Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.3 |
| Addons | Items Vault 1.3.0Donators/Buyers bonus! Arcanum Class Pack 1.3.1Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Sun Paladin |
| Level / Exp | 50 / 329% |
| Size | big |
| Lifes / Deaths | Killed by Golbug the Destroyer at level 33 on the 58th Haze 123rd year of Ascendancy at 01:42 1 / 6Killed by overpowered greater multi-hued wyrm at level 37 on the 2nd Pyre 124th year of Ascendancy at 08:44 Killed by overpowered greater multi-hued wyrm at level 38 on the 3rd Pyre 124th year of Ascendancy at 05:34 Killed by overpowered greater multi-hued wyrm at level 38 on the 3rd Pyre 124th year of Ascendancy at 13:13 Killed by orc high pyromancer at level 39 on the 9th Pyre 124th year of Ascendancy at 01:55 Killed by Ce'Nerima the dread at level 50 on the 8th Allure 125th year of Ascendancy at 09:43 |
Primary Stats
| Strength | 90 (base 60) |
| Dexterity | 24 (base 16) |
| Constitution | 90 (base 60) |
| Magic | 71 (base 60) |
| Willpower | 20 (base 12) |
| Cunning | 59 (base 42) |
Resources
| Mana | 424/444 |
| Vim | 225/266 |
| Life | 1832/1832 |
| Positive | 116/117 |
| Stamina | 257/257 |
| Healing Factor | 1.61 |
| Regeneration | 17.214561107814 |
Speed
| Mental | -10% |
| Attack | 0% |
| Movement | +32% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | -5 |
| Infravision | 11 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 274 |
| Accuracy | 53 |
| Crit Chance | 77% |
| APR | 29 |
| Speed | 1.33 |
Offense: Spell
| Spellpower | 45.666666666667 |
| Crit Chance | 50% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32.8 |
| Crit Chance | 32% |
| Speed | 1 |
Offense: Damage Bonus
| All | +5% |
Defense: Base
| Armour (hardiness) | 70.4 (89.859154929577%) |
| Defense | 36.07191341597 |
| Ranged Defense | 36.07191341597 |
| Fatigue | 24 |
| Physical Save | 77 |
| Spell Save | 47.95 |
| Mental Save | 47.216666666667 |
Defense: Resistances
| All | + 31%( 76%) |
Defense: Immunities
| Pinning Resistance | 0% |
| Bleed Resistance | 70% |
| Confusion Resistance | 85% |
| Stun Resistance | 28% |
| Silence Resistance | 28% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 30% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 10% for 6 turns. Also removes cross-tier effects of the affected types for free. |
| Runes | Effective talent level: 1.0 Rune: Ancient RuneUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Fires a nova that does 615 Physical damage and restores 50 Positive. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 668 life over 5 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 455 damage for 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 13 for 9 turns. While Heroism is active, you will only die when reaching -712 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Combat techniques | 1.10 |
| 5/5 |
| 4/5 |
| 5/5 |
| 5/5 |
| Celestial / Crusader | 1.30 |
| 1/5 |
| 3/5 |
| 5/5 |
| 4/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Combat veteran | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 5/5 |
| 3/5 |
| 2/5 |
| 5/5 |
| Technique / Two-handed assault | 1.10 |
| 4/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Corruption / Vile life | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Weapon of Wrath |
| talent | Weapon of Light |
| talent | Righteous Strength |
| talent | Second Life |
| talent | Precise Strikes |
| talent | Elemental Discord |
| talent | Chant of Resistance |
| detrimental effect | Zone-wide effect: +10% temporal damage, -10% temporal resistance, -10% spell save, -20% pinning immunity. Impossible geometries |
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 kept the Orb of Many Ways despite Tannen's request to study it. You must now 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 Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Vision (+1 level(s)). | done |
You failed to protect the injured seer from death by spinning beam. Escort: injured seer (level 4 of Dreadfell) | failed |
You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you improved talent Healing Light (+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 talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Daikara. Escort: temporal explorer (level 1 of Daikara)As a reward you improved talent Foresight (+1 level(s)). | done |
You failed to protect the temporal explorer from death by red crystal. Escort: temporal explorer (level 3 of Old Forest) | failed |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved talent Disarm (+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. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | active |
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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
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. | failed |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * You are back in Var'Eyal, the Far East as the people from the west call it. | 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: 866. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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. | active |
