
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | 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! Player GAI 1.4.0This is a fork of PlayerAI by Charidan. The AI will stop at the following low health conditions: Note for Developers: This addon superwrites Player:act(), so if your addon also touches Player:act() change the load order so that the Player AI addon loads last. 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:
Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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 Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Wyrmic |
| Level / Exp | 50 / 344% |
| Size | big |
| Lifes / Deaths | Killed by Elandar at level 50 on the 13rd Loss 125th year of Ascendancy at 17:33 / 1 |
Primary Stats
| Strength | 139 (base 60) |
| Dexterity | 37 (base 11) |
| Constitution | 71 (base 40) |
| Magic | 65 (base 30) |
| Willpower | 92 (base 60) |
| Cunning | 64 (base 31) |
Resources
| Mana | 0/804 |
| Equilibrium | 256 |
| Life | -41/1610 |
| Positive | 8/197 |
| Stamina | 399/504 |
| Insanity | 4/100 |
| Healing Factor | 1.3796680497924 |
| Regeneration | 163.5044605809 |
Speed
| Mental | +12.02863780958% |
| Attack | +12.02863780958% |
| Movement | +32.60995032651% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 11.901847946486 |
Offense: Mainhand
| Damage | 182 |
| Accuracy | 42 |
| Crit Chance | 40% |
| APR | 15 |
| Speed | 0.89 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 54 |
| Crit Chance | 33% |
| Speed | 1 |
Offense: Mind
| Mindpower | 58 |
| Crit Chance | 30% |
| Speed | 0.8926289023524 |
Offense: Damage Bonus
| Acid | +12% |
| Arcane | +3% |
| Cold | +12% |
| All | 0% |
| Mind | +15% |
| Darkness | +7% |
| Light | +37% |
| Temporal | +7% |
| Physical | +40% |
| Lightning | +12% |
| Fire | +22% |
| Nature | +13% |
Offense: Damage Penetration
| Acid | +24% |
| Arcane | +10% |
| Cold | +35% |
| All | 0% |
| Lightning | +24% |
| Light | +10% |
| Mind | +10% |
| Physical | +72% |
| Fire | +34% |
| Nature | +25% |
Defense: Base
| Armour (hardiness) | 70 (87.462686567164%) |
| Defense | 41 |
| Ranged Defense | 49 |
| Fatigue | 0 |
| Physical Save | 64 |
| Spell Save | 66 |
| Mental Save | 76 |
Defense: Resistances
| Acid | + 59%( 70%) |
| Blight | + 24%( 70%) |
| Arcane | + 16%( 70%) |
| Cold | + 67%( 70%) |
| All | -5%( 70%) |
| Mind | + 34%( 70%) |
| Lightning | + 65%( 70%) |
| Light | + 53%( 80%) |
| Temporal | + 26%( 70%) |
| Physical | + 53%( 70%) |
| Darkness | + 70%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 20%( 70%) |
Defense: Immunities
| Teleport Resistance | 10% |
| Disarm Resistance | 54% |
| Silence Resistance | 32% |
| Confusion Resistance | 100% |
| Knockback Resistance | 81% |
| Stun Resistance | 86% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (4/4)
| 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 542 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 831 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 24 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 6 for 11 turns. While Heroism is active, you will only die when reaching -549 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. |
| 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 425 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Wild-gift / Cold drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Scourge drake | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Wild-gift / Sand drake aspect | 1.40 |
| 5/5 |
| 3/5 |
| 4/5 |
| 5/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Wild-gift / Higher draconic abilities | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Wild-gift / Fungus | 1.10 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Spell / Staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 3/5 |
| 1/5 |
| 4/5 |
| Wild-gift / Harmony | 1.50 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Wild Growth |
| talent | Elemental Harmony |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | A flow of life spins around the target, regenerating 108.36 life per turn. Regeneration |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| beneficial effect | Increases life regen by 8.00. Elemental Harmony |
| beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+22). Continuum Destabilization |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved talent Vision (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 4 of Dreadfell. Escort: injured seer (level 4 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Norgos Lair. Escort: lone alchemist (level 3 of Norgos Lair)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 5 of Dreadfell. Escort: lone alchemist (level 5 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 7 of Dreadfell. Escort: lost anorithil (level 7 of Dreadfell)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 2 of Heart of the Gloom. Escort: lost sun paladin (level 2 of Heart of the Gloom)As a reward you improved talent Chant of Fortress (+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 Device Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have 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: 199. | 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 |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Stire of Derth in creating an elixir of avoidance. Stire of Derth has completed an elixir of precision 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 mysticism. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an 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 in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | 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 failed to protect her when escorting her out of the crypt. | failed |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have sided with Slasul and killed Ukllmswwik. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | undeterred pair of hardened leather boots of rushing (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +2 Str / +2 Con Silence immunity: +32% Confusion immunity: +26% Stun/Freeze immunity: +27% It can be used to activate talent Rush, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
| Light source | Arcslicer the alchemist's lampInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 16 nature Changes resistances: +6% nature / +18% lightning Changes damage: +9% nature Maximum life: +55.00 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Ravenworth of the Blightspawn (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 Armour: +4 Fatigue: +4% Effects on melee hit: * 10 arcane resource burn Effects when hit in melee: * 38% chance to disease * 33% chance to inflict 15% damage reduction Damage when hit (Melee): 8 lightning Changes stats: +4 Dex / +3 Wil / +2 Cun Changes resistances: +3% acid / +9% temporal / +13% blight / +9% cold / +5% arcane / +9% fire Mental save: +6 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Hand of the World-Shaper (0 def, 12 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by nature 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +12 Changes stats: +6 Str / +6 Mag Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +12% physical Talent masteries: +0.20 Spell / Stone +0.10 Wild-gift / Sand drake aspect +0.10 Spell / Earth Spellpower: +10 (+3 eff.) Spell crit. chance: +10% It can be used to activate talent Earthquake (costing 22 power out of 30/30) : Effective talent level: 4.8 Power cost: 22 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 76.92 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
| Tool | Murkmoon of the Blightspawn [power 28] (22 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Effects when hit in melee: * 24% chance to inflict 15% damage reduction * 25% chance to disease Changes resistances: +9% darkness Maximum wards: +2 physical / +2 mind / +2 darkness Talents granted: +4 Telekinetic Blast +1 Ward Spell save: +10 (+2 eff.) Confusion immunity: +5% Teleport immunity: +10% It can be used to teleport randomly (rad 28), putting all charms on cooldown for 22 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | SepsissearPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Effects on melee hit: * Slows global speed by 30% * 10% chance to disease * 34% chance to blind Damage (Melee): 50 light Effects on ranged hit: * 27% chance to blind Damage (Ranged): 50 light Changes stats: +16 Wil / +8 Mag Changes resistances: +25% mind / +6% temporal Talent mastery: +0.20 Psionic / Mentalism Mental save: +33 (+7 eff.) Confusion immunity: +90% Life regen: +0.40 Psi each turn: +0.50 Maximum stamina: +30.00 Spellpower: +14 (+4 eff.) Mindpower: +12 (+3 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 22 power out of 30/30) : Effective talent level: 2.4 Power cost: 22 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 3 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
| On fingers | savage's voratun ring of wardingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +3 Con Changes resistances: +22% acid / +19% fire / +30% cold / +18% lightning Spell save: +16 (+4 eff.) Maximum stamina: +22.00 Rings can have magical properties. |
