








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! 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:
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 | Nightmare Adventure |
| Sex | Male |
| Race | Ogre |
| Class | Brawler |
| Level / Exp | 50 / 1504% |
| Size | big |
| Lifes / Deaths | Killed by Nealula the Bringer of Doom at level 17 on the 16th Haze 122nd year of Ascendancy at 08:15 0 / 7Killed by elven cultist at level 24 on the 9th Regrowth 123rd year of Ascendancy at 14:38 Killed by Emelara the elven warrior at level 26 on the 13rd Regrowth 123rd year of Ascendancy at 04:16 Killed by Bethaba the large brown snake at level 34 on the 24th Pyre 123rd year of Ascendancy at 07:49 Killed by Ikkital the dolleg at level 50 on the 3rd Summertide 124th year of Ascendancy at 23:49 Killed by Elandar at level 50 on the 3rd Flare 124th year of Ascendancy at 09:59 Killed by Atamathon the Giant Golem at level 50 on the 22nd Dusk 124th year of Ascendancy at 17:06 |
Primary Stats
| Strength | 127 (base 60) |
| Dexterity | 96 (base 66) |
| Constitution | 82 (base 34) |
| Magic | 17 (base 10) |
| Willpower | 20 (base 9) |
| Cunning | 121.6 (base 61) |
Resources
| Life | 2012/2012 |
| Stamina | 272/272 |
| Healing Factor | 1.7285714285715 |
| Regeneration | 20.38378787973 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 13 |
| Infravision | 5 |
| See Stealth | 48.429451425493 |
| See Invisible | 48.429451425493 |
| ESP Range | 10 |
| ESP Kinds | dragon, humanoid/orc |
Offense: Barehand
| Damage | 190 |
| Accuracy | 76 |
| Crit Chance | 70% |
| APR | 65 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 0 |
| Crit Chance | 50% |
| Speed | 1 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 60 |
| Crit Chance | 76% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +32% |
| Nature | +34% |
| Physical | +4% |
| Blight | +26% |
| Arcane | +17% |
| Darkness | +39% |
| All | +14% |
Offense: Damage Penetration
| Darkness | +33% |
| Blight | +28% |
| Physical | +18% |
| Nature | +33% |
| All | +13% |
Defense: Base
| Armour (hardiness) | 40 (46.274970622797%) |
| Defense | 52 |
| Ranged Defense | 52 |
| Fatigue | 0 |
| Physical Save | 58 |
| Spell Save | 65 |
| Mental Save | 59 |
Defense: Resistances
| Acid | + 42%( 70%) |
| Blight | + 38%( 70%) |
| Arcane | + 30%( 70%) |
| Cold | + 41%( 70%) |
| All | + 22%( 70%) |
| Mind | + 27%( 70%) |
| Lightning | + 45%( 70%) |
| Light | + 45%( 70%) |
| Temporal | + 43%( 70%) |
| Physical | + 30%( 70%) |
| Darkness | + 53%( 70%) |
| Fire | + 38%( 70%) |
| Nature | + 48%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 30% |
| Blind Resistance | 15% |
| Silence Resistance | 49% |
| Bleed Resistance | 5% |
| Pinning Resistance | 54% |
| Disarm Resistance | 14% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 52% |
Inscriptions (6/6)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1007% 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 Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 34% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 884 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 884 life over 5 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Controlled Phase DoorUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 13. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 30 for 10 turns. While Heroism is active, you will only die when reaching -1043 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
Class Talents
| Cunning / Tactical | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat techniques | 1.10 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Finishing moves | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
| Technique / Grappling | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Pugilism | 1.30 |
| 4/5 |
| 4/5 |
| 3/5 |
| 5/5 |
| Technique / Combat veteran | 1.10 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 5/5 |
| Technique / Combat training | 1.10 |
| 5/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.10 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.42 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Exploit Weakness |
| talent | Trained Reactions |
| detrimental effect | Zone-wide effect: +10% acid damage, -10% acid resistance, -10% defense, -20% disarm immunity. Noxious fumes |
| beneficial effect | The target is near an antimagic bush, granting +20% nature damage, +20% nature resistance penetration and -61 spellpower. Antimagic Bush |
| beneficial effect | Countering melee attacks: Has a 22% chance to get an automatic counter attack when avoiding a melee attack. (2.4 counters remaining) Counter Attacking |
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 |
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 heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | 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 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved Willpower by +1. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lost anorithil to the recall portal on level 5 of Dreadfell. Escort: lost anorithil (level 5 of Dreadfell)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 6 of Dreadfell. Escort: lost anorithil (level 6 of Dreadfell)As a reward you improved Cunning by +2. | done |
You failed to protect the lost sun paladin from death by Gedawe the snow giant. Escort: lost sun paladin (level 1 of Daikara) | failed |
You successfully escorted the lost tinker to the recall portal on level 2 of Dreadfell. Escort: lost tinker (level 2 of Dreadfell)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You failed to protect the lost warrior from death by gigantic corrosive tunneler. Escort: lost warrior (level 2 of Daikara) | failed |
You failed to protect the lost warrior from death by red crystal. Escort: lost warrior (level 2 of Scintillating Caves) | failed |
You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You 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. | 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 |
Wake up and kill the dreaming horror boss 'Aerinn the dreaming horror'. Infinite Dungeon Challenge: Dream Hunter (Level 76)You completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 75)You completed the challenge and received: Random Artifact: Stormzephyr (0 def, 0 armour) | 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 fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1938. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala has completed an elixir of the savior without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