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 Stire of Derth. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. 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. You have aided Marus of Elvala in creating an elixir of mastery. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived too late. The place has been drained of its power and the sorcerers have left. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | undeterred pair of dwarven-steel boots of speed (0 def, 4 armour) undeterred pair of dwarven-steel boots of speed (0 def, 4 armour)Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Silence immunity: +28% Confusion immunity: +25% Stun/Freeze immunity: +28% Movement speed: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Nightglamour (19/19, 20-24 power, 2 apr) Nightglamour (19/19, 20-24 power, 2 apr)Requires: - Dexterity 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 2 Base power: 20.0 - 24.0 Uses stats: 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 19 Turns elapse between self-loadings: 6 When this weapon hits: Epidemic (10% chance level 2). On weapon hit: * 40% chance to inflict damage reduction * 6% chance to disease * 10% chance to cause random gloom * 10% chance to knock the target back Damage (Ranged): +16 physical / +8 darkness / +7 blight / +7 mind Burst (radius 1) on hit: +4 darkness Shots are used with slings to pummel your foes to death. |
| Light source | Morningwar MorningwarPowered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +11 Cun / +6 Con Changes resistances: +10% temporal / +3% light / +14% blight / +10% cold / +5% arcane Changes resistances penetration: +5% light Changes damage: +9% light Life regen: +6.40 Maximum life: +79.00 Light radius: -6 Infravision radius: +9 Defense after a teleport: +16 Resist all after a teleport: +20% New effects duration reduction after a teleport: +30% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Samodrakor the voratun helm (0 def, 5 armour) Samodrakor the voratun helm (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +5 Fatigue: +1% Changes stats: +6 Str / +6 Con Changes resistances: +15% lightning / +15% temporal / +12% nature Changes damage: +6% physical Physical save: +9 (+2 eff.) Spell save: +9 (+3 eff.) Maximum life: +139.00 Maximum stamina: +15.00 Healing mod.: +25% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | warded stralite torque of psychoportation [power 53] (30 cooldown) warded stralite torque of psychoportation [power 53] (30 cooldown)Requires: - Level 25 Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Maximum wards: +2 physical / +3 mind / +2 darkness Talent granted: +1 Ward It can be used to teleport randomly (rad 53), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. This item has been sent to the Item's Vault. |
| On fingers | Mardibar the gold ring Mardibar the gold ringRequires: - Level 15 Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Physical power: +11 (+3 eff.) Armour: +2 Defense: +8 (+4 eff.) Effects on melee hit: * 30 arcane resource burn Changes resistances: +3% lightning Changes damage: +5% all Physical save: +10 (+2 eff.) Life regen: +0.90 Maximum life: +54.00 Spellpower: +6 (+2 eff.) Mindpower: +8 (+4 eff.) Movement speed: +12% Healing mod.: +12% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 3.3 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 33% for 5 turns. Rings can have magical properties. This item has been sent to the Item's Vault. |
| On fingers | Bloodcaller BloodcallerRequires: - Level 25 Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. This item has been sent to the Item's Vault. |
| Around waist | monstrous hardened leather belt of resilience monstrous hardened leather belt of resilienceRequires: - Level 15 Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +4 Str / +4 Con Physical save: +8 (+2 eff.) Maximum life: +30.00 Size category: +1 A belt that goes around your waist. This item has been sent to the Item's Vault. |
| In main hand | Blighted Maul (96-144 power, 22 apr) Blighted Maul (96-144 power, 22 apr)Requires: - Strength 60 Powered by arcane forces 12.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 96.0 - 144.0 Uses stats: 50% Mag, 140% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +22 Physical crit. chance: +10.0% Attack speed: 83% On weapon hit: * 50% chance to disease * Blasts creatures in a radius 1 shockwave around your target for 196.80 to 590.40 physical damage (based on Strength). Damage conversion: 20% blight When wielded/worn: Changes damage: +12% physical Critical mult.: +40.00% Knockback immunity: +30% It can be used to knock away other craatures within radius 4), dealing 485.85 to 971.70 physical damage (based on Strength) to each, costing 50 power out of 50/50. The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. |
| On hands | alchemist's voratun gauntlets of war-making (0 def, 3 armour) alchemist's voratun gauntlets of war-making (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Armour: +3 Damage (Melee): 9 acid / 9 fire / 8 cold / 7 lightning Changes stats: +5 Mag / +4 Wil Critical mult.: +13.00% Spell crit. chance: +18% Mental crit. chance: +16% Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Cuirass of the Dark Lord (0 def, 30 armour) Cuirass of the Dark Lord (0 def, 30 armour)Requires: - Strength 52 - Talent Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +30 Fatigue: +25% Damage when hit (Melee): 30 physical Changes stats: +10 Str / +10 Con Changes resistances: +20% physical Physical save: +15 (+4 eff.) Life regen: +0.00 Blood Charges: 0 It can be used to drain blood from all creatures within 5 spaces, causing them to bleed for 120 physical damage over 4 turns. For each creature drained (up to 10), the armor's stats increase, but decrease back to normal over 10 turns, costing 25 power out of 25/25. Worn by a villain long forgotten, this armor was powered by the blood of thousands of innocents. Decrepit and old, the dark lord died in solitude, his dominion crumbled, his subjects gone. Only the plate remained, dying to finally taste fresh blood again. |
