










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! 'Purists' Breeding Pits Restoration Project 1.2.3Restores the orc breeding pits cut content to the game. This is the original completely unaltered orc breeding pits, just as objectionable as it was in version 1.1.3, before any changes were made. You have been WARNED. Do not complain about the potentially objectionable content. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Marauder |
| Level / Exp | 50 / 335% |
| Size | medium |
| Lifes / Deaths | Killed by snow giant boulder thrower at level 26 on the 49th Regrowth 123rd year of Ascendancy at 09:15 4 / 3Killed by war hound at level 41 on the 40th Dusk 123rd year of Ascendancy at 16:41 Killed by Doomed Shade of Orai at level 50 on the 30th Regrowth 124th year of Ascendancy at 15:21 |
Primary Stats
| Strength | 100 (base 61) |
| Dexterity | 75 (base 60) |
| Constitution | 48 (base 32) |
| Magic | 26 (base 9) |
| Willpower | 48 (base 24) |
| Cunning | 54.6 (base 48) |
Resources
| Life | 1210/1210 |
| Stamina | 317/317 |
| Equilibrium | 0 |
| Healing Factor | 1.4714678899082 |
| Regeneration | 14.961218895032 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 15 |
| Infravision | 11 |
| See Stealth | 24 |
| See Invisible | 49 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 170 |
| Accuracy | 62 |
| Crit Chance | 92% |
| APR | 110 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 120 |
| Accuracy | 62 |
| Crit Chance | 97% |
| APR | 110 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 26 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Mind
| Mindpower | 37 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +33% |
| Darkness | +41% |
| Light | +38% |
| Temporal | +23% |
| Blight | +39% |
| Arcane | +24% |
| Mind | +24% |
| All | +15% |
Offense: Damage Penetration
| Physical | +68% |
| Darkness | +25% |
| Mind | +15% |
| All | +10% |
Defense: Base
| Armour (hardiness) | 49 (53.469387755102%) |
| Defense | 52 |
| Ranged Defense | 52 |
| Fatigue | 0.7816091954023 |
| Physical Save | 45 |
| Spell Save | 44 |
| Mental Save | 50 |
Defense: Resistances
| Acid | + 23%( 70%) |
| Blight | + 25%( 70%) |
| Arcane | + 19%( 70%) |
| Cold | + 37%( 70%) |
| All | + 15%( 70%) |
| Darkness | + 40%( 70%) |
| Light | + 20%( 70%) |
| Physical | + 18%( 70%) |
| Fire | + 46%( 70%) |
| Lightning | + 21%( 70%) |
Defense: Immunities
| Disarm Resistance | 18% |
| Bleed Resistance | 0% |
| Confusion Resistance | 94% |
| Stun Resistance | 55% |
| Instadeath Resistance | 100% |
| Blind Resistance | 66% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 26% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse 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 20 for 10 turns. While Heroism is active, you will only die when reaching -719 life. 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 Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 533 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 717 life over 5 turns. Its effects scale with your Dexterity stat. |
| 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 15% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Combat techniques | 1.60 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Bloodthirst | 1.10 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Duelist | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Dual techniques | 1.50 |
| 4/5 |
| 4/5 |
| 4/5 |
| 5/5 |
| Technique / Battle tactics | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Throwing knives | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.60 |
| 5/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| 5/5 |
| 5/5 |
| Technique / Thuggery | 2.00 |
| 1/5 |
| 3/5 |
| 5/5 |
| 5/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 3/5 |
| Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 2/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Daunting Presence |
| talent | Trained Reactions |
| beneficial effect | Parrying melee and ranged attacks: Has a 70% chance to deflect up to 33 damage from the next 2.6 attack(s). Parried attacks cannot crit. Parrying |
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 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You failed to protect the lone alchemist from death by giant acid ant. Escort: lone alchemist (level 3 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 6 of Dreadfell. Escort: lone alchemist (level 6 of Dreadfell)As a reward you improved Dexterity by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost anorithil (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Willpower by +2. | done |
You failed to protect the lost anorithil from death by vampire lord. Escort: lost anorithil (level 4 of Dreadfell) | failed |
You successfully escorted the lost tinker to the recall portal on level 3 of Norgos Lair. Escort: lost tinker (level 3 of Norgos Lair)As a reward you improved talent Last Engineer Standing (+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 Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You failed to protect the temporal explorer from death by naga myrmidon. Escort: temporal explorer (level 5 of Dreadfell) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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. | active |
