Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.6 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Ashes of Urh'Rok 1.4.0Official 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:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Items Vault 1.3.0Donators/Buyers bonus! Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Infinite500 v2.5f: Revised high level play for ToME 1.4.2Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Improved Auto-explore and Rest 1.4.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Mex's Start in Last Hope 1.0.0Changes your starting zone to Last Hope. |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Shalore |
| Class | Adventurer |
| Level / Exp | 50 / 1547% |
| Size | medium |
| Lifes / Deaths | Killed by Getta the gigantic sandworm tunneler at level 18 on the 71st Dusk 122nd year of Ascendancy at 17:56 0 / 8Killed by Zubilaith the temporal stalker at level 23 on the 17th Haze 122nd year of Ascendancy at 20:29 Killed by Zubilaith the temporal stalker at level 23 on the 17th Haze 122nd year of Ascendancy at 22:50 Killed by Silutira the forest troll at level 40 on the 64th Pyre 123rd year of Ascendancy at 18:56 Killed by skeleton mage at level 41 on the 15th Dusk 123rd year of Ascendancy at 11:24 Killed by Moosefan at level 42 on the 16th Dusk 123rd year of Ascendancy at 22:45 Killed by Moosefan at level 50 on the 2nd Flare 124th year of Ascendancy at 06:57 Killed by Moosefan at level 50 on the 3rd Decay 124th year of Ascendancy at 22:01 |
Primary Stats
| Strength | 59 (base 12) |
| Dexterity | 126 (base 64) |
| Constitution | 53 (base 10) |
| Magic | 118 (base 60) |
| Willpower | 73 (base 34) |
| Cunning | 120 (base 63) |
Resources
| Mana | 559/569 |
| Psi | 153/153 |
| Life | -1027/1065 |
| Stamina | 285/364 |
| Paradox | 300 |
| Healing Factor | 1 |
| Regeneration | 8.75 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | +1010% |
| Spell | 0% |
| Global | +201.25547407615% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 6 |
| See Invisible | 15 |
Offense: Barehand
| Damage | 119 |
| Accuracy | 75 |
| Crit Chance | 147% |
| APR | 18 |
| Speed | 0.55 |
Offense: Spell
| Spellpower | 86 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Mind
| Mindpower | 56 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Damage Bonus
| All | +0% |
Offense: Damage Penetration
| All | +0% |
Defense: Base
| Armour (hardiness) | 18 (30%) |
| Defense | 44 |
| Ranged Defense | 44 |
| Fatigue | 0 |
| Physical Save | 49 |
| Spell Save | 65 |
| Mental Save | 54 |
Defense: Resistances
| All | 4%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 53% |
| Pinning Resistance | 100% |
| Silence Resistance | 43% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 0% |
Inscriptions (3/3)
| 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 23 for 11 turns. While Heroism is active, you will only die when reaching -1040 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 905% 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. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 1043% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Class Talents
| Spell / Meta | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Psionic / Absorption | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Bloodthirst | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Pugilism | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 4/5 |
| Technique / Magical combat | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Battle tactics | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Stone | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Technique / Unarmed training | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Spell / Staff combat | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Arcane Feed |
| talent | Crystalline Focus |
| talent | Kinetic Shield |
| talent | Essence of Speed |
| talent | Arcane Combat |
| talent | Beyond the Flesh |
| talent | Striking Stance |
| detrimental effect | Zone-wide effect: +10% physical damage, -10% physical resistance, -10% mindpower, -20% knockback immunity. Uncontrolled anger |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | Increases your three highest stats by 20 and keeps you from dying even if your life drops to -956. Heroism |
| beneficial effect | Spellsurge |
| beneficial effect | 66% chance to score a secondary blow. Greater Weapon Focus |
| beneficial effect | The target gains 100% stun, daze and pinning immunity. Free Action |
| beneficial effect | The target is recovering 23 life each turn. Recovery |
| detrimental effect | Huge cut that bleeds, doing 137.44 physical damage per turn. Bleeding |
| beneficial effect | Bloodbath |
| beneficial effect | The time distortion has created a restoration field, healing the target for 30 each turn. Temporal Restoration Field |