| Cloak | marshal's elven-silk cloak of the guardian (14 def, 3 armour) marshal's elven-silk cloak of the guardian (14 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +3 Defense: +14 (+6 eff.) Changes stats: +3 Str / +4 Con Physical save: +34 (+7 eff.) Spell save: +23 (+8 eff.) Mental save: +21 (+7 eff.) Maximum life: +71.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Beikalthobar the Fogsquall Beikalthobar the FogsquallInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +8 Defense: +12 (+5 eff.) Damage when hit (Melee): 4 darkness Changes stats: +1 Str / +2 Dex / +4 Wil Changes resistances: +3% acid / +30% mind / +3% darkness Changes resistances cap: +6% all Changes damage: +6% darkness Physical save: +49 (+10 eff.) Spell save: +25 (+8 eff.) Mental save: +25 (+8 eff.) Cut immunity: +70% Confusion immunity: +50% Infravision radius: +2 Healing mod.: +24% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 238 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Inventory
This item will automatically be transmogrified when you leave the level. heroism infusion (+7 for 12 turns, die at -481)heroism infusion (+7 for 12 turns, die at -481) 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: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 7 for 12 turns. While Heroism is active, you will only die when reaching -481 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. 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 titan (908% speed; 4 turns) movement infusion of the titan (908% speed; 4 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 (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 908% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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. |
movement infusion of the titan (909% speed; 6 turns) movement infusion of the titan (909% speed; 6 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: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 909% 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. 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. |
This item will automatically be transmogrified when you leave the level. wild infusion (resist 25%; cure mental)wild infusion (resist 25%; cure mental) 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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 25% for 8 turns. Also removes cross-tier effects of the affected types for free. 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. |
This item will automatically be transmogrified when you leave the level. wild infusion (resist 17%; cure mental)wild infusion (resist 17%; cure mental) 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: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 17% for 8 turns. Also removes cross-tier effects of the affected types for free. 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. |
controlled phase door rune of the titan (range 10) controlled phase door rune of the titan (range 10)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 10. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the wizard (range 106) teleportation rune of the wizard (range 106)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 106 with a minimum range of 15. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
2 Angolwen Academy Training Token 2 Angolwen Academy Training TokenPowered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
Choker of Dread Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Blindness immunity: +100% Spellpower: +5 (+2 eff.) See invisible: +10 It can be used to summon an elder vampire to your side for 15 turns, costing 60 power out of 60/60. The evilness of undeath radiates from this amulet. |
Glowwreck the voratun amulet Glowwreck the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -7% Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 4 light Changes resistances: +22% temporal / +21% fire / +6% light / +24% cold Changes damage: +3% light Pinning immunity: +34% Knockback immunity: +38% Life regen: +3.00 Amulets can have magical properties. |
Mirror Shards Mirror ShardsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate, 292 strength, based on Magic) for 5 turns, costing 24 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
gold amulet of magic (+5) gold amulet of magic (+5)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Mag 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 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Ring of the Dead Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
conjurer's gold ring of sensing conjurer's gold ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Wil Blindness immunity: +26% Spellpower: +7 (+2 eff.) Infravision radius: +4 See stealth: +5 See invisible: +10 Rings can have magical properties. |
painweaver's gold ring of life painweaver's gold ring of lifeRequires: - Level 15 Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +12 (+3 eff.) Changes damage: +6% all Life regen: +1.00 Maximum life: +46.00 Spellpower: +10 (+3 eff.) Mindpower: +7 (+4 eff.) Healing mod.: +19% Rings can have magical properties. This item has been sent to the Item's Vault. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