| Around neck | voratun amulet 'Lisavena'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: -8% Changes stats: +8 Dex / +5 Mag / +8 Cun / +9 Con Changes damage: +7% temporal / +7% light / +7% darkness / +3% arcane / +7% physical Talent masteries: +0.40 Wild-gift / Harmony +0.40 Technique / Shield offense Mental save: +9 (+2 eff.) Blindness immunity: +35% Disarm immunity: +10% Life regen: +1.50 Stamina each turn: +1.10 Spellpower: +5 (+1 eff.) Spell crit. chance: +6% Movement speed: +10% Amulets can have magical properties. |
| In main hand | Isiba the stralite waraxe (41-57.4 power, 9 apr)Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Base power: 41.0 - 57.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +9 Crit. chance: +6.5% Attack speed: 100% Burst (radius 2) on crit: +18 ice When wielded/worn: Physical crit. chance: +2.0% Physical power: +9 (+2 eff.) Armour: +9 Changes stats: +4 Con Changes resistances penetration: +33% physical / +11% cold Changes damage: +9% physical Disarm immunity: +23% Stamina each turn: +0.40 One-handed war axes. |
| Around waist | Girdle of PreservationInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Wil / +5 Con Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+4 eff.) Spell save: +15 (+4 eff.) Mental save: +15 (+4 eff.) Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
| In off hand | Summertide (17 def, 15 armour, 52-62.4 power, 260 block)Requires: - Willpower 28 - Strength 20 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 52.0 - 62.4 Uses stat: 100% Str Damage type: Light Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +260 On weapon hit: * 30% chance to blind * releases a burst of light When wielded/worn: Armour: +15 Defense: +17 (+5 eff.) Ranged Defense: +17 (+6 eff.) Fatigue: +12% Changes stats: +3 Cun / +5 Wil Changes resistances: +12% mind / +10% fire / +20% light / +15% darkness Changes resistances penetration: +10% fire / +10% light / +10% mind Changes damage: +10% fire / +15% mind / +15% light Talent granted: +5 Block Mental save: +18 (+4 eff.) Blindness immunity: +100% Confusion immunity: +25% Maximum psi: +20.00 Mindpower: +8 (+2 eff.) Light radius: +3 It can be used to send out a range 7 beam, lighting its path and dealing 78.91 to 98.64 light damage (based on Willpower and Cunning), costing 9 power out of 30/30. A bright light shines from the center of this shield. Holding it clears your mind. |
| Cloak | Radiance (15 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +15 (+5 eff.) Damage when hit (Melee): 30 blinding light Changes stats: +10 Dex / +8 Mag / +6 Cun Changes resistances: +20% light / +20% darkness Changes resistances cap: +10% light Changes damage: +15% light Talent masteries: +0.20 Celestial / Sun +0.20 Celestial / Radiance +0.20 Spell / Phantasm +0.20 Celestial / Light Spellpower: +8 (+2 eff.) It can be used to activate talent Barrier (costing 29 power out of 40/40) : Effective talent level: 3.0 Power cost: 29 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A protective shield forms around you that lasts for up to 10 turns and negates 235 damage. The total damage the barrier can absorb will increase with your Spellpower. This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. |
| Main armor | Jetwing of the Blightspawn (7 def, 13 armour)Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+2 eff.) Fatigue: +26% Effects when hit in melee: * 41% chance to disease * 23% chance to inflict 15% damage reduction Damage when hit (Melee): 8 arcane Changes stats: +11 Str / +5 Con Changes resistances: +10% acid / +24% physical / +15% darkness / +12% cold / +36% fire / +5% arcane / +11% lightning Changes resistances penetration: +10% arcane / +25% nature Talent cooldown: Rush (-5 turns) Disarm immunity: +21% Stun/Freeze immunity: +33% Knockback immunity: +30% Light radius: +2 It can be used to activate talent Track, placing all other charms into a 22 cooldown : Effective talent level: 2.0 Power cost: 22 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 30 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Inventory
heroism infusion (+5 for 11 turns, die at -542)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: 31 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 5 for 11 turns. While Heroism is active, you will only die when reaching -542 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. 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 (809% 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: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 809% 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. |
wild infusion of the warrior (resist 31%; cure magical, physical)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 magical or physical effect and reduce all damage taken by 31% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of the Rift (518.00 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 554.26 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. |
phase door rune of the psychic (range 12; power 35; dur 3)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 12. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 35%, your defense is increased by 35 and all your resistances by 35%. Its effects scale with your Willpower 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. |
shielding rune of the warrior (absorb 679 for 7 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: 17 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 679 damage for 7 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. |
shielding rune of the wizard (absorb 657 for 5 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: 17 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 657 damage for 5 turns. 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. |
teleportation rune of the duelist (range 74)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: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 74 with a minimum range of 15. Its effects scale with your Dexterity 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. |
AerasessraCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +5 Dex / +2 Mag / +1 Wil / +4 Cun / +5 Con Changes resistances: +20% blight Life regen: +0.70 Stamina each turn: +0.40 Maximum mana: +20.00 Spellpower: +4 (+1 eff.) Movement speed: +10% Amulets can have magical properties. |
Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Activating this item is instant. It can be used to activate talent Juggernaut (costing 22 power out of 60/60) : Effective talent level: 2.0 Power cost: 22 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+4 eff.) Spell save: +15 (+4 eff.) Mental save: -7 (-2 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
HanilegInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +3% physical / +18% light / +9% blight / +12% fire / +12% nature / +22% darkness Spell save: +20 (+5 eff.) Mental save: +6 (+1 eff.) Blindness immunity: +44% Amulets can have magical properties. |
Shockspire the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +9% lightning / +10% fire / +3% nature / +11% cold Changes damage: +6% lightning Amulets can have magical properties. |
The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Unflinching EyePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 Activating this item is instant. It can be used to activate talent Arcane Eye (costing 44 power out of 60/60) : Effective talent level: 1.6 Power cost: 44 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 14 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 5 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
Xeromira the RotbiterCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 16 mind Changes resistances penetration: +25% nature Changes damage: +30% nature Talent masteries: +0.33 Technique / Combat veteran +0.33 Wild-gift / Fungus Amulets can have magical properties. |
Xomira the LightningwireInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +17 Armour: +8 Defense: +10 (+3 eff.) Effects on melee hit: * 20% chance to disease * 30% chance to daze at end of turn Changes resistances cap: +7% all Changes resistances penetration: +15% lightning Changes damage: +6% lightning Critical mult.: +17.00% Physical save: +25 (+6 eff.) Blindness immunity: +36% Infravision radius: +8 Sight radius: +2 See invisible: +11 Amulets can have magical properties. |
Zemekkys' Broken HourglassPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes resistances: +20% temporal Changes resistances cap: +5% temporal Changes damage: +10% temporal Lowers spell cool-downs by: 10% Activating this item is instant. It can be used to activate talent Time Stop (costing 36 power out of 80/80) : Effective talent level: 1.0 Power cost: 36 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
enraging stralite amulet of teleportationPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +6 (+1 eff.) Changes damage: +5% physical Teleport immunity: +50% Combat speed: +10% It can be used to teleport you randomly (rad 36), putting all charms on cooldown for 11 turns. Amulets can have magical properties. |