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 killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
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! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Boots of the Hunter (2 def, 12 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+2 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action), costing 29 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
| On hands | Nightbreeze of the Blightspawn (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Armour: +3 Damage (Melee): 14 acid Effects when hit in melee: * 40% chance to disease * 26% chance to inflict 15% damage reduction Changes resistances: +8% acid Changes resistances penetration: +15% blight Changes damage: +8% acid Critical mult.: +18.00% Spell save: +20 (+5 eff.) Life regen: +4.10 Stamina each turn: +1.10 Psi each turn: +0.39 Psi when hit: +0.08 Spell crit. chance: +13% Mental crit. chance: +16% Damage Shield penetration: +30% When used to modify unarmed attacks: Power: 144% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +21.0% Attack speed: 125% When this weapon hits: Acid Breath (10% chance level 5). When this weapon hits: Second Wind (10% chance level 1). When this weapon crits: Cripple (20% chance level 5). Burst (radius 2) on crit: +12 acid Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | sss (0 def, 7 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +7 Fatigue: +5% Damage when hit (Melee): 10 physical / 8 fire Changes stats: +11 Str / +6 Con Changes resistances: +15% lightning / +12% temporal / +6% blight / +12% nature / +12% acid Reduces incoming crit damage: 10.00% Physical save: +15 (+4 eff.) Spell save: +10 (+2 eff.) Mental save: +15 (+4 eff.) Blindness immunity: +15% Cut immunity: +5% Maximum life: +88.00 Mental crit. chance: +2% Healing mod.: +30% It can be used to activate talent Skullcracker, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 889.3 Physical damage. If the attack hits, the target is confused (45% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Unlightknave of the Blightspawn (dig speed 14 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Physical power: +6 (+1 eff.) Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 12 nature / 8 blight Changes stats: +7 Str / +3 Dex / -10 Mag / +5 Wil / +10 Con Changes damage: +3% arcane / +12% blight Spellpower on spell critical (stacks up to 3 times): +4 Lowers spell cool-downs by: 10% Mental crit. chance: +7% Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Blackrupture of the BlightspawnCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +14 (+5 eff.) Changes stats: +20 Str / -13 Wil / +15 Cun Changes resistances: +9% cold / +6% nature / +12% light Spell save: +6 (+1 eff.) Disarm immunity: +34% Pinning immunity: +44% Knockback immunity: +32% Maximum life: +40.00 Mindpower: +11 (+3 eff.) Rings can have magical properties. |
| On fingers | ssPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Physical power: +20 (+4 eff.) Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 fire Changes stats: +10 Dex / +2 Wil / +9 Cun Changes damage: +7% all Silence immunity: +49% Stun/Freeze immunity: +50% Life regen: +4.30 Mana each turn: +0.25 Maximum psi: +10.00 Spellpower: +19 (+0 eff.) Mindpower: +32 (+8 eff.) Mental crit. chance: +2% Rings can have magical properties. |
| Around neck | SamulinCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +6 Fatigue: -6% Changes stats: +2 Str Changes resistances: +6% fire Talent mastery: +0.22 Technique / Mobility Reduces incoming crit damage: 15.00% Physical save: +6 (+2 eff.) Spell save: +20 (+5 eff.) Pinning immunity: +10% Knockback immunity: +20% Amulets can have magical properties. |
| Main armor | The Untouchable (14 def, 12 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+5 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
| Light source | Eilinurenor the GlimmerkillerCrafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Fatigue: -8% Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 8 temporal Changes stats: +3 Con / +2 Wil Changes resistances: +3% light Changes resistances penetration: +13% all Grants telepathy: Dragon Humanoid/Orc Mental save: +12 (+3 eff.) Mindpower: +12 (+3 eff.) Mental crit. chance: +12% Light radius: +11 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| Cloak | garbanzo beans (3 def, 0 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +44 (+9 eff.) Armour penetration: +10 Defense: +3 (+1 eff.) Fatigue: -9% Changes stats: +1 Str / +6 Dex / +4 Mag / +6 Wil / +10 Cun Changes resistances: +25% darkness / +6% mind Changes resistances penetration: +20% darkness / +5% physical Changes damage: +25% darkness Stealth bonus: +20 Spell save: +15 (+3 eff.) Hate when firing a critical mind attack: +4.00 Maximum life: +110.00 Maximum mana: +77.00 Maximum stamina: +40.00 Mindpower: +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | Girdle of PreservationInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil 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 (+3 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. |
Inventory
heroism infusion of the duelist (+24 for 11 turns, die at -850)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: 23 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 24 for 11 turns. While Heroism is active, you will only die when reaching -850 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the duelist (983% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 1.0 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 983% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 793 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 793 life over 5 turns. 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. |
Antimagic Wyrm Bile ExtractCrafted by a master 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the elixir. This potent elixir extracted from a powerful wyrm can grant the power to repel arcane forces. |