Layilralle (78-117 power, 4 apr) Layilralle (78-117 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 78.0 - 117.0 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% Damage (Melee): +24 nature / +23 temporal Burst (radius 2) on crit: +37 ice / +8 acid When wielded/worn: Armour: +12 Changes resistances: +6% blight / +9% mind / +6% acid Changes resistances penetration: +21% cold Changes damage: +6% mind Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. warbringer's voratun battleaxe of ruin (58-87 power, 4 apr)warbringer's voratun battleaxe of ruin (58-87 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 58.0 - 87.0 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% When wielded/worn: Armour penetration: +17 Physical crit. chance: +17.0% Physical power: +20 (+5 eff.) Changes stats: +7 Con Changes resistances penetration: +17% physical Critical mult.: +21.00% Disarm immunity: +49% Massive two-handed battleaxes. |
Aerylranor (78.5-117.75 power, 4 apr) Aerylranor (78.5-117.75 power, 4 apr)Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 78.5 - 117.8 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Armour penetration: +16 Physical crit. chance: +33.0% Changes resistances: +6% cold Critical mult.: +21.00% Mental save: +18 (+6 eff.) Cut immunity: +10% Massive two-handed mauls. |
Dawn's Blade (50-70 power, 7 apr) Dawn's Blade (50-70 power, 7 apr)Requires: - Magic 18 - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 It is part of a set of items. If the sun doesn't set, dawn's power lasts forever. Base power: 50.0 - 70.0 Uses stats: 75% Mag, 80% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Physical crit. chance: +5.0% Attack speed: 100% Damage conversion: 30% light Damage against: +25% Undead / +25% Demon When wielded/worn: Changes resistances penetration: +25% light Changes damage: +18% light Talent masteries: +0.20 Celestial / Sun +0.20 Celestial / Combat +0.20 Celestial / Light Talents cooldown: Healing Light (-2 turns) Suncloak (-3 turns) Providence (-4 turns) Barrier (-2 turns) Spellpower: +10 (+3 eff.) Spell crit. chance: +4% Light radius: +2 It can be used to invoke dawn, inflicting 247.38 light damage in radius 5 (based on Magic) and lighting the area within radius 10, costing 35 power out of 35/35. Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows. |
This item will automatically be transmogrified when you leave the level. chilling voratun mace of ruin (44-61.6 power, 6 apr)chilling voratun mace of ruin (44-61.6 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 44.0 - 61.6 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +24 cold When wielded/worn: Armour penetration: +13 Physical crit. chance: +13.0% Critical mult.: +18.00% Blunt and deadly. |
Nithan's Force Nithan's ForceRequires: - Dexterity 32 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 5 Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 143% Firing range: +10 When wielded/worn: Changes stats: +10 Str / +5 Con Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +35% physical Pinning immunity: +30% Knockback immunity: +30% It can be used to activate talent Pulverizing Auger (costing 25 power out of 25/25) : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Fire a powerful beam of stone-shaterring force, digging out any walls in its path up to 3. The beam also affect any creatures in its path, dealing 208.61 physical damage to all. The damage will increase with your Spellpower. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall. It appears he may have had some magical assistance... |
Telos's Staff (Bottom Half) Telos's Staff (Bottom Half)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff It is part of a set of items. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Attack speed: 100% When wielded/worn: Changes stats: +4 Mag Changes damage: +20% blight / +20% darkness / +20% acid Critical mult.: +20.00% Spellpower on spell critical (stacks up to 3 times): +5 Maximum mana: +50.00 Maximum vim: +25.00 Spell crit. chance: +8% The bottom part of Telos's broken staff. |
Telos's Staff (Top Half) (35-42 power, 0 apr, physical element) Telos's Staff (Top Half) (35-42 power, 0 apr, physical element)Requires: - Magic 35 Powered by arcane forces 2.50 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It is part of a set of items. Base power: 35.0 - 42.0 Uses stat: 150% Mag Damage type: Arcane Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Cun Changes damage: +20% cold / +20% arcane / +20% light Mental save: +8 (+3 eff.) Vim when firing critical spell: +4.00 Spellpower: +30 (+10 eff.) Spell crit. chance: +15% The top part of Telos' broken staff. |
This item will automatically be transmogrified when you leave the level. greater dragonbone vilestaff of blood (30-36 power, 6 apr, acid element)greater dragonbone vilestaff of blood (30-36 power, 6 apr, acid element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 130% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +12 draining blight When wielded/worn: Changes damage: +30% acid / +30% fire / +30% darkness / +30% blight Talent granted: +1 Command Staff Spellpower: +21 (+7 eff.) Spell crit. chance: +5% Life leech chance: +15% Life leech: +11% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. magelord's dragonbone vilestaff of channeling (30-36 power, 6 apr, fire element)magelord's dragonbone vilestaff of channeling (30-36 power, 6 apr, fire element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 130% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +11.0% Damage (Melee): 43 arcane Changes damage: +30% fire Talent granted: +1 Command Staff Mana each turn: +0.31 Maximum mana: +120.00 Spellpower: +40 (+13 eff.) Spell crit. chance: +5% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