gold amulet 'Treeworth'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% * 15% chance to corrode armour by 30% Changes resistances: +12% acid / +21% fire / +15% nature / +18% cold Changes damage: +18% acid Amulets can have magical properties. |
steel amulet 'Silyyawyn'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +13 (+4 eff.) Armour penetration: +11 Defense: +7 (+2 eff.) Changes stats: +8 Lck / +2 Dex Changes resistances: +14% cold / +12% fire Changes damage: +9% physical Critical mult.: +13.00% Stamina each turn: +0.20 Reduce all damage from unseen attackers: 11% 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 8 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. |
Arylelaith the voratun ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20 arcane resource burn * Slows global speed by 30% Changes stats: +8 Con Changes resistances: +9% lightning / +2% physical / +5% arcane Physical save: +16 (+4 eff.) Mental save: +3 (+1 eff.) Disarm immunity: +82% Pinning immunity: +88% Knockback immunity: +86% Maximum life: +89.00 Rings can have magical properties. |
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. |
ExilerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +10% physical / +15% temporal Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+3 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). It can be used to attempt to inflict 88.27 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 1 turn(s), costing 24 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
GloselaithPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +9 (+3 eff.) Physical power: +14 (+3 eff.) Effects on melee hit: * 10% chance to disease * 28% chance to blind Damage (Melee): 48 light Effects on ranged hit: * 26% chance to blind Damage (Ranged): 36 light Changes stats: +7 Cun / +9 Dex Changes resistances: +12% acid Changes damage: +24% blight / +5% all Spellpower: +18 (+6 eff.) Mindpower: +11 (+3 eff.) Rings can have magical properties. |
QuicksPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+4 eff.) Defense: +15 (+5 eff.) Changes stats: +8 Mag / +12 Wil / +2 Cun Changes resistances: +74% fire Changes damage: +37% fire Grants telepathy: Demon/Minor Demon/Major Equilibrium when hit: +0.12 Spellpower: +15 (+5 eff.) Mental crit. chance: +2% Movement speed: +25% Heals friendly targets nearby when you use a nature summon: +40 Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 29 cooldown : Effective talent level: 2.0 Power cost: 29 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 23% for 5 turns. 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 (+2 eff.) Mental save: +10 (+2 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. |
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 / Pugilism +0.30 Technique / Archery excellence +0.30 Technique / Combat veteran +0.30 Technique / Finishing moves +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Dual techniques +0.30 Technique / Thuggery +0.30 Technique / Superiority +0.30 Technique / Unarmed training +0.30 Technique / Archery prowess +0.30 Technique / Shield defense +0.30 Technique / Shield offense +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 / Combat techniques +0.30 Technique / Combat training +0.30 Technique / Two-handed weapons +0.30 Technique / Grappling +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. |
The Black RingPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+2 eff.) Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). "An innocuous bauble. Until you look through the hole." |
Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +20 (+7 eff.) Changes stats: +10 Dex Changes resistances: +12% blight / +3% mind / +6% acid Changes damage: +6% blight / +15% mind Stun/Freeze immunity: +40% Life regen: +4.50 Maximum life: +100.00 Healing mod.: +21% It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
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 (-8 eff.) Spell save: -30 (-8 eff.) Mental save: -30 (-8 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. |
steel ring 'Silaserin'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Armour: +6 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +2 Str Changes resistances: +9% mind / +26% cold Changes damage: +6% mind / +13% cold Physical save: +6 (+2 eff.) Maximum life: +30.00 Rings can have magical properties. |
stralite ring0.10 Encumbrance. Type: jewelry / ring ; tier 4 Rings can have magical properties. |
treant's gold ring of miseryInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to cause random gloom Damage (Melee): 10 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 5 bleed Changes stats: +1 Cun Changes resistances: +6% nature / +7% blight Poison immunity: +18% Disease immunity: +16% Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 15 cooldown : Effective talent level: 4.0 Power cost: 15 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
voratun ring 'Kondil'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -10% Changes stats: +2 Str / +2 Dex / +3 Mag Critical mult.: +15.00% Reduces incoming crit damage: 10.00% Mental save: +15 (+4 eff.) Confusion immunity: +43% Mindpower: +8 (+2 eff.) Heals friendly targets nearby when you use a nature summon: +20 Rings can have magical properties. |
The Gaping Maw (72-108 power, 4 apr)Requires: - Strength 60 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 72.0 - 108.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * deal manaburn damage equal to your mindpower in a radius 3 cone Damage (Melee): +50 acid / +50 nature slow When wielded/worn: Talents cooldown: Ice Claw (-1 turn) Mana Clash (-2 turns) Swallow (-2 turns) This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. |
This item will automatically be transmogrified when you leave the level.voratun battleaxe of crippling (57-85.5 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: 57.0 - 85.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +12.0% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.voratun dagger of massacre (45.5-59.15 power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 45.5 - 59.1 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Sharp, short and deadly. |
Acera (33-46.2 power, 4 apr)Requires: - Strength 40 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 Base power: 33.0 - 46.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +12 acid Burst (radius 2) on crit: +40 corrosive acid When wielded/worn: Physical crit. chance: +10.0% Changes resistances: +15% acid Changes resistances penetration: +10% physical Changes damage: +15% acid Spell crit. chance: +10% It can be used to activate talent Corrosive Worm (costing 22 power out of 30/30) : Effective talent level: 4.0 Power cost: 22 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Infects the target with a corrosive worm for 6 turns that reduces blight and acid resistance by 30% and feeds off damage taken. When this effect ends or the target dies the worm will explode, dealing 39 acid damage in a 4 radius ball. This damage will increase by 27% of all damage taken while infected. The damage dealt by the effect will increase with spellpower. This warped, blackened sword drips acid from its countless pores. |
Anmalice (47-65.8 power, 20 apr)Requires: - Willpower 20 - Strength 32 Infused by psionic forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8 Uses stats: 10% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +20 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * torments the target with many mental effects On weapon kill: * reduces mental save penalty When wielded/worn: Changes damage: +8% mind Mental save: -30 (-8 eff.) Mindpower: +9 (+2 eff.) The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
Blade of Distorted Time (40-56 power, 10 apr)Requires: - Strength 44 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stats: 20% Mag, 90% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * inflicts bonus temporal damage and slows target Damage conversion: 20% temporal When wielded/worn: Changes damage: +10% physical / +12% temporal It can be used to activate talent Rethread (costing 6 power out of 8/8) : Effective talent level: 2.0 Power cost: 6 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Rethread the timeline, dealing 76.02 temporal damage to the target before moving on to a second target. Rethread can hit up to 3 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. The remnants of a damaged timeline, this blade shifts and fades at random. |