| beneficial effect | Increases global action speed by 56%. Speed |
| beneficial effect | The target is in the middle of a combo chain and has earned 1 combo points. 1 Combo |
| beneficial effect | Movement is 1000% faster. Step Up |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
Back and there again | 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 successfully escorted the lone alchemist to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Staff Mastery (+1 level(s)). | done |
You failed to protect the lone alchemist from death by Zubeba the brown bear. Escort: lone alchemist (level 2 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved talent Staff Mastery (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 8 of Dreadfell. Escort: lone alchemist (level 8 of Dreadfell)As a reward you improved talent Staff Mastery (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by blade horror. Escort: lost sun paladin (level 7 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by giant carpenter ant. Escort: repented thief (level 3 of Old Forest) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: temporal explorer (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Precognition (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Nerynn the master vampire. Escort: temporal explorer (level 4 of Dreadfell) | failed |
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 &039;, probably located inside or near Grushnak Pride. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher&039;s center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have 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&LIGHT_GREEN | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj&039;s new member is Marus of Elvala. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Marus of Elvala in creating an elixir of mastery. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of foundations without your aid. | done |
The Doom of the World! | 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 |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak&WHITELIGHT_GREENWHITELIGHT_GREENWHITELIGHT_GREEN | 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&LIGHT_GREENWHITELIGHT_GREEN There and back again | done |
Till the Blood Runs Clear | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | cruel elven-wood starstaff of power (129% power, 5 apr, physical element) cruel elven-wood starstaff of power (129% power, 5 apr, physical element)Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +13.0% Changes damage: +25% physical Talent granted: +1 Command Staff Critical mult.: +13.00% Spellpower: +28 (+5 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
| Light source | Vorubreth VorubrethPowered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical power: +4 (+1 eff.) Fatigue: -6% Changes stats: +3 Con Changes resistances: +15% blight / +10% temporal / +15% darkness / +9% cold Maximum encumbrance: +10 Mental save: +10 (+4 eff.) Mana each turn: +0.08 Mana when firing critical spell: +4.00 Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +6 (+1 eff.) Spell crit. chance: +5% Mindpower: +9 (+3 eff.) Mental crit. chance: +12% Light radius: +4 Infravision radius: +6 See invisible: +15 Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +30% The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 29 blight damage or heals 41 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Cracklewrest (2 def, 0 armour) Cracklewrest (2 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 8 lightning / 8 temporal Changes resistances: +22% cold / +11% darkness / +14% physical Changes damage: +22% physical / +15% darkness / +15% cold / +29% temporal / +8% light Maximum hate: +10.00 Mindpower: +7 (+2 eff.) Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
| Tool | Ivuth (dig speed 26 turns) Ivuth (dig speed 26 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +1 Physical crit. chance: +5.0% Physical power: +6 (+2 eff.) Changes stats: +2 Str / +4 Dex Changes damage: +15% physical Stamina each turn: +0.40 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | voratun ring &039; voratun ring &039;Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+2 eff.) Damage when hit (Melee): 8 acid Changes stats: +10 Cun / +10 Dex Critical mult.: +15.00% Spell save: +20 (+5 eff.) Mana when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +2 Maximum vim: +10.00 Spellpower: +4 (+1 eff.) Rings can have magical properties. |
| On fingers | Lorudan the Cleansezephyr, Lorudan the Cleansezephyr,Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +12 Defense: +14 (+5 eff.) Effects on melee hit: * 14% chance to cause random gloom * 30% chance to gain 10% of a turn Damage (Melee): 11 bleed Effects on ranged hit: * 14% chance to cause random gloom Damage (Ranged): 17 bleed Damage when hit (Melee): 4 nature Changes stats: +12 Cun / +3 Mag Changes resistances: +3% nature Changes resistances penetration: +5% nature / +5% temporal Hate when firing a critical mind attack: +2.00 Maximum hate: +9.00 Spellpower: +9 (+2 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. |