Islithra the voratun waraxe (41.5-58.1 power, 6 apr) Islithra the voratun waraxe (41.5-58.1 power, 6 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 41.5 - 58.1 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target On weapon crit: * cripple the target Damage (Melee): +4 blight / +15 darkness / +12 mind Burst (radius 1) on hit: +12 blight Damage against: +17% Living When wielded/worn: Physical crit. chance: +14.0% Damage when hit (Melee): 12 blight Changes stats: +1 Wil Changes resistances penetration: +15% mind / +14% darkness Mental save: +9 (+3 eff.) One-handed war axes. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
reinforced drakeskin leather belt of containment reinforced drakeskin leather belt of containmentPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour: +10 Defense: +11 (+5 eff.) Physical save: +21 (+5 eff.) Maximum life: +85.00 Maximum mana: +46.00 Maximum stamina: +33.00 Maximum hate: +17.00 Maximum psi: +38.00 Maximum vim: +31.00 Maximum pos.energy: +31.00 Maximum neg.energy: +20.00 Reduces paradox anomalies(equivalent to willpower): +16 A belt that goes around your waist. |
Ureslak's Molted Scales (0 def, 0 armour) Ureslak's Molted Scales (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Changes resistances: +20% lightning / +20% darkness / +20% cold / +20% fire / -30% arcane / +20% nature Changes resistances cap: +5% lightning / +5% darkness / +5% cold / +5% fire / -30% arcane / +5% nature This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
Crimson Robe (12 def, 0 armour) Crimson Robe (12 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+5 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.20 Cursed / Slaughter +0.10 Psionic / Solipsism +0.20 Cursed / Punishments Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+9 eff.) Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
This item will automatically be transmogrified when you leave the level. mindwoven elven-silk robe of lightning (+21%) (5 def, 0 armour)mindwoven elven-silk robe of lightning (+21%) (5 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes resistances: +21% lightning Changes damage: +14% lightning Mental save: +15 (+5 eff.) Mindpower: +5 (+2 eff.) Mental crit. chance: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Goraregotir (0 def, 5 armour) Goraregotir (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +11 Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +5 Fatigue: -3% Changes resistances: +15% lightning / +13% temporal Changes damage: +18% mind Critical mult.: +10.00% Reduces incoming crit damage: 10.00% Life regen: +0.40 Stamina each turn: +0.80 Maximum life: +57.00 Maximum stamina: +10.00 Movement speed: +10% A pair of boots made of leather. |
Unbreakable Greaves (8 def, 20 armour) Unbreakable Greaves (8 def, 20 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+4 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
blood-soaked pair of voratun boots of phasing (0 def, 5 armour) blood-soaked pair of voratun boots of phasing (0 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +9 Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +5 Fatigue: +4% Changes stats: +3 Mag / +3 Wil It can be used to blink to a nearby random location (rad 10), putting all charms on cooldown for 25 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
dreamer's pair of voratun boots of speed (0 def, 5 armour) dreamer's pair of voratun boots of speed (0 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Physical save: +14 (+3 eff.) Spell save: +13 (+4 eff.) Mental save: +11 (+4 eff.) Movement speed: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Mayymina (6 def, 5 armour) Mayymina (6 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +13 Physical power: +18 (+4 eff.) Armour: +5 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Changes stats: +6 Str / +9 Dex / +5 Mag / +9 Cun Changes resistances: +2% physical Changes damage: +10% arcane Reduces incoming crit damage: 15.00% Spell save: +6 (+2 eff.) Poison immunity: +5% 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: A steady shot, doing 195% damage. Metal gloves protecting the hands up to the middle of the lower arm. |
Snow Giant Wraps (0 def, 2 armour) Snow Giant Wraps (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Knockback immunity: +50% Maximum life: +60.00 It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throws a huge boulder at a target, damaging it for 199.26 and knocking it back 5 tiles. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Wyrmbreath (0 def, 4 armour) Wyrmbreath (0 def, 4 armour)Requires: - Level 15 Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire It can be used to activate talent Fire Breath (costing 24 power out of 24/24) : Effective talent level: 2.0 Power cost: 24 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 246.72 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. This item has been sent to the Item's Vault. |