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 ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1154. | 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. | 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 AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of precision. Marus of Elvala has completed an elixir of the savior 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. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 killed both Ukllmswwik and Slasul, betraying them both. | 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 within8 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * You have destroyed Vor. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to 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 to join the slavers and take part in their game. You won the ring of blood! You 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 | Bogream (0 def, 3 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +2 Physical crit. chance: +2.0% Armour: +3 Fatigue: +3% Effects on melee hit: * Slows global speed by 30% Changes resistances: +4% physical Changes resistances penetration: +15% physical Critical mult.: +12.00% Physical save: +7 (+2 eff.) Spell save: +11 (+4 eff.) Mental save: +11 (+4 eff.) A pair of boots made of leather. |
| Light source | Porodariarin the dwarven lanternPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour: +6 Damage when hit (Melee): 60 fire Changes stats: +1 Con Changes resistances: +11% darkness / +20% fire Changes resistances penetration: +20% physical Changes damage: +15% light / +9% arcane Damage affinity(heal): +5% light Critical mult.: +6.00% Blindness immunity: +36% Confusion immunity: +29% Only die when reaching: -20.00 life Light radius: +13 See stealth: +24 See invisible: +25 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 2.6 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 31 for 5 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Heavy 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 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+4 eff.) Skullcracker multiplicator: +5 A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On hands | Will of Ul'Gruth (0 def, 15 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +15 Changes stats: +5 Str / +5 Mag Changes resistances penetration: +10% all Changes damage: +15% all Talent masteries: +0.10 Corruption / Wrath +0.10 Corruption / Brutality When used to modify unarmed attacks: Base power: 38.0 - 53.2 Uses stats: 40% Dex, 40% Cun, 10% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +7.0% Attack speed: 83% When this weapon hits: Obliterating Smash (20% chance level 3). Your Obliterating Smash can destroy walls. It can be used to activate talent Obliterating Smash (costing 25 power out of 25/25) : Effective talent level: 3.3 Power cost: 25 out of 25/25. Range: 3 Travel Speed: instantaneous Is: a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 151% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 17. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
| Tool | dwarven-steel pickaxe 'Drynik' (dig speed 15 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +7 Physical crit. chance: +10.0% Changes stats: +10 Str / +8 Wil Changes resistances penetration: +5% mind Changes damage: +9% mind Mental save: +6 (+2 eff.) Mental crit. chance: +9% Infravision radius: +2 Heals friendly targets nearby when you use a nature summon: +20 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 3.2 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +76 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Dual techniques +0.30 Technique / Combat training +0.30 Technique / Combat veteran +0.30 Technique / Grappling +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Unarmed training +0.30 Technique / Thuggery +0.30 Technique / Shield defense +0.30 Technique / Two-handed weapons +0.30 Technique / Archery prowess +0.30 Technique / Archery excellence +0.30 Technique / Combat techniques +0.30 Technique / Two-handed assault +0.30 Technique / Berserker's strength +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Shield offense +0.30 Technique / Superiority +0.30 Technique / Pugilism +0.30 Technique / Finishing moves +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. |
| On fingers | BloodcallerInfused 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. |
| Around neck | ShademightPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 8 darkness Changes stats: +10 Str / +10 Dex / +6 Mag / +10 Wil / +2 Cun Changes resistances: +6% blight Changes damage: +8% light / +8% temporal / +8% darkness / +8% physical Spell save: +3 (+1 eff.) Mental save: +20 (+7 eff.) Blindness immunity: +30% Equilibrium when hit: +0.04 Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +6 (+3 eff.) Spell crit. chance: +6% Infravision radius: +8 Sight radius: +2 See invisible: +15 Heals friendly targets nearby when you use a nature summon: +10 Amulets can have magical properties. |