This item will automatically be transmogrified when you leave the level.heat beam rune (217 fire damage) 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: 6 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 216.60 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. 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 sneak (absorb 743 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: 14 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 743 damage for 5 turns. Its effects scale with your Cunning 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. |
This item will automatically be transmogrified when you leave the level.teleportation rune (range 58) 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: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 58 with a minimum range of 15. 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. |
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 27 power out of 60/60) : Effective talent level: 2.0 Power cost: 27 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. |
Garkul's TeethCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+5 eff.) Mental save: +18 (+5 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 9 power out of 48/48) : Effective talent level: 4.0 Power cost: 9 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 279.68 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
Rotwend the stralite amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +7 Defense: +11 (+4 eff.) Effects on melee hit: * Slows global speed by 30% * 40% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 12 nature Changes resistances: +12% nature / +9% temporal Changes resistances cap: +6% all Changes damage: +6% nature Physical save: +23 (+6 eff.) Amulets can have magical properties. |
SalinnInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +6 Changes stats: +4 Str Changes resistances: +9% mind Physical save: +20 (+6 eff.) Disarm immunity: +5% Stun/Freeze immunity: +10% Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level.Shimmerthorn the voratun amulet Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +12 Mag / +6 Wil Changes damage: +6% lightning / +8% temporal / +6% light / +9% blight / +8% physical / +7% darkness Grants telepathy: Humanoid/Orc Spell save: +6 (+1 eff.) Mental save: +15 (+4 eff.) Confusion immunity: +23% Pinning immunity: +10% Mana each turn: +0.60 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +54.00 Spellpower: +6 (+0 eff.) Spell crit. chance: +4% Mindpower: +15 (+4 eff.) Amulets can have magical properties. |
ZerilarekCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -8% Changes stats: +6 Cun / +2 Wil Talent mastery: +0.19 Technique / Finishing moves Light radius: +2 Amulets can have magical properties. |
enraging gold amulet of dexterity (+2)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +6 (+1 eff.) Changes stats: +2 Dex Changes damage: +6% physical Combat speed: +10% Amulets can have magical properties. |
stabilizing steel amulet of constitution (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Con Changes resistances: +10% temporal Pinning immunity: +20% Knockback immunity: +23% Amulets can have magical properties. |
stralite amulet 'Balancepyre'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +26% lightning / +6% nature / +6% light Changes resistances penetration: +10% temporal Changes damage: +12% temporal / +6% nature / +15% light Stun/Freeze immunity: +38% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets can have magical properties. |
stralite amulet 'Mirepain'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +4 (+1 eff.) Physical crit. chance: +4.0% Changes stats: +2 Con / +19 Mag Changes resistances penetration: +20% nature Critical mult.: +15.00% Spell crit. chance: +3% Amulets can have magical properties. |
voratun amulet 'Cuthydor'Powered by arcane forces Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +4 (+0 eff.) Damage when hit (Melee): 8 mind Changes stats: +10 Str / +6 Mag / +5 Wil / +6 Cun Changes resistances: +2% physical Changes damage: +15% mind Grants telepathy: Dragon Physical save: +3 (+1 eff.) Mental save: +10 (+3 eff.) Confusion immunity: +23% Mana each turn: +0.60 Spellpower on spell critical (stacks up to 3 times): +5 Maximum mana: +60.00 Mindpower: +15 (+4 eff.) Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level.voratun amulet 'Growthworm' Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Changes resistances: +9% nature Changes resistances penetration: +20% nature Changes damage: +15% blight / +15% fire Critical mult.: +19.00% Physical save: +25 (+7 eff.) Spell save: +17 (+4 eff.) Mental save: +25 (+6 eff.) Life regen: +4.50 Spellpower: +13 (+0 eff.) Light radius: +3 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 9 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. |
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. |
Borakalthodin the Writhing Ring of the HunterPowered by arcane forces Crafted by a master Powered by unknown forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +13 (+3 eff.) Armour: +6 Defense: +13 (+5 eff.) Effects on melee hit: * 10% chance to disease Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +7 Con Changes resistances: +17% acid / +23% lightning / +26% fire / +18% arcane / +26% cold Changes resistances penetration: +15% physical / +10% temporal Changes damage: +18% arcane / +12% temporal Physical save: -30 (-10 eff.) Spell save: -30 (-9 eff.) Mental save: -30 (-10 eff.) Movement speed: +19% 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). Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 36 cooldown : Effective talent level: 3.3 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 33% for 5 turns. A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
Nimbustide the voratun ringCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+4 eff.) Physical power: +18 (+3 eff.) Effects on melee hit: * Slows global speed by 15% Changes stats: +10 Cun / +9 Dex Changes resistances: +9% lightning / +6% darkness / +12% fire / +5% arcane / +9% light Changes damage: +9% lightning / +8% all Disarm immunity: +49% Pinning immunity: +47% Knockback immunity: +40% Maximum life: +50.00 Spellpower: +20 (+0 eff.) Mindpower: +20 (+5 eff.) Rings can have magical properties. |
PolurarinCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+4 eff.) Armour penetration: +17 Physical power: +14 (+2 eff.) Defense: +13 (+5 eff.) Effects on melee hit: * 18% chance to cause random gloom Damage (Melee): 17 bleed Effects on ranged hit: * 18% chance to cause random gloom Damage (Ranged): 24 bleed Changes stats: +12 Str / +9 Cun / +9 Con Changes resistances: +9% light / +3% lightning Disease immunity: +5% Cut immunity: +5% Silence immunity: +10% Stun/Freeze immunity: +35% Hate when firing a critical mind attack: +3.00 Maximum hate: +15.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. 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 (+3 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
gladiator's steel ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+1 eff.) Changes stats: +7 Str / +5 Con Blindness immunity: +25% Infravision radius: +4 See stealth: +5 See invisible: +7 Rings can have magical properties. |
marksman's copper ring of nature (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Changes resistances: +20% nature Changes damage: +10% nature Rings can have magical properties. |
rogue's copper ring of lightning (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+2 eff.) Changes stats: +2 Cun Changes resistances: +20% lightning Changes damage: +10% lightning Rings can have magical properties. |
savior's copper ring of light (+22%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% light Changes damage: +11% light Physical save: +7 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) Rings can have magical properties. |
stralite ring 'Ulfedil'Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +4 (+1 eff.) Physical power: +9 (+1 eff.) Changes stats: +11 Str / +2 Dex / +4 Wil / +2 Cun / +11 Con Changes resistances: +9% mind Spell save: +18 (+4 eff.) Maximum stamina: +10.00 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.balanced stralite battleaxe of disruption (153% power, 3 apr) Requires: - Strength 35 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 154% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon hit: * disrupts spell-casting Damage against: +35% Unnatural When wielded/worn: Accuracy: +14 (+3 eff.) Defense: +19 (+7 eff.) Disarm immunity: +62% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.iron battleaxe of evisceration (109% power, 1 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Power: 109% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 20 bleeding, 67% reduced healing When wielded/worn: Physical crit. chance: +10.0% Physical power: +10 (+2 eff.) Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.voratun battleaxe of evisceration (170% 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. Power: 170% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 20 bleeding, 67% reduced healing When wielded/worn: Physical crit. chance: +21.0% Physical power: +20 (+4 eff.) Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.blazebringer's stralite dagger (136% power, 9 apr) Requires: - Dexterity 35 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 137% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Burst (radius 2) on crit: +14 fire When wielded/worn: Changes resistances penetration: +10% fire Global speed: +4% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.elemental dwarven-steel dagger (118% power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 119% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Changes resistances penetration: +11% acid / +11% fire / +8% lightning / +11% cold Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.hateful voratun dagger of erosion (145% power, 9 apr) Requires: - Dexterity 48 Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 146% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +12 temporal / +16 darkness / +12 nature Damage against: +16% Living Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.stralite dagger 'Cracklegrit' (133% power, 9 apr) Requires: - Dexterity 35 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 134% Range: 1.3x Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 49% chance to inflict 15% damage reduction * 49% chance to daze at end of turn Damage (Melee): +14 temporal / +14 nature When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Changes resistances: +9% lightning Changes resistances penetration: +15% darkness / +15% mind Changes damage: +9% mind Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.throat-seeking yew longbow of dexterity (+9) Requires: - Dexterity 24 - Talent Shoot Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 On weapon crit: * silences the target Damage (Ranged): +21 nature When wielded/worn: Changes stats: +9 Dex Changes resistances penetration: +17% nature / +24% physical Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.Chargeflash (105% power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Power: 106% Range: 1.4x Uses stat: 100% Str Damage type: Blight Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 40% chance to disease Damage (Melee): +16 blight / +16 lightning / +11 cold Burst (radius 2) on crit: +12 lightning / +16 acid When wielded/worn: Effects on melee hit: * 37% chance to daze at end of turn Damage when hit (Melee): 8 acid Changes resistances: +9% acid Changes resistances penetration: +10% blight Changes damage: +6% acid Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.Twilight's Edge (158% power, 7 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 158% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Crit. chance: +12.0% Attack speed: 100% On weapon crit: * release a burst of light and dark damage (scales with Magic) When wielded/worn: Changes stats: +4 Str / +4 Cun / +4 Mag Changes damage: +18% darkness / +18% light Spellpower: +12 (+0 eff.) Spell crit. chance: +4% Light radius: +1 The blade of this sword seems to have been forged of a mixture of voratun and stralite, resulting in a blend of swirling light and darkness. |