spellstreaming dwarven-steel gauntlets of war-making (0 def, 2 armour) spellstreaming dwarven-steel gauntlets of war-making (0 def, 2 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +10.0% Armour: +2 Critical mult.: +8.00% Mana each turn: +0.17 Spellpower: +10 (+3 eff.) Spell crit. chance: +19% Mental crit. chance: +8% Metal gloves protecting the hands up to the middle of the lower arm. This item has been sent to the Item's Vault. |
Ce'Nildarille the Nimbusripper (0 def, 5 armour) Ce'Nildarille the Nimbusripper (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 12 lightning Changes stats: +7 Str / +18 Dex Changes resistances: +6% acid / +17% cold Changes resistances penetration: +10% lightning Allows you to breathe in: water Poison immunity: +20% Silence immunity: +15% Stun/Freeze immunity: +10% 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) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training 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 (+4 eff.) Mental save: +12 (+4 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. This item has been sent to the Item's Vault. |
fortifying stralite plate armour of the dragon (7 def, 13 armour) fortifying stralite plate armour of the dragon (7 def, 13 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+4 eff.) Fatigue: +26% Changes stats: +9 Str / +8 Con Changes resistances: +12% acid / +9% physical / +7% fire / +7% cold / +9% lightning Talent cooldown: Rush (-5 turns) Disarm immunity: +20% Stun/Freeze immunity: +24% Knockback immunity: +26% Maximum life: +55.00 A suit of armour made of metal plates. This item has been sent to the Item's Vault. |
This item will automatically be transmogrified when you leave the level. quiver of dragonbone arrows 'Flamebreaker' (24/24, 54.5-76.3 power, 18 apr)quiver of dragonbone arrows 'Flamebreaker' (24/24, 54.5-76.3 power, 18 apr) Requires: - Dexterity 48 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 54.5 - 76.3 Uses stats: 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 24 Damage (Ranged): +12 blight / +16 temporal / +20 nature Burst (radius 1) on hit: +24 blight Burst (radius 2) on crit: +12 fire Arrows are used with bows to pierce your foes to death. |
42 alchemist agate 42 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. |
Fulyhor the Tempestonslaught (dig speed 24 turns) Fulyhor the Tempestonslaught (dig speed 24 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Damage when hit (Melee): 8 lightning Changes stats: +4 Str / +2 Dex / +1 Wil Changes resistances: +7% darkness Damage affinity(heal): +15% darkness Light radius: +3 Infravision radius: +6 See invisible: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolรซ Mummified Egg-sac of UngolรซRequires: - Level 15 Infused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. This item has been sent to the Item's Vault. |
Rungof's Fang Rungof's FangRequires: - Level 15 Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. This item has been sent to the Item's Vault. |
turquoise 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 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
piercing dwarven lantern of corpselight piercing dwarven lantern of corpselightPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +8 Changes resistances: +13% blight / +14% darkness Changes resistances penetration: +11% all Spellpower: +5 (+2 eff.) Spell crit. chance: +3% Light radius: +6 Infravision radius: +5 See invisible: +14 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 39 blight damage or heals 55 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
The Bladed Rift The Bladed RiftPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +10% temporal / +5% physical Spellpower: +10 (+3 eff.) Mindpower: +10 (+5 eff.) This item does not take a turn to use. Activating this item is instant. It can be used to activate talent Animate Blade (costing 15 power out of 25/25) : Effective talent level: 1.0 Power cost: 15 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animate blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
Telos's Staff Crystal 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 Spell save: +10 (+3 eff.) Confusion immunity: +30% Light radius: +2 Damage Resonance (when hit): +10% 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 Confusion immunity: +30% Light radius: +2 Damage Resonance (when hit): +10% It can be used to combine with a staff, costing 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. |
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 Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command) 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. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Petrified Wood Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% A piece of the scorched wood taken from the remains of Snaproot. |
13 bloodstone 13 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. |
3 fire opal 3 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. |
Gwai's Burninator Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 464.10 fire damage (based on Magic), costing 50 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Annulment (1/1) Rod of Annulment (1/1)Requires: - Level 15 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. This item has been sent to the Item's Vault. |
Rod of Recall (1/1) 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, costing 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. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 508.20 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 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 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. |