Blood-Edge (46-64.4 power, 7 apr)Requires: - Magic 20 - Strength 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 46.0 - 64.4 Uses stats: 10% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 15% chance to animate a bleeding foe's blood Lifesteal (this weapon only): +5% Damage conversion: 50% blight When wielded/worn: Changes damage: +15% blight / +15% physical Grants telepathy: Undead/Blood Maximum vim: +25.00 Spellpower: +21 (+6 eff.) Spell crit. chance: +8% It can be used to activate talent Bleeding Edge (costing 15 power out of 20/20) : Effective talent level: 4.0 Power cost: 15 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. This deep red sword weeps blood continuously. It was born in the labs of the orcish corrupter Hurik, who sought to make a crystal that would house his soul after death. But his plans were disrupted by a band of sun paladins, and though most died purging his keep of dread minions, their leader Raasul fought through to Hurik's lab, sword in hand. There the two did battle, blade against blood magic, till both fell to the floor with weeping wounds. The orc with his last strength crawled towards his fashioned phylactery, hoping to save himself, but Raasul saw his plans and struck the crystal with his light-bathed sword. It shattered, and in the sudden impulse of energies the steel, crystal and blood were fused into one. Now the broken fragments of Raasul's soul are trapped in this terrible artifact, his mind warped beyond all sanity by decades of imprisonment. Only the taste of blood calls him forth, his soul stealing the lifeblood of others to take on physical form again, that he may thrash and wail against the living. |
Everpyre Blade (38-53.2 power, 10 apr)Requires: - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 38.0 - 53.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Crit. chance: +18.0% Attack speed: 100% Damage conversion: 50% fire When wielded/worn: Changes stats: +7 Str / +7 Wil Changes resistances: +10% nature / +15% fire Changes resistances penetration: +15% fire Changes damage: +20% fire It can be used to activate talent Fire Breath (costing 18 power out of 25/25) : Effective talent level: 2.6 Power cost: 18 out of 25/25. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 429.67 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%. This ornate blade is carved from the wood of a tree said to burn eternally. Its hilt is encrusted with gems, suggesting it once belonged to a figure of considerable status. The flames seem to bend to the will of the sword's holder. |
Perseverance (31-43.4 power, 9 apr)Requires: - Willpower 24 - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 It is part of a set of items. It is said perseverance comes hand in hand with dedication. Base power: 31.0 - 43.4 Uses stats: 20% Wil, 90% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +9 Crit. chance: +12.0% Attack speed: 100% On weapon crit: * restore 7 stamina and equilibrium Damage (Melee): +15 manaburn arcane When wielded/worn: Spell save: +18 (+4 eff.) Confusion immunity: +30% Stun/Freeze immunity: +10% It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The sword symbolizes the krogs committment to their task of fighting against the forces of the arcane. With each slash the krog would endevor to continue, until at last their opponents would fall. |
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. Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Attack speed: 100% When wielded/worn: Changes stats: +4 Mag Changes damage: +20% acid / +20% cold Critical mult.: +20.00% Mental save: +8 (+2 eff.) Confusion immunity: +20% Maximum mana: +50.00 Spell crit. chance: +8% The bottom part of Telos' broken staff. |
This item will automatically be transmogrified when you leave the level.cruel dragonbone vilestaff of wizardry (30-36 power, 6 apr, blight element) Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +10.0% Changes stats: +6 Wil / +5 Mag Changes damage: +30% blight Talent granted: +1 Command Staff Critical mult.: +18.00% Maximum mana: +93.00 Spellpower: +23 (+7 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.shimmering dragonbone starstaff of channeling (30-36 power, 6 apr, darkness 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: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% darkness Talent granted: +1 Command Staff Mana each turn: +0.43 Maximum mana: +100.00 Spellpower: +30 (+9 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 22 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.balanced orichalcum trident (55-88 power, 16 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 55.0 - 88.0 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Accuracy: +19 (+6 eff.) Defense: +19 (+6 eff.) Disarm immunity: +67% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level.glacial orichalcum trident (52.5-84 power, 16 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 52.5 - 84.0 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% Burst (radius 2) on crit: +19 ice When wielded/worn: Armour: +21 Changes resistances penetration: +17% cold A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level.orichalcum trident (55-88 power, 16 apr) Requires: - Strength 48 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 55.0 - 88.0 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Deepszephyr of the Blightspawn (40-56 power, 6 apr)Requires: - Strength 48 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 40.0 - 56.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * Slows global speed by 35% * 25% chance to put talents on cooldown * leeches stamina from the target Burst (radius 2) on crit: +4 fire When wielded/worn: Fatigue: -2% Damage when hit (Melee): 20 nature slow Changes stats: -19 Str / +3 Mag / +23 Wil / +2 Cun Light radius: +2 One-handed war axes. |
Razorblade, the Cursed Waraxe (58-81.2 power, 16 apr)Requires: - Strength 42 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 58.0 - 81.2 Uses stat: 100% Str Damage type: Physical bleed Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +16 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Str / +4 Dex Changes damage: +10% physical See invisible: +5 This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
BlazeransomInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour: +10 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +4 Str / +3 Dex / +5 Wil Changes resistances: +6% light Mental save: +14 (+3 eff.) Maximum life: +144.00 A belt that goes around your waist. |
Falyyaran the drakeskin leather beltPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +22 Defense: +22 (+7 eff.) Changes resistances: +2% physical Physical save: +51 (+13 eff.) Mental save: +9 (+2 eff.) Blindness immunity: +5% Disease immunity: +10% Silence immunity: +15% Spellpower: +7 (+2 eff.) A belt that goes around your waist. |
Neretta the FlowerwendInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +4 Str / +3 Dex / +2 Con Changes resistances: +11% lightning / +11% temporal Physical save: +18 (+5 eff.) Maximum life: +20.00 A belt that goes around your waist. |
Frozen Shroud (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+4 eff.) Damage when hit (Melee): 60 ice Changes stats: +7 Mag Changes resistances: -15% fire / +25% cold / +8% all It can be used to release a radius 4 chilling blast, instantly dealing 302.13 cold damage and condensing the air into freezing vapors that deal 100.71 cold damage (based on Magic) each turn for 10 turns, costing 22 power out of 30/30. All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
Galudir the Tempestnight (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +3 (+1 eff.) Defense: +2 (+0 eff.) Fatigue: -5% Damage when hit (Melee): 8 lightning Changes resistances: +9% light / +30% lightning Changes resistances penetration: +20% light Changes damage: +15% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ureslak's Molted Scales (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 It is part of a set of items. It would go well with another part of Ureslak. When wielded/worn: Changes resistances: +20% lightning / +20% darkness / -30% arcane / +20% fire / +20% nature / +20% cold Changes resistances cap: +10% lightning / +10% darkness / -30% arcane / +10% fire / +10% nature / +10% cold It can be used to energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.), costing 36 power out of 50/50. This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
cashmere cloak 'Sunsmasher' (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 30% chance to blind Changes resistances: +6% nature Changes resistances penetration: +15% light Changes damage: +3% nature / +12% light Physical save: +6 (+2 eff.) Mental save: +5 (+1 eff.) Only die when reaching: -50.00 life Light radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Robe of Force (12 def, 8 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+4 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+3 eff.) Mindpower: +8 (+2 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 74.99 to 93.73 physical damage (based on Willpower and Cunning) with knockback, costing 8 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Worm Nest (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +15 Mag Reduce damage by fixed amount: +22 all Changes damage: +15% blight Spellpower: +15 (+5 eff.) Spell crit. chance: +8% Movement speed: +32% It can be used to activate talent Carrion Feet (costing 11 power out of 20/20) : Effective talent level: 3.0 Power cost: 11 out of 20/20. Range: 7 Travel Speed: instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