This item will automatically be transmogrified when you leave the level.thunderous stralite mace (149% power, 5 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 4 Power: 149% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 21% chance to daze at end of turn When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +3 Wil / +4 Cun / +4 Con Changes resistances penetration: +13% lightning Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.gifted living mindstar of frost (114% power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural frost should be returned to the wyrm. Power: 114% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +8 Damage when hit (Melee): 15 ice Changes resistances: +13% cold Changes resistances penetration: +18% cold Changes damage: +20% cold Mindpower: +20 (+5 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.living mindstar 'Boneg' (116% power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural sand should be returned to the wyrm. The natural wyrm seeks an element. Power: 116% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +4 temporal Burst (radius 1) on hit: +8 temporal When wielded/worn: Damage when hit (Melee): 10 lightning / 26 physical / 10 fire / 9 acid / 9 cold Changes resistances: +10% lightning / +28% physical / +10% fire / +9% blight / +7% cold / +3% nature / +9% acid Changes resistances penetration: +20% physical Changes damage: +13% physical / +7% nature / +6% temporal Blindness immunity: +20% Disease immunity: +25% Cut immunity: +20% Teleport immunity: +20% Mindpower: +10 (+3 eff.) Mental crit. chance: +5% It can be used to activate talent Burrow, placing all other charms into a 27 cooldown : Effective talent level: 1.0 Power cost: 27 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 21 of target armor and 10% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.Searmarrow the rough leather sling Requires: - Dexterity 11 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 1 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +6 Damage (Ranged): +7 fire When wielded/worn: Fatigue: -10% Changes stats: +4 Con Changes resistances: +6% lightning / +9% fire / +9% acid Changes damage: +11% fire Critical mult.: +10.00% Blindness immunity: +20% Cut immunity: +30% Slings are used to hurl stones or metal shots at your foes. |
Awakened Staff of Absorption (172% power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Power: 172% Range: 1.2x Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+21 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 180 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
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.ethereal dragonbone starstaff of wizardry (136% power, 6 apr, light element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x 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: Defense: +23 (+8 eff.) Damage (Melee): 12 % chance of confusion Changes stats: +5 Mag / +3 Wil Changes damage: +30% light Talent granted: +1 Command Staff Maximum mana: +110.00 Spellpower: +34 (+9 eff.) Spell crit. chance: +5% Damage Shield penetration: +38% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.infernal ash starstaff of wizardry (111% power, 3 apr, temporal element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage (Melee): 22 fire Changes stats: +3 Mag / +3 Wil Changes damage: +15% temporal Talent granted: +1 Command Staff Critical mult.: +25.00% Maximum mana: +50.00 Spellpower: +17 (+0 eff.) Spell crit. chance: +2% See invisible: +11 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.truestriking stralite waraxe of massacre (152% power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 152% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% When wielded/worn: Accuracy: +11 (+3 eff.) Armour penetration: +12 Changes resistances penetration: +11% physical One-handed war axes. |
This item will automatically be transmogrified when you leave the level.truestriking voratun waraxe of amnesia (150% power, 6 apr) Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 150% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown When wielded/worn: Accuracy: +15 (+4 eff.) Armour penetration: +12 Changes resistances penetration: +14% physical One-handed war axes. |
Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Lightning CatcherInfused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Fatigue: +5% Changes resistances: +30% lightning Stun/Freeze immunity: +30% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. |
hardened leather belt 'Yvydarin'Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to disease Changes stats: +5 Str / +9 Dex / +7 Wil / +9 Cun / +7 Lck Changes resistances: +3% temporal Changes resistances penetration: +10% blight / +20% temporal Changes damage: +12% temporal Trap disarming bonus: +10 Stealth bonus: +10 Physical save: +14 (+4 eff.) Spell save: +15 (+3 eff.) Mental save: +23 (+6 eff.) Maximum life: +63.00 Infravision radius: +4 A belt that goes around your waist. |
more garbagePowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Fatigue: -10% Effects on melee hit: * 15% chance to inflict 15% damage reduction Damage when hit (Melee): 12 darkness Changes stats: +5 Mag Changes resistances: +12% darkness / +6% nature Changes resistances penetration: +5% lightning / +15% darkness Critical mult.: +15.00% Maximum encumbrance: +60 Mental save: +15 (+4 eff.) Mana each turn: +0.59 Maximum mana: +57.00 Spellpower: +6 (+0 eff.) A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.ravager's rough leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances penetration: +8% physical Changes damage: +9% physical A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.stormwoven cashmere robe of life (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +6 Str / +6 Mag / +7 Wil Changes resistances: +11% lightning / +10% cold / +13% blight Changes damage: +14% lightning / +10% physical / +13% cold Life regen: +4.00 Maximum life: +76.00 Healing mod.: +22% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Bleakroar of the Blightspawn (0 def, 15 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +10 Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +15 Fatigue: +4% Damage when hit (Melee): 12 lightning Changes stats: +22 Dex / -18 Mag / +4 Cun Changes resistances penetration: +20% lightning Changes damage: +6% arcane / +18% lightning Infravision radius: +2 It can be used to activate talent Disengage, placing all other charms into a 14 cooldown : Effective talent level: 2.8 Power cost: 14 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 165% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 70% (based on Cunning), costing 45 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Unbreakable Greaves (8 def, 20 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+3 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+2 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 18 power out of 20/20) : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