| In main hand | Veluwe (42.5-59.5 power, 9 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 42.5 - 59.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +9 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 22 bleeding, 71% reduced healing Damage (Melee): +13 nature / +20 temporal When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +15 Physical crit. chance: +15.0% Physical power: +12 (+2 eff.) Changes stats: +3 Str Changes resistances: +3% acid Changes resistances penetration: +15% physical Life regen: +0.60 Stamina each turn: +0.20 Maximum stamina: +5.00 Sharp, long, and deadly. |
| Around waist | Dimrigor of the BlightspawnInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +4 (+1 eff.) Defense: +14 (+5 eff.) Effects when hit in melee: * 28% chance to disease * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 8 fire Changes resistances: +7% acid / +17% fire / +7% lightning / +8% cold Changes damage: +24% blight Critical mult.: +10.00% Stealth bonus: +7 A belt that goes around your waist. |
| In off hand | warbringer's voratun dagger of crippling (39.5-51.35 power, 9 apr)Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 39.5 - 51.4 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +10.0% Physical power: +8 (+2 eff.) Changes stats: +4 Con Changes resistances penetration: +8% physical Disarm immunity: +18% Sharp, short and deadly. |
| Cloak | elven-silk cloak 'Yarygorn' (3 def, 13 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +13 Defense: +3 (+1 eff.) Effects on melee hit: * Slows global speed by 30% * 15% chance to corrode armour by 30% Changes resistances: +19% darkness / +6% blight / +18% cold / +5% arcane / +6% light Changes resistances penetration: +15% darkness Changes damage: +18% darkness Stealth bonus: +16 Maximum life: +51.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Sootvalor of the Blightspawn (20 def, 6 armour)Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +20 Physical crit. chance: +12.0% Armour: +6 Defense: +20 (+7 eff.) Fatigue: +8% Effects when hit in melee: * 29% chance to disease * 23% chance to inflict 15% damage reduction Changes stats: +3 Cun Life regen: +5.90 Stamina each turn: +1.40 Maximum life: +50.00 Spell crit. chance: +2% Light radius: +3 Infravision radius: +1 See invisible: +9 Healing mod.: +21% Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 35 cooldown : Effective talent level: 5.2 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 205 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
Inventory
movement infusion of the duelist (632% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 632% 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 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. |
Rune of the Rift (342.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 420.66 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the warrior (absorb 483 for 4 turns)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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 483 damage for 4 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
ChytarInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Damage when hit (Melee): 12 physical Changes stats: +5 Dex / +2 Con Changes resistances: +4% physical Physical save: +30 (+10 eff.) Blindness immunity: +28% Maximum stamina: +20.00 Infravision radius: +7 Sight radius: +2 See invisible: +11 Amulets can have magical properties. |
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, 202 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. |
Noonstone the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 15% chance to blind Changes resistances: +3% nature / +7% physical Changes resistances penetration: +10% light Physical save: +12 (+4 eff.) Cut immunity: +20% Silence immunity: +10% Stamina each turn: +0.50 Amulets can have magical properties. |
wanderer's gold amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +7 Dex / +3 Mag / +4 Cun / +5 Con Life regen: +0.90 Stamina each turn: +0.60 Mana each turn: +0.24 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +30.00 Movement speed: +10% Amulets can have magical properties. |
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. |
BlackwilterInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+4 eff.) Armour penetration: +16 Physical power: +21 (+4 eff.) Armour: +4 Defense: +17 (+6 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +9 Str / +8 Con Changes resistances: +34% nature / +9% darkness Changes damage: +17% nature It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.6 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 157% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
Emeliragatira the ScorpionpowerInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +22% acid / +6% temporal / +9% fire Changes damage: +11% acid Reduces incoming crit damage: 10.00% Mental save: +30 (+10 eff.) Cut immunity: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings can have magical properties. |
Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+4 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Ravenqueller of the BlightspawnPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +21 (+6 eff.) Armour penetration: +19 Defense: +18 (+6 eff.) Effects on melee hit: * 16% chance to blind * 40% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 20 light Effects on ranged hit: * 16% chance to blind Damage (Ranged): 31 light Effects when hit in melee: * 23% chance to disease * 20% chance to inflict 15% damage reduction Changes resistances penetration: +5% temporal It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.6 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 157% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
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 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 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. |
Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Physical save: -30 (-12 eff.) Spell save: -30 (-13 eff.) Mental save: -30 (-10 eff.) When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
savior's gold ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +8 Defense: +8 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +7 (+2 eff.) Mental save: +12 (+4 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.6 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 157% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
titan's gold ring of the mountain (+10%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Con Changes resistances: +10% physical Changes damage: +10% physical Physical save: +8 (+3 eff.) Rings can have magical properties. |
Butcher (48-67.2 power, 12 apr)Requires: - Strength 40 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 48.0 - 67.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On weapon kill: * Enter a Rampage (Shared cooldown). When wielded/worn: Accuracy: +18 (+5 eff.) Changes stats: +10 Str / +7 Cun / +10 Wil Talent masteries: +0.20 Cursed / Rampage +0.20 Cursed / Slaughter Enter Rampage if health falls below 20% Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in a bloodied block. Beneath, a carving said "This was fun, let's do it again some time." |
Elenohek (43-60.2 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 43.0 - 60.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 35% chance to corrode armour by 30% * 20% chance to torment the target Damage (Melee): +59 insidious poison When wielded/worn: Accuracy: +15 (+4 eff.) Armour penetration: +17 Armour: +2 Changes stats: +2 Wil Changes resistances penetration: +12% acid / +15% physical / +15% mind / +14% darkness Critical mult.: +5.00% Life regen: +2.10 Equilibrium when hit: +0.08 Mindpower: +8 (+4 eff.) Heals friendly targets nearby when you use a nature summon: +20 Sharp, long, and deadly. |
DarkmaliceInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +13 (+3 eff.) Effects on melee hit: * 30% chance to daze at end of turn * 30% chance to inflict 15% damage reduction Changes stats: +5 Str / +4 Con Changes resistances: +9% darkness / +3% lightning Changes damage: +9% darkness Physical save: +15 (+5 eff.) Size category: +1 A belt that goes around your waist. |
Unrybers the BlindspikeInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +7 (+1 eff.) Effects on melee hit: * 30% chance to blind Changes stats: +4 Str / +3 Wil / +4 Con Changes resistances penetration: +10% mind Changes damage: +24% light / +6% mind Critical mult.: +20.00% Physical save: +7 (+2 eff.) Size category: +1 A belt that goes around your waist. |
Velurakira the BlazestalkerCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +14 (+5 eff.) Effects on melee hit: * Slows global speed by 30% Changes resistances: +3% light / +3% cold / +9% darkness / +9% fire Stealth bonus: +7 Spell save: +30 (+10 eff.) A belt that goes around your waist. |
ravager's hardened leather belt of resilienceInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances penetration: +8% physical Changes damage: +13% physical Maximum life: +32.00 A belt that goes around your waist. |
cashmere cloak 'Bethykira' (11 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Physical crit. chance: +2.0% Defense: +11 (+4 eff.) Changes resistances: +9% darkness Physical save: +11 (+4 eff.) Spell save: +6 (+2 eff.) Disarm immunity: +25% Stun/Freeze immunity: +10% Only die when reaching: -20.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak of Eldoral (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Cun / +2 Dex Maximum life: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Arugassra (2 def, 6 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Changes stats: +6 Str / +6 Mag / +7 Wil / +11 Con Changes resistances: +11% lightning / +22% fire / +3% temporal / +7% cold Changes damage: +14% lightning / +10% physical / +15% fire / +10% nature / +14% cold Physical save: +12 (+4 eff.) Poison immunity: +38% Disease immunity: +36% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Boots of the Hunter (2 def, 12 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+2 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action), costing 32 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Shoes of Moving Slowly (0 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +0 Defense: +0 (+0 eff.) Fatigue: +3% Changes stats: +8 Mag / +8 Wil Knockback immunity: +100% Spellpower: +5 (+2 eff.) Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. It can be used to combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