This item will automatically be transmogrified when you leave the level.elven-silk robe of alchemy (5 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes resistances: +18% acid / +16% physical / +20% cold / +20% fire Changes damage: +10% acid / +11% physical / +12% cold / +13% fire Talent cooldown: Refit Golem (-5 turns) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cinderfeet (3 def, 5 armour)Requires: - Dexterity 10 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +5 Defense: +3 (+1 eff.) Fatigue: +6% Changes stats: +4 Cun / +4 Mag Changes resistances: +20% cold Changes damage: +18% fire Light radius: +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 66 fire damage (based on Spellpower) to foes who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
Sootpain of the Blightspawn (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +0% Effects when hit in melee: * 43% chance to inflict 15% damage reduction * 35% chance to disease Changes stats: +13 Lck / +5 Dex Changes resistances: +6% lightning / +6% temporal / +3% light / +6% cold / +3% fire Changes damage: +6% mind Stealth bonus: +13 Life regen: +4.20 Stamina each turn: +0.60 Hate when firing a critical mind attack: +1.00 Maximum life: +49.00 Movement speed: +10% Healing mod.: +15% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.restorative pair of drakeskin leather boots (0 def, 5 armour) Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Life regen: +4.90 Healing mod.: +24% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.undeterred pair of drakeskin leather boots of disengagement (0 def, 5 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +3 Cun / +3 Dex Silence immunity: +43% Confusion immunity: +44% Stun/Freeze immunity: +43% It can be used to activate talent Disengage, placing all other charms into a 11 cooldown : Effective talent level: 3.0 Power cost: 11 out of 15/15. 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 168% 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. A pair of boots made of leather. |
Aratha (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +2 Str / +2 Wil / +9 Con Changes resistances: +6% darkness Talent mastery: +0.20 Technique / Grappling Critical mult.: +10.00% Physical save: +32 (+8 eff.) Spell save: +11 (+3 eff.) Mental save: +10 (+2 eff.) Disarm immunity: +95% Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 22 cooldown : Effective talent level: 4.0 Power cost: 22 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Murkwire of the Blightspawn (0 def, 11 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +11 Effects on melee hit: * 30% chance to daze at end of turn Damage (Melee): 12 darkness Effects when hit in melee: * 27% chance to inflict 15% damage reduction * 30% chance to disease Changes stats: +3 Mag / +2 Wil Changes resistances: +8% darkness Changes damage: +6% darkness Mental save: +17 (+4 eff.) Maximum life: +105.00 Metal gloves protecting the hands up to the middle of the lower arm. |
Ruthless Grip (0 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +5 Damage (Melee): 15 darkness / 15 cold Changes damage: +20% darkness / +20% cold Only die when reaching: -100.00 life Maximum hate: +20.00 Healing mod.: -10% It can be used to activate talent Frost Grab (costing 15 power out of 30/30) : Effective talent level: 4.0 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Grab a target and pull it next to you, covering it with frost while reducing its movement speed by 50% for 7 turns. The ice will also deal 94.49 cold damage. The damage and chance to slow will increase with your Spellpower. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
Spellhunt Remnants (4 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +5 Defense: +4 (+1 eff.) Spell save: +10 (+2 eff.) Mindpower: +10 (+3 eff.) Mental crit. chance: +4% 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 shine brightly beneath a thin layer of wear. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
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 Your Obliterating Smash can destroy walls. It can be used to activate talent Obliterating Smash (costing 18 power out of 25/25) : Effective talent level: 3.0 Power cost: 18 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 145% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 16. 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. |
alchemist's dwarven-steel gauntlets of dispersion (0 def, 2 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 5 acid / 5 lightning / 4 cold / 9 arcane / 5 fire Changes stats: +10 Wil / +9 Mag Changes resistances: +5% arcane It can be used to activate talent Disperse Magic, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
cinder dwarven-steel gauntlets of the juggernaut (0 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 6 fire Changes stats: +3 Con Changes resistances: +7% fire Changes damage: +5% fire Physical save: +12 (+3 eff.) Spell save: +5 (+1 eff.) Mental save: +5 (+1 eff.) Disarm immunity: +25% Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 22 cooldown : Effective talent level: 4.0 Power cost: 22 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Barydogolar (0 def, 13 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +13 Fatigue: +5% Changes stats: +3 Wil Changes resistances: +6% blight / +6% mind / +6% lightning Mental save: +6 (+1 eff.) Healing mod.: +15% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Crown of Burning Pain (9 def, 0 armour)Requires: - Cunning 25 Powered by arcane forces 4.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +0 Defense: +9 (+3 eff.) Fatigue: +4% Changes stats: +4 Cun / +4 Wil Changes resistances: +25% fire Changes damage: +25% fire It can be used to activate talent Meteor Rain (costing 25 power out of 50/50) : Effective talent level: 2.0 Power cost: 25 out of 50/50. Range: 5 Travel Speed: instantaneous Is: a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 73.59 fire and 84.46 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
Crown of the Elements (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage (Melee): 10 acid / 10 fire / 10 cold / 10 lightning Changes stats: +3 Wil / +5 Con Changes resistances: +15% acid / +15% fire / +15% lightning / +15% cold Changes damage: +8% acid / +8% fire / +8% lightning / +8% cold See invisible: +15 This jeweled crown shimmers with colors. |
Helm of Knowledge (0 def, 12 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +12 Fatigue: +8% Changes stats: +10 Cun / +10 Wil Changes resistances: +15% light / +15% mind / +10% arcane Life regen: +2.00 It can be used without being worn. It can be used to sense the presence of unique objects, costing 15 power out of 20/20. A large crown, part metallic part glass that radiates with psionic powers. |
The Black Crown (0 def, 15 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +15 Fatigue: +5% Changes stats: +10 Con / +10 Wil Changes resistances: +20% darkness / +20% blight Talent masteries: +0.20 Corruption / Demon seeds +0.20 Corruption / Demonic pact Shadow Power: +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
Scale Mail of Kroltar (10 def, 18 armour)Requires: - Strength 38 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +18 Defense: +10 (+3 eff.) Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 It can be used to activate talent Devouring Flame (costing 36 power out of 80/80) : Effective talent level: 3.9 Power cost: 36 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Spit a cloud of flames, doing 47.85 fire damage in a radius of 4 each turn for 8 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
This item will automatically be transmogrified when you leave the level.stralite mail armour 'Skyshear' (17 def, 15 armour) Requires: - Strength 38 - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +15 Defense: +17 (+5 eff.) Fatigue: +16% Damage when hit (Melee): 12 light Changes stats: +5 Cun / +4 Wil Changes resistances: +25% blight / +27% cold / +19% darkness / +27% lightning Changes damage: +12% mind / +6% lightning Mental save: +21 (+5 eff.) Light radius: +2 A suit of armour made of mail. |
Cuirass of the Dark Lord (0 def, 30 armour)Requires: - Strength 52 - Talent Heavy 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 range 5, causing them to bleed for 335.76 physical damage over 4 turns (based on your Physicalpower). For each creature drained (up to 10), the armor gains strength, which fades over 10 turns if it is not fed, costing 18 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 this cuirass remained, dying to finally taste fresh blood again. |
Glabeth the stralite plate armour (7 def, 40 armour)Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +40 Defense: +7 (+2 eff.) Fatigue: +26% Changes resistances: +33% acid / +22% physical / +12% darkness / +34% cold / +18% fire / +6% nature / +23% lightning Changes damage: +3% physical Allows you to breathe in: water Life regen: +0.40 A suit of armour made of metal plates. |