Mayyriavena (22/22, 44.5-53.4 power, 5 apr) Mayyriavena (22/22, 44.5-53.4 power, 5 apr)Requires: - Dexterity 35 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 44.5 - 53.4 Uses stats: 50% Cun, 50% Mag, 70% Dex Damage type: Blight Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +5.5% Capacity: 22 Turns elapse between self-loadings: 6 On weapon hit: * 30% chance to cause random gloom * 20% chance to disease * Random elemental explosion Damage (Ranged): +25 darkness / +20 arcane / +25 mind Burst (radius 2) on crit: +8 mind Damage against: +17% Living Shots are used with slings to pummel your foes to death. |
Zysadir [power 195] (33 cooldown) Zysadir [power 195] (33 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 8 blight Changes resistances: +6% blight Changes resistances penetration: +15% blight / +5% temporal Changes damage: +3% blight Talent cooldown: Telekinetic Blast (+10 turn) Talent granted: +8 Telekinetic Blast It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 195 for 7 turns, putting all charms on cooldown for 33 turns. Torques are made by powerful psionics to store psionic powers. |
stralite torque of charged psionic shield 'Starwell' [power 201] (29 cooldown) stralite torque of charged psionic shield 'Starwell' [power 201] (29 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Changes resistances: +6% light / +12% fire Changes damage: +6% acid / +12% fire / +3% light Light radius: +1 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 201 for 7 turns, putting all charms on cooldown for 29 turns. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level. natural dragonbone totem of healing [power 262] (20 cooldown)natural dragonbone totem of healing [power 262] (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to heal a target within range 6 (Willpower) for 262, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 17 equilibrium. Natural totems are made by powerful wilders to store nature power. |
tentacled dragonbone totem of thorny skin [power 78] (20 cooldown) tentacled dragonbone totem of thorny skin [power 78] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle It can be used to harden the skin for 7 turns increasing armour by 78 and armour hardiness by 70%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
warded dragonbone wand of conjuration [power 433] (10 cooldown) warded dragonbone wand of conjuration [power 433] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Maximum wards: +5 lightning / +4 temporal / +4 blight / +4 fire / +3 cold Talent granted: +1 Ward It can be used to fire a bolt of a random element (dam 216-433), putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star Burning StarRequires: - Level 15 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings, costing 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. This item has been sent to the Item's Vault. |
6 diamond 6 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. |
8 moonstone 8 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+5 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+5 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 pearl 9 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By heera the Cornac Sun Paladin level 32
27th Haze 123rd year of Ascendancy at 12:19 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By heera the Cornac Sun Paladin level 50
53rd Haze 124th year of Ascendancy at 16:05 see stats
Against all odds
Killed Ukruk in the ambush.By heera the Cornac Sun Paladin level 32
25th Haze 123rd year of Ascendancy at 19:44 see stats
Arachnophobia
Destroyed the spydric menace.By heera the Cornac Sun Paladin level 36
59th Regrowth 124th year of Ascendancy at 08:28 see stats
Are you out of your mind?!
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By heera the Cornac Sun Paladin level 37
2nd Pyre 124th year of Ascendancy at 07:43 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By heera the Cornac Sun Paladin level 44
21st Dusk 124th year of Ascendancy at 23:27 see stats
Clone War
Destroyed your own Shade.By heera the Cornac Sun Paladin level 35
45th Regrowth 124th year of Ascendancy at 06:23 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By heera the Cornac Sun Paladin level 10
14th Dusk 122nd year of Ascendancy at 08:51 see stats
Destroyer's bane
Killed Golbug the Destroyer.By heera the Cornac Sun Paladin level 33
58th Haze 123rd year of Ascendancy at 01:42 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By heera the Cornac Sun Paladin level 22
10th Dusk 123rd year of Ascendancy at 20:01 see stats
Exterminator
Killed 1000 creatures.By heera the Cornac Sun Paladin level 17
73rd Dusk 122nd year of Ascendancy at 07:30 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By heera the Cornac Sun Paladin level 20
9th Mirth 123rd year of Ascendancy at 07:25 see stats
Fear me not!
Survived the Fearscape!By heera the Cornac Sun Paladin level 29
11st Haze 123rd year of Ascendancy at 04:49 see stats
Fear of Fours
Killed all four bosses of the Slime Tunnels.By heera the Cornac Sun Paladin level 50
22nd Regrowth 125th year of Ascendancy at 01:05 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By heera the Cornac Sun Paladin level 16
57th Dusk 122nd year of Ascendancy at 07:57 see stats
I cleared the room of death and all I got was this lousy achievement!