Umbraripper the pair of dwarven-steel boots (4 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +4 Physical crit. chance: +4.0% Physical power: +5 (+1 eff.) Armour: +4 Defense: +4 (+1 eff.) Ranged Defense: +5 (+2 eff.) Fatigue: +3% Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +4 Con / +3 Wil Changes resistances penetration: +7% physical Changes damage: +6% mind Grants telepathy: Dragon Critical mult.: +5.00% Mindpower: +4 (+2 eff.) It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 19 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Spellhunt Remnants (3 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +3 (+1 eff.) Spell save: +8 (+3 eff.) Mindpower: +8 (+4 eff.) Mental crit. chance: +3% When used to modify unarmed attacks: Base power: 23.0 - 32.2 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Armour Penetration: +12 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Mana Clash (5% chance level 1). When this weapon hits: Destroy Magic (100% chance level 3). On weapon hit: * 20 arcane resource burn Damage (Melee): +15 silence It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These voratun gauntlets appear to have suffered considerable damage. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
dwarven-steel gauntlets 'Jetthorn' (0 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +16 (+4 eff.) Armour: +2 Damage (Melee): 9 fire Changes stats: +4 Dex Changes resistances: +6% fire Changes damage: +6% darkness / +6% fire Physical save: +30 (+10 eff.) Pinning immunity: +20% Stun/Freeze immunity: +5% Life regen: +2.50 Stamina each turn: +1.10 Maximum stamina: +26.00 When used to modify unarmed attacks: Base power: 20.0 - 28.0 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +8 Armour Penetration: +9 Crit. chance: +16.0% Attack speed: 83% When this weapon hits: Slumber (10% chance level 3). When this weapon hits: Fire Breath (10% chance level 3). On weapon hit: * 20% chance to inflict 15% damage reduction Burst (radius 1) on hit: +4 darkness Burst (radius 2) on crit: +9 fire Metal gloves protecting the hands up to the middle of the lower arm. |
sand dwarven-steel gauntlets of strength (+2) (0 def, 9 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +7 (+1 eff.) Armour: +9 Damage (Melee): 7 physical Changes stats: +2 Str Changes damage: +4% physical When used to modify unarmed attacks: Base power: 26.0 - 36.4 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Sand Breath (10% chance level 3). Burst (radius 1) on hit: +6 physical Burst (radius 2) on crit: +7 physical Metal gloves protecting the hands up to the middle of the lower arm. |
Crown of Eternal Night (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. You need to find something to bind its powers. When wielded/worn: Armour: +3 Fatigue: +3% Damage (Melee): 0 darkness Changes stats: +0 Cun Reduce damage by fixed amount: +10 all Changes damage: +0% darkness Talent mastery: +0.00(-) Cunning / Stealth Spell save: +0 (+0 eff.) Mental save: +0 (+0 eff.) Confusion immunity: +0% Knockback immunity: +0% Light radius: +0 This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
Sepsisvalor (2 def, 4 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Changes stats: +6 Mag / +10 Con Changes resistances: +18% blight / +3% temporal / +12% nature Changes resistances penetration: +15% blight Changes damage: +14% arcane / +15% blight It can be used to activate talent Stone Wall, placing all other charms into a 80 cooldown : Effective talent level: 1.0 Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 4 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 74.83 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
Behemoth Hide (4 def, 6 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +4 (+1 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +10% Changes stats: +2 Str / +2 Con Maximum encumbrance: +20 Knockback immunity: +10% Life regen: +0.70 Stamina each turn: +0.70 Maximum life: +45.00 Maximum stamina: +43.00 Size category: +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
marauder's drakeskin leather armour of the deep (10 def, 11 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +11 Defense: +10 (+3 eff.) Fatigue: +8% Changes stats: +8 Str / +5 Dex Changes resistances: +9% acid / +9% cold Allows you to breathe in: water Physical save: +5 (+2 eff.) A suit of armour made of leather. |
spiked reinforced leather armour of the hero (4 def, 7 armour)Requires: - Strength 18 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 17 physical Changes stats: +4 Str / +6 Dex / +6 Mag / +6 Wil / +7 Cun Maximum life: +54.00 A suit of armour made of leather. |
Bindings of Eternal Night (12 def, 12 armour)Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 3 It is part of a set of items. A complementing item would be your crowning glory. When wielded/worn: Armour: +12 Defense: +12 (+4 eff.) Damage when hit (Melee): 10 darkness Changes stats: +5 Wil / +5 Mag Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +20% darkness Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 Light radius: -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 100 power out of 100/100. The very essence of bearness! |