undeterred pair of dwarven-steel boots of tirelessness (0 def, 4 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Silence immunity: +38% Confusion immunity: +33% Stun/Freeze immunity: +22% Stamina each turn: +0.60 Maximum stamina: +23.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.wanderer's pair of hardened leather boots (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Cun / +3 Con Physical save: +19 (+5 eff.) Mental save: +19 (+5 eff.) A pair of boots made of leather. |
Dakhtun's Gauntlets (0 def, 6 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: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% When used to modify unarmed attacks: Power: 145% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 125% When this weapon hits: Greater Weapon Focus (10% chance level 1). When this weapon hits: Displacement Shield (10% chance level 1). Damage (Melee): +20 arcane Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Fist of the Destroyer (8 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. Only the masochistic can unlock its full power. When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +9 Str / +3 Cun / +9 Mag Talent masteries: +0.20 Corruption / Shadowflame +0.20 Corruption / Vim Stun/Freeze immunity: +20% Maximum vim: +25.00 When used to modify unarmed attacks: Power: 145% Range: 1.4x Uses stats: 40% Dex, 40% Cun, 20% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 167% When this weapon hits: Blood Grasp (10% chance level 3). When this weapon hits: Soul Rot (12% chance level 3). When this weapon hits: Drain (8% chance level 2). Increases all damage by 4% of current vim Current Bonus: 0% It can be used to activate talent Darkfire (costing 11 power out of 12/12) : Effective talent level: 5.0 Power cost: 11 out of 12/12. Range: 6 Travel Speed: 400% of base Is: a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 32.03 fire damage and 39.05 darkness damage in a radius of 6. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
Shadedredge of the Blightspawn (0 def, 3 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +19 (+4 eff.) Armour penetration: +23 Armour: +3 Damage (Melee): 14 arcane Effects when hit in melee: * 41% chance to disease * 45% chance to inflict 15% damage reduction Damage when hit (Melee): 4 mind Changes stats: +12 Dex / +10 Mag / +8 Wil / +13 Cun Changes resistances: +8% arcane Changes resistances penetration: +20% mind Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% When used to modify unarmed attacks: Power: 131% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +18 Armour Penetration: +22 Crit. chance: +5.0% Attack speed: 167% When this weapon hits: Manathrust (10% chance level 3). When this weapon hits: Perfect Strike (30% chance level 5). Damage (Melee): +4 temporal / +13 arcane / +8 mind It can be used to activate talent Disperse Magic, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 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. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Demonwrecker of the Blightspawn (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +7 Armour: +5 Fatigue: +5% Damage when hit (Melee): 8 physical Changes stats: +4 Str / -11 Dex / +21 Cun / +2 Con Changes damage: +6% nature Physical save: +20 (+6 eff.) See invisible: +12 It can be used to activate talent Skullcracker, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 889.3 Physical damage. If the attack hits, the target is confused (45% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
Dourstreaker of the Blightspawn (7 def, 12 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +12 Defense: +7 (+3 eff.) Fatigue: +5% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 acid / 8 temporal Changes stats: +18 Str / -18 Wil Changes resistances: +6% acid / +9% temporal / +19% mind / +6% all Changes damage: +9% temporal Physical save: +11 (+3 eff.) Mental save: +30 (+8 eff.) Confusion immunity: +50% Stamina when hit: +1.80 Equilibrium when hit: +3.00 A cap made of leather. |
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 18 power out of 20/20. A large crown, part metallic part glass that radiates with psionic powers. This item has been sent to the Item's Vault. |
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 Wil / +10 Con Changes resistances: +20% darkness / +20% blight Talent masteries: +0.20 Corruption / Demonic pact +0.20 Corruption / Demon seeds Shadow Power: +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
cashmere wizard hat 'Cloudwar' (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Changes resistances: +15% lightning / +6% temporal / +6% light / +6% fire / +6% nature / +18% acid / +6% blight / +6% cold / +6% darkness Changes damage: +12% acid / +27% lightning A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.cleansing elven-silk wizard hat of fire (+15%) (3 def, 0 armour) Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +15% blight / +30% fire / +14% nature Changes damage: +20% fire A pointy cloth hat, very wizardly... |
hardened leather cap 'Helltyphoon' (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +3 Fatigue: +3% Effects on melee hit: * 20 arcane resource burn Changes stats: +3 Str / +3 Con Changes resistances: +5% arcane / +7% nature / +22% light / +14% darkness Changes damage: +6% fire Spell save: +16 (+4 eff.) Maximum life: +69.00 Healing mod.: +15% A cap made of leather. |
hardened leather cap 'Issodragar' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +7 Armour: +3 Fatigue: -5% Changes stats: +5 Str / +4 Dex / +10 Cun Critical mult.: +15.00% Maximum psi: +50.00 Mindpower: +6 (+2 eff.) A cap made of leather. |
hardened leather cap 'Zerarion' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Armour: +3 Fatigue: +3% Damage when hit (Melee): 16 acid Changes stats: +5 Str Changes damage: +21% physical Critical mult.: +9.00% Healing mod.: +15% A cap made of leather. |
This item will automatically be transmogrified when you leave the level.impenetrable steel mail armour of the deep (2 def, 20 armour) Requires: - Strength 20 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +20 Defense: +2 (+1 eff.) Fatigue: +14% Changes resistances: +9% acid / +9% cold Allows you to breathe in: water A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.rejuvenating voratun mail armour of cold resistance (5 def, 10 armour) Requires: - Strength 48 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +16% Changes resistances: +25% cold Life regen: +4.70 Stamina each turn: +2.10 A suit of armour made of mail. |