| Around waist | hardened leather belt &039; hardened leather belt &039;Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Armour: +10 Defense: +10 (+4 eff.) Effects on melee hit: * 30% chance to inflict damage reduction * 30% chance to corrode armour Damage when hit (Melee): 8 darkness Changes stats: +5 Dex / +3 Mag / +4 Cun Physical save: +14 (+5 eff.) Mana each turn: +0.34 Maximum mana: +20.00 Mental crit. chance: +8% A belt that goes around your waist. |
| Main armor | Phlegmkarma the elven-silk robe (5 def, 0 armour) Phlegmkarma the elven-silk robe (5 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +13 Str / +13 Mag / +12 Wil Changes resistances: +23% lightning / +23% cold / +31% nature Changes resistances penetration: +5% arcane Changes damage: +35% lightning / +27% physical / +21% nature / +27% cold Critical mult.: +10.00% Spellpower on spell critical (stacks up to 3 times): +4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| On feet | pair of voratun boots &039; (0 def, 5 armour) pair of voratun boots &039; (0 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Effects on melee hit: * 35% chance to disease Changes stats: +4 Str / +5 Mag / +4 Wil / +4 Con Changes resistances: +3% blight / +3% mind / +5% arcane Changes damage: +6% blight / +3% arcane Silence immunity: +43% Confusion immunity: +43% Stun/Freeze immunity: +50% Mana each turn: +0.57 Maximum mana: +60.00 Spell crit. chance: +5% It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
| On hands | Cyressra the Stokelady (0 def, 3 armour) Cyressra the Stokelady (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: Physical crit. chance: +36.0% Armour: +3 Effects on melee hit: * 30% chance to blind Damage (Melee): 20 temporal Damage (Ranged): 20 temporal Damage when hit (Melee): 12 fire Changes stats: +3 Cun Changes resistances: +15% temporal / +15% fire Changes damage: +11% temporal Critical mult.: +30.00% Spell crit. chance: +40% Mental crit. chance: +39% When used to modify unarmed attacks: Power: 155% Range: 1.1x Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +30.0% Attack speed: 167% When this weapon crits: Cripple (40% chance level 5). On weapon hit: * 15% chance to gain 10% of a turn Damage (Melee): +4 darkness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Cloak | elven-silk cloak &039; (3 def, 0 armour) elven-silk cloak &039; (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +5 Str / +6 Dex / +5 Mag / +7 Wil / +5 Con Changes resistances: +6% light / +6% darkness Changes damage: +6% mind Talent mastery: +0.30 Technique / Combat training Physical save: +10 (+3 eff.) Spell save: +29 (+7 eff.) Mental save: +12 (+4 eff.) Stamina each turn: +1.20 Mana each turn: -0.44 Psi when hit: +0.04 Maximum mana: +80.00 Maximum hate: +8.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Malugorn MalugornInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +10 (+3 eff.) Changes stats: +1 Str / +10 Dex / +1 Mag / +13 Wil / +1 Cun Changes resistances: +28% cold / +30% fire Changes damage: +15% arcane / +10% physical Critical mult.: +10.00% Hate when firing a critical mind attack: +2.00 Combat speed: +10% Amulets can have magical properties. |
Inventory
This item will automatically be transmogrified when you leave the level. healing infusion of the warrior (heal 226)healing infusion of the warrior (heal 226) 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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 226 and cleanse 1 wound and poison effect. 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. |
heroism infusion of the duelist (+23 for 10 turns, die at -917) heroism infusion of the duelist (+23 for 10 turns, die at -917)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 26 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 23 for 10 turns. While Heroism is active, you will only die when reaching -917 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your 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. |
heroism infusion of the warrior (+13 for 10 turns, die at -678) heroism infusion of the warrior (+13 for 10 turns, die at -678)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 13 for 10 turns. While Heroism is active, you will only die when reaching -678 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your 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. |