Blackfire Aegis (8 def, 18 armour, 57-68.4 power, 235 block)Requires: - Strength 28 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 57.0 - 68.4 Uses stat: 100% Str Damage type: Stunning fire Accuracy bonus: +2.5% procs dam / acc Crit. chance: +7.0% Block value: +235 On weapon hit: * releases a burst of dark fire, dealing damage equal to your magic stat Damage conversion: 50% darkness When wielded/worn: Armour: +18 Defense: +8 (+2 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +25% Damage when hit (Melee): 24 darkness / 24 fire Changes resistances: +20% darkness / +35% fire Talent granted: +5 Block Spellpower: +8 (+2 eff.) This rugged stone shield flickers with bursts of pitch black flame. |
Blightstopper (18 def, 12 armour, 52-62.4 power, 240 block)Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Infused by nature Infused by arcane disrupting forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 52.0 - 62.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +240 Damage conversion: 30% nature / 10% manaburn arcane When wielded/worn: Armour: +12 Defense: +18 (+6 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +22% Damage when hit (Melee): 15 nature Changes resistances: +35% blight / +15% nature Talent mastery: +0.20 Wild-gift / Antimagic Talent granted: +5 Block Spell save: +24 (+6 eff.) Disease immunity: +60% It can be used to purge up to 4 diseases (based on Willpower) and gain disease immunity, 20% blight resistance, and 20 spell save for 5 turns, costing 18 power out of 40/40. This voratun shield, coated with thick vines, was imbued with nature's power long ago by the Halfling General Almadar Riul, who used it to stave off the magic and diseases of orcish corruptors during the peak of the Pyre Wars. |
Darkshine of the Blightspawn (10 def, 2 armour, 53-63.6 power, 141 block)Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 53.0 - 63.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +141 On weapon crit: * smash the target with your shield crippling them Damage (Melee): +18 temporal / +12 light / +4 mind When wielded/worn: Physical crit. chance: +4.0% Physical power: +8 (+2 eff.) Armour: +2 Defense: +10 (+3 eff.) Ranged Defense: +10 (+4 eff.) Fatigue: +14% Effects when hit in melee: * 34% chance to blind Damage when hit (Melee): 8 arcane / 17 temporal Changes stats: +4 Mag / +11 Wil / -4 Con Changes resistances: +16% light / +14% temporal Changes resistances penetration: +10% arcane / +10% mind Changes damage: +9% arcane Talent granted: +4 Block Activating this item is instant. It can be used to activate talent Time Shield, placing all other charms into a 22 cooldown : Effective talent level: 3.0 Power cost: 22 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (360) is absorbed, or the time runs out (8 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 46%. The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
Dimjustice of the Blightspawn (6 def, 11 armour, 20.5-24.6 power, 40.5 block)Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 20.5 - 24.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.0% Block value: +40 On weapon hit: * deal bonus physical damage equal to your armor On weapon crit: * smash the target with your shield crippling them When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 (+1 eff.) Armour: +11 Armour Hardiness: +7% Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +8% Effects when hit in melee: * 22% chance to disease * 24% chance to inflict 15% damage reduction * 18% chance to gain 10% of a turn (3/turn limit) Changes resistances: +12% physical / +5% arcane / +18% temporal Talent granted: +2 Block Cut immunity: +15% Only die when reaching: -60.00 life Handheld deflection devices. |
Fire Dragon Shield (16 def, 9 armour, 58-69.6 power, 220 block)Requires: - Strength 28 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 58.0 - 69.6 Uses stat: 100% Str Damage type: Fire Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +220 When wielded/worn: Armour: +9 Defense: +16 (+5 eff.) Ranged Defense: +15 (+5 eff.) Fatigue: +20% Damage when hit (Melee): 17 fire Changes resistances: +35% fire Damage affinity(heal): +15% fire Talent granted: +5 Block Special effect on block: 30% chance that you'll breath stunning fire in a cone at the attacker (if within range 6). This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. This item has been sent to the Item's Vault. |
Piercing Gaze (5 def, 25 armour, 40-48 power, 180 block)Requires: - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 40.0 - 48.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +180 When wielded/worn: Armour: +25 Defense: +5 (+1 eff.) Ranged Defense: +10 (+4 eff.) Fatigue: +12% Changes resistances: +10% acid / +10% physical / +10% fire / +10% lightning Talent granted: +4 Block Special effect on block: 30% chance of petrifying the attacker. This gigantic shield has a stone eye embedded in it. |
Voidenvy of the Blightspawn (10 def, 2 armour, 48.5-58.2 power, 137 block)Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Powered by arcane forces Infused by nature 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 48.5 - 58.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +137 Damage (Melee): +18 cold / +15 temporal When wielded/worn: Armour: +2 Defense: +10 (+3 eff.) Ranged Defense: +10 (+4 eff.) Fatigue: +8% Effects on melee hit: * Slows global speed by 30% Damage (Melee): 7 cold Effects when hit in melee: * 32% chance to disease * 37% chance to inflict 15% damage reduction Damage when hit (Melee): 13 ice / 14 temporal Changes resistances: +8% acid / +14% temporal / +9% lightning / +9% fire / +6% nature / +9% cold Grants telepathy: Demon/Minor Demon/Major Talent granted: +4 Block Activating this item is instant. It can be used to activate talent Time Shield, placing all other charms into a 22 cooldown : Effective talent level: 2.0 Power cost: 22 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (309) is absorbed, or the time runs out (7 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 44%. The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
Wrathroot's Barkwood (9 def, 10 armour, 21.5-30.1 power, 60 block)Requires: - Strength 25 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 21.5 - 30.1 Uses stat: 150% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +2.0% Block value: +60 When wielded/worn: Armour: +10 Defense: +9 (+3 eff.) Fatigue: +14% Changes resistances: +20% cold / +20% darkness / +20% nature Talent granted: +3 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
This item will automatically be transmogrified when you leave the level.shocking voratun shield of temporal resistance (+19%) (12 def, 3 armour, 71.5-85.8 power, 198 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 71.5 - 85.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +198 On weapon hit: * 22% chance to daze at end of turn When wielded/worn: Armour: +3 Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Damage (Melee): 9 lightning Effects when hit in melee: * 30% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 27 lightning Changes resistances: +19% temporal Talent granted: +5 Block Handheld deflection devices. |
Shadetrencher of the Blightspawn (dig speed 13 turns)Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str / +3 Mag / -12 Wil / +14 Cun / +2 Con Changes resistances: +14% darkness / +7% fire Damage affinity(heal): +15% darkness Grants telepathy: Humanoid/Orc Maximum mana: +20.00 Spell crit. chance: +5% Infravision radius: +6 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 58 power out of 73/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
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? |
Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 3 It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Lifebinding EmeraldInfused by nature 0.00 Encumbrance. [Plot Item] Type: gem / green ; tier 5 When wielded/worn: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Life regen: +2.00 Healing mod.: +30% When used to imbue an object: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Stun/Freeze immunity: +30% Life regen: +2.00 Healing mod.: +30% Latent Damage Type: Nature A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
Isinor the MorningveilInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 12 nature Changes resistances: +9% nature Changes resistances penetration: +25% light Changes damage: +24% light Maximum life: +52.00 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
SulfurroarInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +9% light / +12% temporal Changes resistances penetration: +10% nature Spell save: +3 (+1 eff.) Mental save: +7 (+2 eff.) Light radius: +2 See stealth: +8 See invisible: +6 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. |
alchemist's lamp 'Galekarma'Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) * 15% chance to daze at end of turn Changes resistances: +21% lightning / +6% temporal Changes resistances penetration: +25% temporal Mental save: +11 (+3 eff.) Light radius: +3 See stealth: +13 See invisible: +17 A normal brass lantern, enhanced by alchemy to make it brighter. |