Behemoth Hide (4 def, 6 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +4 (+2 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +10% Changes stats: +2 Str / +2 Con Maximum encumbrance: +20 Knockback immunity: +10% Life regen: +0.70 Stamina each turn: +0.70 Maximum life: +45.00 Maximum stamina: +43.00 Size category: +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
This item will automatically be transmogrified when you leave the level.enlightening hardened leather armour of stability (3 def, 6 armour) Requires: - Strength 16 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Changes stats: +6 Cun / +7 Wil Changes resistances: +8% physical Physical save: +19 (+5 eff.) Mental save: +18 (+5 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.marauder's drakeskin leather armour of Toknor (13 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +9 (+1 eff.) Armour: +8 Defense: +13 (+5 eff.) Fatigue: +8% Changes stats: +8 Str / +9 Dex Critical mult.: +20.00% Physical save: +19 (+5 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.marauder's reinforced leather armour of delving (12 def, 7 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +12 (+4 eff.) Fatigue: +8% Changes stats: +15 Str / +9 Dex Changes resistances: +18% darkness / +11% physical Physical save: +17 (+5 eff.) Light radius: +2 It can be used to activate talent Track, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 39 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.prismatic reinforced leather armour of clarity (4 def, 7 armour) Requires: - Strength 18 Powered by arcane forces Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+2 eff.) Fatigue: +8% Changes resistances: +16% light / +16% darkness / +9% mind Mental save: +18 (+5 eff.) A suit of armour made of leather. |
877 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Camykan the Charstrike (dig speed 6 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str Changes resistances: +24% fire / +15% nature / +13% darkness Changes resistances penetration: +20% physical / +15% darkness / +25% light Changes damage: +10% nature / +6% darkness When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+0 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 72 power out of 150/150) : Effective talent level: 4.0 Power cost: 72 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 2.33 cold damage and 2.13 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 3 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
alchemist's lamp 'Umbraslice'Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +17 Cun / +3 Con Changes resistances: +9% darkness Changes resistances penetration: +15% darkness Reduces incoming crit damage: 15.00% Light radius: -4 Infravision radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
Eternity's CounterPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: +12% all / +15% temporal Reduce damage by fixed amount: +10 all Changes damage: +0% all / +15% temporal 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 18 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. |
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. |
41 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. |
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. |
4 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. |
garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 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. |
Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 380.76 fire damage (based on Magic), costing 45 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Annulment (1/1)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 27 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
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 182 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (3/3)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 359.12 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 23 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. |
Isuda the Searmoon [power 7] (14 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +1 Wil Changes resistances penetration: +5% fire Talent cooldown: Rushing Claws (-2 turns) Talent granted: +7 Rushing Claws Critical mult.: +5.00% Mental crit. chance: +3% See invisible: +6 Heals friendly targets nearby when you use a nature summon: +40 It can be used to remove up to 7 poisons or diseases from a target within range 6 (based on Willpower), putting all charms on cooldown for 14 turns. Natural totems are made by powerful wilders to store nature power. |
Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+2 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns, costing 9 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
elm wand of firewall 'Duvykhad' [power 69] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Effects on melee hit: * 20 arcane resource burn * Slows global speed by 30% Changes resistances: +9% temporal / +5% arcane / +3% light Maximum vim: +5.00 It can be used to creates a wall of flames lasting 4 turns (dealing 79 fire damage overall), putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 27 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
2 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+4 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+4 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 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. |
2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By mm the Ogre Brawler level 30
56th Regrowth 123rd year of Ascendancy at 16:48 see stats
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By mm the Ogre Brawler level 50
77th Regrowth 124th year of Ascendancy at 13:54 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By mm the Ogre Brawler level 30
54th Regrowth 123rd year of Ascendancy at 18:51 see stats
Arachnophobia (Nightmare (Adventure) difficulty)
Destroyed the spydric menace.By mm the Ogre Brawler level 36
53rd Pyre 123rd year of Ascendancy at 17:26 see stats
Back and there again (Nightmare (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By mm the Ogre Brawler level 43
79th Haze 123rd year of Ascendancy at 11:56 see stats
Brave new world (Nightmare (Adventure) difficulty)
Went to the Far East and took part in the war.By mm the Ogre Brawler level 35
45th Pyre 123rd year of Ascendancy at 02:03 see stats