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By heera the Cornac Sun Paladin level 39
8th Pyre 124th year of Ascendancy at 17:39 see stats
Invasion from the Depths
Stopped a naga invasion by closing their portal.By heera the Cornac Sun Paladin level 49
65th Dusk 124th year of Ascendancy at 15:05 see stats
Level 10
Got a character to level 10.By heera the Cornac Sun Paladin level 10
14th Dusk 122nd year of Ascendancy at 08:50 see stats
Level 20
Got a character to level 20.By heera the Cornac Sun Paladin level 20
69th Pyre 123rd year of Ascendancy at 12:18 see stats
Level 30
Got a character to level 30.By heera the Cornac Sun Paladin level 30
19th Haze 123rd year of Ascendancy at 14:09 see stats
Level 40
Got a character to level 40.By heera the Cornac Sun Paladin level 40
9th Pyre 124th year of Ascendancy at 06:52 see stats
Level 50
Got a character to level 50.By heera the Cornac Sun Paladin level 50
51st Haze 124th year of Ascendancy at 19:21 see stats
Lost in translation
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By heera the Cornac Sun Paladin level 4
78th Pyre 122nd year of Ascendancy at 16:11 see stats
Lucky Girl
Saved Melinda again and invited her to the Fortress to cure her.By heera the Cornac Sun Paladin level 40
29th Pyre 124th year of Ascendancy at 06:33 see stats
Orcrist
Killed the leaders of the Orc Pride.By heera the Cornac Sun Paladin level 50
5th Regrowth 125th year of Ascendancy at 04:57 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By heera the Cornac Sun Paladin level 19
4th Decay 122nd year of Ascendancy at 01:54 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By heera the Cornac Sun Paladin level 28
43rd Dusk 123rd year of Ascendancy at 20:46 see stats
Size is everything
Did over 1500 damage in one attack.By heera the Cornac Sun Paladin level 42
6th Mirth 124th year of Ascendancy at 10:20 see stats
Size matters
Did over 600 damage in one attack.By heera the Cornac Sun Paladin level 18
24th Haze 122nd year of Ascendancy at 07:01 see stats
Sliders
Activated a portal using the Orb of Many Ways.By heera the Cornac Sun Paladin level 34
58th Haze 123rd year of Ascendancy at 09:43 see stats
Take you with me
Killed a boss while already dead.By heera the Cornac Sun Paladin level 34
58th Haze 123rd year of Ascendancy at 01:42 see stats
The Arena
Unlocked Arena mode.By heera the Cornac Sun Paladin level 7
10th Mirth 122nd year of Ascendancy at 07:42 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By heera the Cornac Sun Paladin level 49
65th Dusk 124th year of Ascendancy at 09:20 see stats
The secret city
Discovered the truth about mages.By heera the Cornac Sun Paladin level 9
8th Flare 122nd year of Ascendancy at 14:21 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By heera the Cornac Sun Paladin level 40
29th Pyre 124th year of Ascendancy at 02:15 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By heera the Cornac Sun Paladin level 29
1st Haze 123rd year of Ascendancy at 09:26 see stats
Treasure Hunter
Amassed 1000 gold pieces.By heera the Cornac Sun Paladin level 20
3rd Mirth 123rd year of Ascendancy at 05:10 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By heera the Cornac Sun Paladin level 31
25th Haze 123rd year of Ascendancy at 03:12 see stats
Log
heera receives 91 healing from Heera's healing light area effect.
The shield around heera crumbles.
Talent Bathe in Light is ready to use.
Heera casts Bathe in Light.
Heera's spell attains critical power!
Heera is filled with the Sun's fury!
A shield forms around heera.
heera receives 91 healing from Heera's healing light area effect.
heera receives 80 healing.
heera receives 91 healing from Heera's healing light area effect.
heera receives 91 healing from Heera's healing light area effect.
Heera's solar fury subsides.
The shield around heera crumbles.
Talent Bathe in Light is ready to use.
Heera casts Bathe in Light.
A shield forms around heera.
heera receives 42 healing from Heera's healing light area effect.
heera receives 42 healing from Heera's healing light area effect.
heera receives 42 healing from Heera's healing light area effect.
There is a Portal: The Sanctum here (press '' or right click to use).
Ran for 41 turns (stop reason: at exit).
The shield around heera crumbles.
Heera deactivates Precise Strikes.
Heera deactivates Second Life.
Heera deactivates Chant of Resistance.
Heera deactivates Weapon of Wrath.
Heera deactivates Weapon of Light.
Heera deactivates Righteous Strength.
Heera deactivates Elemental Discord.