dreamer's alchemist's lamp of the moonsPowered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +5% light Changes damage: +9% darkness Damage affinity(heal): +5% darkness Mental save: +6 (+1 eff.) Mindpower: +5 (+1 eff.) Mental crit. chance: +7% Light radius: +3 Infravision radius: +3 It can be used to activate talent Moonlight Ray, placing all other charms into a 6 cooldown : Effective talent level: 4.0 Power cost: 6 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 161.12 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
dwarven lantern 'Duathelblow'Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Defense: +14 (+4 eff.) Effects on melee hit: * 15% chance to inflict 15% damage reduction Changes stats: +7 Mag / +2 Wil Physical save: +20 (+5 eff.) Spell save: +20 (+5 eff.) Mental save: +17 (+4 eff.) Equilibrium when hit: +0.16 Hate when firing a critical mind attack: +2.00 Maximum life: +77.00 Spellpower: +16 (+5 eff.) Mindpower: +14 (+4 eff.) Light radius: +11 Heals friendly targets nearby when you use a nature summon: +40 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
ethereal dwarven lantern of corpselightPowered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +5 Mag Changes resistances: +8% blight / +9% darkness Spellpower: +15 (+5 eff.) Spell crit. chance: +5% Light radius: +6 Infravision radius: +5 See invisible: +10 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 22 cooldown : Effective talent level: 1.0 Power cost: 22 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 7 turns, and deals 27 blight damage or heals 40 life. Creatures standing in the retch also have 5% 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. |
Eternity's CounterPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: +15% temporal / +12% all Reduce damage by fixed amount: +10 all Changes damage: +15% temporal / +0% all Movement speed: +16% Combat speed: -12% Casting speed: -12% Mental speed: -12% Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. It can be used to flip the hourglass (sands currently flowing towards stability), costing 15 power out of 20/20. This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
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)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)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)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 OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
75 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
4 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. |
7 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. |
2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1)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 22 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Entropy (1/1)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 115% of the healing done. This effect scales with your Magic stat., costing 54 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 146 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 (4/4)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 519.80 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 18 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. |
Adynor the Lustrejustice [power 321] (5 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Fatigue: -6% Changes stats: +3 Cun Maximum wards: +2 physical / +3 mind / +3 darkness Changes resistances penetration: +10% light Changes damage: +6% light / +6% fire Talents granted: +5 Telekinetic Blast +1 Ward It can be used to fire a blast of psionic energies in a range 9 beam dealing 160.50 to 321.00 mind damage, putting all charms on cooldown for 5 turns. When used: 100% chance to regenerate 10 hate. Torques are made by powerful psionics to store psionic powers. |
Malumnir [power 123] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Physical save: +9 (+2 eff.) Spell save: +30 (+7 eff.) Silence immunity: +15% Disarm immunity: +15% Stun/Freeze immunity: +15% Only die when reaching: -80.00 life It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 123 for 7 turns, putting all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
Nightcrypt of the Blightspawn [power 89] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 3 When wielded/worn: Effects when hit in melee: * 28% chance to inflict 15% damage reduction * 26% chance to disease Changes resistances: +3% light / +15% temporal Maximum wards: +2 physical / +3 mind / +3 darkness Talent cooldown: Silence (-1 turn) Talents granted: +3 Silence +1 Ward It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 89 for 7 turns, putting all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
Ragukan the Eclipsewinnow [power 101] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction * 30% chance to blind Changes resistances: +9% light / +6% darkness Changes resistances penetration: +5% light Changes damage: +9% darkness Talent granted: +3 Telekinetic Blast It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 101 for 7 turns, putting all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
Willowtrial [power 1] (8 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Armour: +4 Damage when hit (Melee): 16 nature Changes resistances: +5% arcane / +3% temporal Talent granted: +2 Telekinetic Blast Spell save: +12 (+3 eff.) Mental save: +9 (+2 eff.) It can be used to absorb and nullify at most 1 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 8 turns. Torques are made by powerful psionics to store psionic powers. |
quiet stralite torque of thermal psionic shield [power 117] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Talent cooldown: Silence (-1 turn) Talent granted: +2 Silence It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 117 for 7 turns, putting all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
voratun torque of charged psionic shield 'Hellsterror' [power 121] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Damage when hit (Melee): 8 temporal Changes resistances: +9% fire Maximum wards: +4 physical / +8 mind / +7 darkness Changes damage: +6% temporal / +9% fire Talent granted: +2 Ward It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 121 for 7 turns, putting all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
warded voratun torque of mindblast [power 321] (5 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Maximum wards: +2 physical / +2 mind / +4 darkness Talent granted: +1 Ward It can be used to fire a blast of psionic energies in a range 9 beam dealing 160.50 to 321.00 mind damage, putting all charms on cooldown for 5 turns. Torques are made by powerful psionics to store psionic powers. |
Eclipseworm of the Blightspawn [power 41] (15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Changes stats: -8 Str / +8 Wil Maximum wards: +3 acid / +2 nature / +3 light Changes damage: +3% blight Talent granted: +1 Ward Critical mult.: +10.00% Mindpower: +4 (+1 eff.) Mental crit. chance: +1% It can be used to harden the skin for 7 turns increasing armour by 41 and armour hardiness by 50%, putting all charms on cooldown for 15 turns. When used: 100% chance to regenerate 6 stamina. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level.Spiderglean [power 86] (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 33% Damage when hit (Melee): 8 temporal Changes resistances: +12% mind Changes resistances penetration: +20% nature / +10% temporal Changes damage: +24% mind Talent cooldown: Rushing Claws (-1 turn) Talent granted: +4 Rushing Claws Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to harden the skin for 7 turns increasing armour by 86 and armour hardiness by 70%, putting all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
overpowered dragonbone totem of thorny skin [power 132] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to harden the skin for 7 turns increasing armour by 132 and armour hardiness by 70%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
Jetreign of the Blightspawn [power 151] (8 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 2 When wielded/worn: Changes stats: -3 Str / +3 Mag / +5 Cun Changes resistances penetration: +5% mind Talent cooldown: Strike (-1 turn) Talents granted: +2 Void Blast +3 Strike Reduces incoming crit damage: 10.00% It can be used to fire a bolt of a random element with (base) damage 76 to 151, putting all charms on cooldown for 8 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
11 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 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. |
amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Roguelike)
Found the mysterious staff and told Last Hope about it.By Slaps McGuinness the Dwarf Wyrmic level 33
27th Voratun 124th year of Ascendancy at 22:09 see stats
A different point of view (Roguelike)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Slaps McGuinness the Dwarf Wyrmic level 45