heroism infusion of the wizard (+23 for 8 turns, die at -922) heroism infusion of the wizard (+23 for 8 turns, die at -922)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 23 for 8 turns. While Heroism is active, you will only die when reaching -922 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the titan (749% speed; 7 turns) movement infusion of the titan (749% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 749% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the warrior (772% speed; 6 turns) movement infusion of the warrior (772% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 772% 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. 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 wizard (801% speed; 6 turns) movement infusion of the wizard (801% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 801% 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 Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. sun infusion (rad 10; power 22; turns 4; dispells darkness)sun infusion (rad 10; power 22; turns 4; dispells darkness) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 10 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 11). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 22) for 4 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of the Rift (442.00 temporal damage, removed from time 4 turns) Rune of the Rift (442.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 618.80 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the sneak (absorb 560 for 5 turns) shielding rune of the sneak (absorb 560 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: 23 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 560 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. |
shielding rune of the wizard (absorb 609 for 3 turns) shielding rune of the wizard (absorb 609 for 3 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: 19 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 609 damage for 3 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope 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. |
Dravor the Ravenrazor Dravor the RavenrazorPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -19% Changes stats: +10 Dex / +5 Mag / +10 Cun / +10 Con Changes resistances: +12% darkness Critical mult.: +5.00% Life regen: +5.70 Stamina each turn: +1.50 Mana each turn: +0.60 Psi when hit: +0.04 Spellpower on spell critical (stacks up to 3 times): +6 Hate when firing a critical mind attack: +3.00 Maximum mana: +60.00 Infravision radius: +3 Movement speed: +10% Heals friendly targets nearby when you use a nature summon: +30 Amulets can have magical properties. |
Spellblaze Echoes Spellblaze EchoesPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +6 Defense: +6 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +15 Spellpower: +8 (+1 eff.) Spell crit. chance: +6% It can be used to unleash a destructive wail, destroying terrain and dealing 1322.76 physical damage (based on Magic) in a radius of 3, costing 60 power out of 60/60. This ancient charm still retains a distant echo of the destruction wrought by the Spellblaze |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
stralite amulet stralite amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 4 Amulets can have magical properties. |
voratun amulet voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
voratun amulet voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Balonarindil BalonarindilPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +1 Dex / +9 Wil / +3 Con Changes resistances: +3% blight Spell save: +13 (+3 eff.) Mental save: +10 (+4 eff.) Blindness immunity: +30% Maximum stamina: +16.00 Light radius: +2 Infravision radius: +5 See stealth: +15 See invisible: +15 Rings can have magical properties. |
Betherena BetherenaInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +16 (+6 eff.) Damage when hit (Melee): 4 blight Changes stats: +8 Cun Changes resistances: +66% nature Changes resistances penetration: +15% blight / +5% temporal Changes damage: +33% nature / +12% blight Rings can have magical properties. |
Cystire the steel ring Cystire the steel ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Effects on melee hit: * Slows global speed by 15% Changes stats: +5 Str / +5 Con Changes resistances: +24% acid / +3% nature Changes damage: +12% acid / +3% nature Life regen: +0.60 Maximum life: +48.00 Mental crit. chance: +3% Healing mod.: +11% Rings can have magical properties. |
Elemental Fury Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Elenutir the Duathelsquall Elenutir the DuathelsquallPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +14 (+4 eff.) Effects on melee hit: * 30% chance to inflict damage reduction Damage when hit (Melee): 4 fire Changes resistances: +28% light Changes resistances penetration: +10% darkness Changes damage: +3% fire / +14% light / +4% all Life regen: +0.90 Maximum life: +64.00 Spellpower: +7 (+1 eff.) Mindpower: +12 (+4 eff.) Healing mod.: +13% Rings can have magical properties. |