87 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. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Mummified Egg-sac of UngolëInfused 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. |
Rungof's FangInfused 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. |
Forbidden Tome: "Of Knowledge And Horrors"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 4 It can be used to read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 3 It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
3 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 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. |
Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+6 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) : Effective talent level: 4.0 Power cost: 80 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 15.70 cold damage and 18.16 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 Light radius: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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. |
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 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 WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
3 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. |
2 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. |
ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
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 316/400. 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)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 349.60 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 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. |
overpowered elven-wood totem of thorny skin [power 101] (27 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to harden the skin for 7 turns increasing armour by 101 and armour hardiness by 60%, putting all charms on cooldown for 27 turns. Natural totems are made by powerful wilders to store nature power. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, 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. |
4 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 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 Orai the Cornac Marauder level 39
8th Dusk 123rd year of Ascendancy at 14:25 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Orai the Cornac Marauder level 50
36th Pyre 124th year of Ascendancy at 09:21 see stats
Against all odds
Killed Ukruk in the ambush.By Orai the Cornac Marauder level 39
6th Dusk 123rd year of Ascendancy at 18:50 see stats
Arachnophobia
Destroyed the spydric menace.By Orai the Cornac Marauder level 44
74th Dusk 123rd year of Ascendancy at 22:39 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 Orai the Cornac Marauder level 45
79th Dusk 123rd year of Ascendancy at 04:48 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By Orai the Cornac Marauder level 50
5th Regrowth 124th year of Ascendancy at 23:10 see stats
Brave new world
Went to the Far East and took part in the war.By Orai the Cornac Marauder level 44
71st Dusk 123rd year of Ascendancy at 12:54 see stats
Bringer of Doom
Killed a Bringer of Doom.By Orai the Cornac Marauder level 36
10th Mirth 123rd year of Ascendancy at 00:07 see stats
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By Orai the Cornac Marauder level 28
64th Regrowth 123rd year of Ascendancy at 21:32 see stats
Clone War
Destroyed your own Shade.By Orai the Cornac Marauder level 50
30th Regrowth 124th year of Ascendancy at 16:52 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Orai the Cornac Marauder level 13
57th Dusk 122nd year of Ascendancy at 08:46 see stats
Destroyer of the creation
Killed Slasul.By Orai the Cornac Marauder level 50
26th Pyre 124th year of Ascendancy at 18:50 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Orai the Cornac Marauder level 43
68th Dusk 123rd year of Ascendancy at 01:51 see stats
Dragon's Greed
Amassed 8000 gold pieces.By Orai the Cornac Marauder level 41
42nd Dusk 123rd year of Ascendancy at 04:18 see stats
Exterminator
Killed 1000 creatures.By Orai the Cornac Marauder level 18
53rd Haze 122nd year of Ascendancy at 03:10 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Orai the Cornac Marauder level 36
10th Mirth 123rd year of Ascendancy at 01:07 see stats
Fear me not!
Survived the Fearscape!By Orai the Cornac Marauder level 31
6th Pyre 123rd year of Ascendancy at 05:07 see stats
Flooder
Defeated Ukllmswwik while doing his own quest.By Orai the Cornac Marauder level 50
26th Pyre 124th year of Ascendancy at 09:47 see stats
Genocide
Killed the Orc Greatmother in the breeding pits, thus dealing a terrible blow to the orc race.By Orai the Cornac Marauder level 50
21st Regrowth 124th year of Ascendancy at 23:53 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Orai the Cornac Marauder level 20
59th Haze 122nd year of Ascendancy at 14:28 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 Orai the Cornac Marauder level 46
79th Dusk 123rd year of Ascendancy at 05:30 see stats
Is that how it feels to be an escort quest?!