37th Steel 125th year of Ascendancy at 16:51 see stats
Against all odds (Roguelike)
Killed Ukruk in the ambush.By Slaps McGuinness the Dwarf Wyrmic level 32
25th Voratun 124th year of Ascendancy at 09:59 see stats
Anti-Antimagic! (Roguelike)
Destroyed the Ziguranth camp with your Rhaloren allies.By Slaps McGuinness the Dwarf Wyrmic level 31
17th Voratun 124th year of Ascendancy at 16:17 see stats
Arachnophobia (Roguelike)
Destroyed the spydric menace.By Slaps McGuinness the Dwarf Wyrmic level 37
25th Profit 124th year of Ascendancy at 19:20 see stats
Are you out of your mind?! (Roguelike)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Slaps McGuinness the Dwarf Wyrmic level 46
33rd Stralite 125th year of Ascendancy at 05:00 see stats
Back and there again (Roguelike)
Opened a portal to the Far East from Maj'Eyal.By Slaps McGuinness the Dwarf Wyrmic level 50
40th Dearth 125th year of Ascendancy at 11:08 see stats
Brave new world (Roguelike)
Went to the Far East and took part in the war.By Slaps McGuinness the Dwarf Wyrmic level 36
18th Profit 124th year of Ascendancy at 18:50 see stats
Clone War (Roguelike)
Destroyed your own Shade.By Slaps McGuinness the Dwarf Wyrmic level 41
30th Shortage 124th year of Ascendancy at 17:49 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Slaps McGuinness the Dwarf Wyrmic level 13
14th Dearth 122nd year of Ascendancy at 14:54 see stats
Demonic Invasion (Roguelike)
Stopped a demonic invasion by closing their portal.By Slaps McGuinness the Dwarf Wyrmic level 39
33rd Dearth 124th year of Ascendancy at 03:28 see stats
Destroyer's bane (Roguelike)
Killed Golbug the Destroyer.By Slaps McGuinness the Dwarf Wyrmic level 35
9th Profit 124th year of Ascendancy at 21:06 see stats
Dragon's Greed (Roguelike)
Amassed 8000 gold pieces.By Slaps McGuinness the Dwarf Wyrmic level 38
30th Dearth 124th year of Ascendancy at 00:35 see stats
Earth Master (Roguelike)
Killed Harkor'Zun and unlocked Stone magic.By Slaps McGuinness the Dwarf Wyrmic level 20
41st Steel 123rd year of Ascendancy at 23:01 see stats
Explorer (Roguelike)
Used the Sher'Tul fortress exploratory farportal at least 7 times with the same character.By Slaps McGuinness the Dwarf Wyrmic level 50
12nd Dearth 125th year of Ascendancy at 23:18 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Slaps McGuinness the Dwarf Wyrmic level 17
25th Iron 123rd year of Ascendancy at 10:48 see stats
Eye of the storm (Roguelike)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Slaps McGuinness the Dwarf Wyrmic level 29
39th Stralite 124th year of Ascendancy at 07:06 see stats
Fear of Fours (Roguelike)
Killed all four bosses of the Slime Tunnels.By Slaps McGuinness the Dwarf Wyrmic level 50
2nd Loss 125th year of Ascendancy at 20:29 see stats
Flooder (Roguelike)
Defeated Ukllmswwik while doing his own quest.By Slaps McGuinness the Dwarf Wyrmic level 37
28th Wealth 124th year of Ascendancy at 03:51 see stats
Guiding Hand (Roguelike)
Saved all escorted adventurers.By Slaps McGuinness the Dwarf Wyrmic level 34
2nd Profit 124th year of Ascendancy at 05:13 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Slaps McGuinness the Dwarf Wyrmic level 26
35th Profit 123rd year of Ascendancy at 01:58 see stats
Huge Appetite (Roguelike)
Ate 20 bosses.By Slaps McGuinness the Dwarf Wyrmic level 41
18th Shortage 124th year of Ascendancy at 02:43 see stats
I cleared the room of death and all I got was this lousy achievement! (Roguelike)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Slaps McGuinness the Dwarf Wyrmic level 47
33rd Stralite 125th year of Ascendancy at 19:45 see stats
Is that how it feels to be an escort quest?! (Roguelike)
Got saved from death in the Godfeaster by Malyu and managed to escape.By Slaps McGuinness the Dwarf Wyrmic level 31
12nd Voratun 124th year of Ascendancy at 20:44 see stats
Level 10 (Roguelike)
Got a character to level 10.By Slaps McGuinness the Dwarf Wyrmic level 10
10th Profit 122nd year of Ascendancy at 06:54 see stats
Level 20 (Roguelike)
Got a character to level 20.By Slaps McGuinness the Dwarf Wyrmic level 20
41st Steel 123rd year of Ascendancy at 16:25 see stats
Level 30 (Roguelike)
Got a character to level 30.By Slaps McGuinness the Dwarf Wyrmic level 30
4th Voratun 124th year of Ascendancy at 16:15 see stats
Level 40 (Roguelike)
Got a character to level 40.By Slaps McGuinness the Dwarf Wyrmic level 40
23rd Loss 124th year of Ascendancy at 22:47 see stats
Level 50 (Roguelike)
Got a character to level 50.By Slaps McGuinness the Dwarf Wyrmic level 50
11st Dearth 125th year of Ascendancy at 08:15 see stats
Oozemancer (Roguelike)
Destroyed the corrupted oozemancer.By Slaps McGuinness the Dwarf Wyrmic level 48
34th Profit 125th year of Ascendancy at 01:28 see stats
Orcrist (Roguelike)
Killed the leaders of the Orc Pride.By Slaps McGuinness the Dwarf Wyrmic level 44
37th Steel 125th year of Ascendancy at 16:46 see stats
Race through fire (Roguelike)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Slaps McGuinness the Dwarf Wyrmic level 39
23rd Loss 124th year of Ascendancy at 18:10 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Slaps McGuinness the Dwarf Wyrmic level 13
12nd Loss 122nd year of Ascendancy at 15:34 see stats
Size is everything (Roguelike)
Did over 1500 damage in one attack.By Slaps McGuinness the Dwarf Wyrmic level 50
2nd Loss 125th year of Ascendancy at 19:04 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Slaps McGuinness the Dwarf Wyrmic level 30
5th Voratun 124th year of Ascendancy at 11:06 see stats
Sliders (Roguelike)
Activated a portal using the Orb of Many Ways.By Slaps McGuinness the Dwarf Wyrmic level 35
10th Profit 124th year of Ascendancy at 21:17 see stats
Squadmate (Roguelike)
Escaped from Reknor alive with your squadmate Norgan.By Slaps McGuinness the Dwarf Wyrmic level 4
18th Voratun 122nd year of Ascendancy at 23:15 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Slaps McGuinness the Dwarf Wyrmic level 10
10th Profit 122nd year of Ascendancy at 22:58 see stats
The Legend of Garkul (Roguelike)
Learned the five chapters of the Legend of Garkul.By Slaps McGuinness the Dwarf Wyrmic level 41
14th Shortage 124th year of Ascendancy at 12:30 see stats
The Restless Dead (Roguelike)
Disturbed an old battlefield and survived the consequences.By Slaps McGuinness the Dwarf Wyrmic level 17
23rd Iron 123rd year of Ascendancy at 17:59 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Slaps McGuinness the Dwarf Wyrmic level 11
20th Profit 122nd year of Ascendancy at 20:45 see stats
There and back again (Roguelike)
Opened a portal to Maj'Eyal from the Far East.By Slaps McGuinness the Dwarf Wyrmic level 47
13rd Voratun 125th year of Ascendancy at 03:42 see stats
Thralless (Roguelike)
Freed at least 30 enthralled slaves in the slavers' compound.By Slaps McGuinness the Dwarf Wyrmic level 13
20th Dearth 122nd year of Ascendancy at 13:13 see stats
Treasure Hoarder (Roguelike)
Amassed 3000 gold pieces.By Slaps McGuinness the Dwarf Wyrmic level 28
6th Wealth 123rd year of Ascendancy at 13:29 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Slaps McGuinness the Dwarf Wyrmic level 19
21st Steel 123rd year of Ascendancy at 10:05 see stats
Vampire crusher (Roguelike)
Destroyed the Master in its lair of the Dreadfell.By Slaps McGuinness the Dwarf Wyrmic level 32
24th Voratun 124th year of Ascendancy at 05:00 see stats
You were not supposed to see that! (Roguelike)
Read a Forbidden Tome.By Slaps McGuinness the Dwarf Wyrmic level 26
35th Profit 123rd year of Ascendancy at 03:51 see stats
Log
Burning from Elandar hits Slaps McGuinness for 67 fire damage.
Slaps McGuinness's skin returns to normal.
Talent Swallow is ready to use.
Talent Shield Pummel is ready to use.
Burning from Elandar hits Slaps McGuinness for 67 fire damage.
Slaps McGuinness stops burning.
Slaps McGuinness is back to normal.
Talent Infusion: Heroism is ready to use.
Slaps McGuinness resists!
Something hits Slaps McGuinness for 268 cold damage.
Talent Sand Breath is ready to use.
Talent Healing Light is ready to use.
Talent Maggot Breath is ready to use.
Elandar casts Manathrust.
Elandar's spell attains critical power!
Elandar hits Slaps McGuinness for 542 arcane damage.
Argoniel slows down.
Slaps McGuinness shrugs off the effect 'Dazed'!
Slaps McGuinness shrugs off the effect 'Slow'!
Argoniel shrugs off the effect 'Numbing Darkness'!
Argoniel shrugs off the effect 'Numbing Darkness'!
Slaps McGuinness hits Argoniel for 12 healing, (5 to bones), 0 lightning, 11 nature, 22 light, 4 arcane, 12 healing, 5 lightning, 11 nature, 22 light, 4 arcane (80 total damage) [23 healing].
Argoniel hits Slaps McGuinness for 21 physical, 4 acid, 3 fire, 3 cold, 3 lightning, 27 blight, 2 physical, 4 acid, 3 fire, 3 cold, 3 lightning, 27 blight (101 total damage).
Elandar casts Lightning.
Saving game...






























































































































































