Emelywe EmelyweInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +3 Physical power: +2 (+1 eff.) Fatigue: -10% Changes stats: +4 Str Changes resistances: +40% lightning / +9% mind Changes damage: +20% lightning / +9% mind Maximum encumbrance: +40 Life regen: +1.90 Maximum life: +120.00 Healing mod.: +40% Rings can have magical properties. |
Prismpower PrismpowerPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 8 nature / 12 light Changes stats: +6 Mag / +12 Wil / +5 Cun Changes resistances: +28% darkness Changes resistances penetration: +10% light Changes damage: +14% darkness Spellpower: +7 (+1 eff.) Mindpower: +9 (+3 eff.) Rings can have magical properties. |
Ring of the War Master Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+3 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Dual techniques +0.30 Technique / Combat training +0.30 Technique / Archery prowess +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Finishing moves +0.30 Technique / Thuggery +0.30 Technique / Superiority +0.30 Technique / Two-handed weapons +0.30 Technique / Combat techniques +0.30 Technique / Shield offense +0.30 Technique / Pugilism +0.30 Technique / Two-handed assault +0.30 Technique / Unarmed training +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Combat veteran +0.30 Technique / Archery excellence +0.30 Technique / Shield defense +0.30 Technique / Grappling +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Skypiety the voratun ring Skypiety the voratun ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +12 (+3 eff.) Effects on melee hit: * 20 arcane resource burn * 30% chance to daze Changes stats: +9 Str / +10 Con Changes resistances: +8% blight / +9% fire / +47% nature Changes damage: +18% nature Spell save: +9 (+2 eff.) Poison immunity: +25% Disease immunity: +30% Rings can have magical properties. |
steel ring &039; steel ring &039;Powered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 8 temporal Changes resistances: +22% lightning / +24% cold / +22% darkness / +3% temporal Changes damage: +11% lightning / +12% cold / +11% darkness Rings can have magical properties. |
voratun ring &039; voratun ring &039;Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +2 (+0 eff.) Physical crit. chance: +1.0% Physical power: +15 (+4 eff.) Defense: +20 (+7 eff.) Damage when hit (Melee): 4 fire Changes stats: +2 Wil / +12 Cun / +6 Con Changes resistances penetration: +20% mind / +5% fire Spell save: +20 (+5 eff.) Maximum stamina: +40.00 Spellpower: +15 (+3 eff.) Mindpower: +15 (+5 eff.) Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. voratun ring of nature (+40%)voratun ring of nature (+40%) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +40% nature Changes damage: +20% nature Rings can have magical properties. |
Blighted Maul (204% power, 22 apr) Blighted Maul (204% power, 22 apr)Requires: - Strength 60 Powered by arcane forces 12.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 205% Range: 1.5x Uses stat: 84% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +22 Physical crit. chance: +10.0% Attack speed: 83% On weapon hit: * 50% chance to disease * Blasts creatures in a radius 1 shockwave around your target for 282.51 to 847.53 physical damage (based on Strength). Damage conversion: 20% blight When wielded/worn: Changes damage: +12% physical Critical mult.: +40.00% Knockback immunity: +30% It can be used to knock away other craatures within radius 4), dealing 661.38 to 1322.76 physical damage (based on Strength) to each, costing 50 power out of 50/50. The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. |
Dethblyd (182% power, 18 apr) Dethblyd (182% power, 18 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 182% Range: 1.6x Uses stats: 78% Wil, 10% Mag Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +18 Physical crit. chance: +20.0% Attack speed: 100% On weapon hit: * Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. Lifesteal (this weapon only): +5% When wielded/worn: Changes stats: +10 Str / +8 Mag / +5 Con Talent masteries: +0.10 Corruption / Torture +0.20 Corruption / Brutality +0.20 Corruption / Wrath Talents cooldown: Draining Assault (-1 turn) Abduction (-1 turn) Detonating Charge (-1 turn) Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn&039;s no denying the power of his massive sword. |
This item will automatically be transmogrified when you leave the level. Searspire (175% power, 4 apr)Searspire (175% power, 4 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 175% Range: 1.6x Uses stat: 72% Wil Damage type: Blight Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +27 light / +4 fire Burst (radius 1) on hit: +12 fire Damage against: +38% Undead When wielded/worn: Damage when hit (Melee): 12 fire Changes resistances: +9% lightning / +6% fire Changes damage: +3% lightning / +9% temporal Massive two-handed swords. |
