand (12-13.2 power, 32 apr, mind damage)
There is an item here: Silytta (17.5-19.25 power, 40 apr, mind damage)
There is an item here: Helm of the Dwarven Emperors (0 def, 6 armour)
There is an item here: drakeskin leather cap of strength (+10) (0 def, 5 armour)
There is an item here: dwarven-steel helm 'Polodherin' (0 def, 4 armour)
There is an item here: Cystrune (0 def, 3 armour)
There is an item here: Xanyvena (3 def, 0 armour)
There is an item here: bladed hardened leather cap of dexterity (+7) (0 def, 3 armour)
There is an item here: werebeast's voratun helm of absorption (0 def, 5 armour)
There is an item here: Steel Helm of Garkul (0 def, 6 armour)
There is an item here: bladed drakeskin leather cap of fortune (0 def, 5 armour)
There is an item here: grounding elven-silk wizard hat of willpower (+10) (3 def, 0 armour)
There is an item here: restful iron gauntlets of strength (+3) (0 def, 1 armour)
There is an item here: rough leather gloves of dexterity (+2) (0 def, 1 armour)
There is an item here: restful voratun gauntlets of the nighthunter (0 def, 3 armour)
There is an item here: Uritir the drakeskin leather gloves (0 def, 3 armour)
There is an item here: Frost Treads (1 def, 4 armour)
There is an item here: linen cloak of Iron Throne (1 def, 0 armour)
There is an item here: thick linen cloak of Eldoral (1 def, 6 armour)
There is an item here: Serpentine Cloak (10 def, 0 armour)
There is an item here: battlemaster's elven-silk cloak (3 def, 0 armour)
There is an item here: shadow elven-silk cloak of implacability (3 def, 0 armour)
There is an item here: insulating drakeskin leather belt of valiance
Saving done.