Got saved from death in the Godfeaster by Malyu and managed to escape.By Orai the Cornac Marauder level 33
14th Pyre 123rd year of Ascendancy at 10:59 see stats
Level 10
Got a character to level 10.By Orai the Cornac Marauder level 10
9th Mirth 122nd year of Ascendancy at 17:26 see stats
Level 20
Got a character to level 20.By Orai the Cornac Marauder level 20
59th Haze 122nd year of Ascendancy at 10:48 see stats
Level 30
Got a character to level 30.By Orai the Cornac Marauder level 30
79th Regrowth 123rd year of Ascendancy at 14:01 see stats
Level 40
Got a character to level 40.By Orai the Cornac Marauder level 40
19th Dusk 123rd year of Ascendancy at 22:34 see stats
Level 50
Got a character to level 50.By Orai the Cornac Marauder level 50
5th Regrowth 124th year of Ascendancy at 21:27 see stats
Lucky Girl
Saved Melinda again and invited her to the Fortress to cure her.By Orai the Cornac Marauder level 28
74th Regrowth 123rd year of Ascendancy at 23:02 see stats
Oozemancer
Destroyed the corrupted oozemancer.By Orai the Cornac Marauder level 41
38th Dusk 123rd year of Ascendancy at 18:46 see stats
Pest Control
Killed 1000 reproducing vermin.By Orai the Cornac Marauder level 41
40th Dusk 123rd year of Ascendancy at 04:14 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Orai the Cornac Marauder level 14
69th Dusk 122nd year of Ascendancy at 13:12 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Orai the Cornac Marauder level 25
43rd Regrowth 123rd year of Ascendancy at 16:18 see stats
Shasshhiy'Kaish
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Orai the Cornac Marauder level 41
53rd Dusk 123rd year of Ascendancy at 03:45 see stats
Size is everything
Did over 1500 damage in one attack.By Orai the Cornac Marauder level 36
68th Pyre 123rd year of Ascendancy at 23:45 see stats
Size matters
Did over 600 damage in one attack.By Orai the Cornac Marauder level 23
29th Regrowth 123rd year of Ascendancy at 15:17 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Orai the Cornac Marauder level 44
68th Dusk 123rd year of Ascendancy at 03:22 see stats
Slimefest
Have 100 walls on the sludgenest turn into hostile creatures.By Orai the Cornac Marauder level 41
39th Dusk 123rd year of Ascendancy at 23:56 see stats
That was close
Killed your target while having only 1 life left.By Orai the Cornac Marauder level 30
5th Pyre 123rd year of Ascendancy at 02:34 see stats
The Arena
Unlocked Arena mode.By Orai the Cornac Marauder level 9
6th Mirth 122nd year of Ascendancy at 19:29 see stats
The secret city
Discovered the truth about mages.By Orai the Cornac Marauder level 11
6th Flare 122nd year of Ascendancy at 05:26 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By Orai the Cornac Marauder level 47
29th Haze 123rd year of Ascendancy at 01:34 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Orai the Cornac Marauder level 28
70th Regrowth 123rd year of Ascendancy at 02:32 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Orai the Cornac Marauder level 30
4th Pyre 123rd year of Ascendancy at 21:43 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Orai the Cornac Marauder level 23
30th Regrowth 123rd year of Ascendancy at 21:50 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Orai the Cornac Marauder level 38
6th Dusk 123rd year of Ascendancy at 01:16 see stats
Log
Orai hits Bandit for 1943 physical damage.
Bandit hits Orai for 5 nature, 5 nature (10 total damage).
Orai killed Thief!
Orai killed Gigantic corrosive tunneler!
Orai killed Minotaur!
Orai killed Gigantic corrosive tunneler!
Orai killed Bandit!
Gigantic corrosive tunneler's acid area effect hits Orai for 54 acid damage.
You pickup 2.85 gold pieces.
You pickup 0.80 gold pieces.
You pickup 0.70 gold pieces.
You pickup 0.55 gold pieces.
Gigantic corrosive tunneler's acid area effect hits Orai for 54 acid damage.
Orai slows down.
Orai speeds up.
Orai has recovered!
Resting starts...
Orai no longer revels in blood quite so much.
Talent Windblade is ready to use.
Rested for 6 turns (stop reason: all resources and life at maximum).
Ran for 3 turns (stop reason: hostile spotted to the south (copperhead snake)).
Orai deactivates Trained Reactions.
Orai deactivates Daunting Presence.




































































































