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By mm the Ogre Brawler level 13
17th Dusk 122nd year of Ascendancy at 07:23 see stats
Destroyer of the creation (Nightmare (Adventure) difficulty)
Killed Slasul.By mm the Ogre Brawler level 44
7th Regrowth 124th year of Ascendancy at 20:35 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By mm the Ogre Brawler level 33
75th Regrowth 123rd year of Ascendancy at 12:42 see stats
Dethroned (Nightmare (Adventure) difficulty)
Vanquished the Glass Golem without letting it use the glass throne to heal.By mm the Ogre Brawler level 31
63rd Regrowth 123rd year of Ascendancy at 21:35 see stats
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By mm the Ogre Brawler level 16
75th Dusk 122nd year of Ascendancy at 20:45 see stats
Evil denied (Nightmare (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By mm the Ogre Brawler level 50
4th Flare 124th year of Ascendancy at 05:52 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By mm the Ogre Brawler level 18
23rd Haze 122nd year of Ascendancy at 07:02 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By mm the Ogre Brawler level 23
5th Regrowth 123rd year of Ascendancy at 04:13 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By mm the Ogre Brawler level 39
53rd Dusk 123rd year of Ascendancy at 22:53 see stats
Fear of Fours (Nightmare (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By mm the Ogre Brawler level 50
9th Mirth 124th year of Ascendancy at 12:59 see stats
Flooder (Nightmare (Adventure) difficulty)
Defeated Ukllmswwik while doing his own quest.By mm the Ogre Brawler level 44
7th Regrowth 124th year of Ascendancy at 16:24 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By mm the Ogre Brawler level 15
21st Dusk 122nd year of Ascendancy at 04:56 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By mm the Ogre Brawler level 10
2nd Dusk 122nd year of Ascendancy at 04:54 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By mm the Ogre Brawler level 20
61st Haze 122nd year of Ascendancy at 21:22 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By mm the Ogre Brawler level 30
53rd Regrowth 123rd year of Ascendancy at 05:36 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By mm the Ogre Brawler level 40
57th Dusk 123rd year of Ascendancy at 05:55 see stats
Level 50 (Nightmare (Adventure) difficulty)
Got a character to level 50.By mm the Ogre Brawler level 50
76th Regrowth 124th year of Ascendancy at 18:32 see stats
Oozemancer (Nightmare (Adventure) difficulty)
Destroyed the corrupted oozemancer.By mm the Ogre Brawler level 43
1st Wintertide 124th year of Ascendancy at 01:01 see stats
Orcrist (Nightmare (Adventure) difficulty)
Killed the leaders of the Orc Pride.By mm the Ogre Brawler level 50
73rd Pyre 124th year of Ascendancy at 02:31 see stats
Pest Control (Nightmare (Adventure) difficulty)
Killed 1000 reproducing vermin.By mm the Ogre Brawler level 50
9th Mirth 124th year of Ascendancy at 01:23 see stats
Portal master (Nightmare (Adventure) difficulty)
Fought the two Sorcerers and closed four invocation portals.By mm the Ogre Brawler level 50
4th Flare 124th year of Ascendancy at 05:51 see stats
Race through fire (Nightmare (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By mm the Ogre Brawler level 47
53rd Regrowth 124th year of Ascendancy at 23:44 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By mm the Ogre Brawler level 15
53rd Dusk 122nd year of Ascendancy at 01:43 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By mm the Ogre Brawler level 37
1st Summertide 123rd year of Ascendancy at 02:31 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By mm the Ogre Brawler level 26
13rd Regrowth 123rd year of Ascendancy at 09:12 see stats
Sliders (Nightmare (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By mm the Ogre Brawler level 34
36th Pyre 123rd year of Ascendancy at 15:54 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By mm the Ogre Brawler level 12
9th Dusk 122nd year of Ascendancy at 01:58 see stats
The Old Ones (Nightmare (Adventure) difficulty)
Kill all the three demons that are on Eyal since before the Spellblaze: Shasshhiy'Kaish, Kryl'Feijan and Walrog.By mm the Ogre Brawler level 44
20th Regrowth 124th year of Ascendancy at 04:36 see stats
The bigger the better! (Nightmare (Adventure) difficulty)
Did over 3000 damage in one attack.By mm the Ogre Brawler level 44
31st Regrowth 124th year of Ascendancy at 00:40 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By mm the Ogre Brawler level 23
3rd Regrowth 123rd year of Ascendancy at 23:13 see stats
There and back again (Nightmare (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By mm the Ogre Brawler level 37
8th Mirth 123rd year of Ascendancy at 11:03 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By mm the Ogre Brawler level 25
11st Regrowth 123rd year of Ascendancy at 01:31 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By mm the Ogre Brawler level 16
75th Dusk 122nd year of Ascendancy at 01:12 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By mm the Ogre Brawler level 29
52nd Regrowth 123rd year of Ascendancy at 15:17 see stats
You were not supposed to see that! (Nightmare (Adventure) difficulty)
Read a Forbidden Tome.By mm the Ogre Brawler level 31
61st Regrowth 123rd year of Ascendancy at 20:50 see stats
Log
Rested for 1 turns (stop reason: detrimental status effect).
Ravage from Aerinn the dreaming horror hits mm for 159 physical damage.
Resting starts...
Mm is no longer being ravaged.
Talent Trained Reactions is ready to use.
Mm activates Trained Reactions.
Talent Perfect Strike is ready to use.
Mm is no longer distorted.
Talent Infusion: Regeneration is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Ogric Wrath is ready to use.
Rested for 21 turns (stop reason: all resources and life at maximum).
Resting starts...
Talent Relentless Pursuit is ready to use.
Talent Blinding Speed is ready to use.
Rested for 11 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 2 turns (stop reason: interesting terrain).
The rod emits a strange noise, glows briefly and returns to normal.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Mm deactivates Exploit Weakness.
Mm deactivates Trained Reactions.




































































































































