Chugoruizor the dragonbone starstaff (151% power, 6 apr, physical element) Chugoruizor the dragonbone starstaff (151% power, 6 apr, physical element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 151% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +4 blight Burst (radius 2) on crit: +4 arcane When wielded/worn: Effects on melee hit: * 15% chance to disease Damage when hit (Melee): 4 blight Changes resistances: +9% blight Changes damage: +41% physical Talent granted: +1 Command Staff Physical save: +7 (+2 eff.) Spell save: +11 (+2 eff.) Mental save: +11 (+4 eff.) Vim when firing critical spell: +4.00 Maximum vim: +34.00 Spellpower: +19 (+4 eff.) Spell crit. chance: +11% Staves designed for wielders of magic, by the greats of the art. |
Oaktide (136% power, 6 apr, physical element) Oaktide (136% power, 6 apr, physical element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] 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 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +24 arcane When wielded/worn: Physical crit. chance: +13.0% Physical power: +4 (+1 eff.) Damage (Melee): 45 arcane Changes stats: +2 Str Changes resistances penetration: +15% physical Changes damage: +9% nature / +30% physical Talent granted: +1 Command Staff Physical save: +6 (+2 eff.) Maximum mana: +120.00 Spellpower: +25 (+5 eff.) Spell crit. chance: +20% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. greater dragonbone starstaff of greater warding (136% power, 6 apr, physical element)greater dragonbone starstaff of greater warding (136% power, 6 apr, physical 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 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +11 Defense: +12 (+4 eff.) Maximum wards: +3 darkness / +3 temporal / +3 light / +3 physical Changes damage: +30% darkness / +30% temporal / +30% light / +30% physical Talents granted: +1 Command Staff +5 Ward Spellpower: +22 (+4 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
Airgasher AirgasherPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 15% chance to daze Changes stats: +4 Wil / +4 Mag Changes resistances: +15% cold / +16% fire Changes resistances penetration: +15% arcane Changes damage: +9% arcane / +3% lightning Spell crit. chance: +4% A belt that goes around your waist. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Layemira LayemiraPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +24 Defense: +14 (+5 eff.) Fatigue: -4% Changes stats: +6 Mag Changes damage: +12% acid Physical save: +25 (+8 eff.) Spell save: +26 (+6 eff.) Mana each turn: +0.59 Maximum life: +20.00 Maximum mana: +53.00 Maximum stamina: +15.00 Damage Shield penetration: +20% It can be used to create a temporary shield that absorbs 332 damage, putting all charms on cooldown for 30 turns. A belt that goes around your waist. |
balancing drakeskin leather belt of recklessness balancing drakeskin leather belt of recklessnessCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +17.0% Physical power: +5 (+1 eff.) Changes stats: +5 Cun / +4 Dex Critical mult.: +11.00% Mental crit. chance: +5% A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. spiritwalker&spiritwalker& Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +6 Mag Changes resistances: +15% blight Mana each turn: +0.60 Maximum mana: +48.00 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Mayerithra (3 def, 0 armour) Mayerithra (3 def, 0 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +9 Defense: +3 (+1 eff.) Changes stats: +6 Dex / +3 Mag / +9 Wil / +10 Cun Spell save: +9 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +105.00 Mental crit. chance: +8% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak &039; (3 def, 0 armour) elven-silk cloak &039; (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +3 (+1 eff.) Defense: +3 (+1 eff.) Fatigue: -7% Damage when hit (Melee): 20 acid Changes resistances: +8% acid / +21% darkness / +7% fire / +10% cold / +6% nature / +10% lightning Changes resistances penetration: +12% darkness Changes damage: +25% darkness / +3% acid Stealth bonus: +21 Spell save: +10 (+2 eff.) Confusion immunity: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. thick elven-silk cloak of the Shaloren (3 def, 13 armour)thick elven-silk cloak of the Shaloren (3 def, 13 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +13 Defense: +3 (+1 eff.) Changes stats: +3 Wil / +4 Mag Changes resistances: +29% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. elven-silk robe &039; (5 def, 0 armour)elven-silk robe &039; (5 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Effects on melee hit: * 54% chance to blind Damage when hit (Melee): 8 light / 12 acid Changes resistances: +18% blight Changes damage: +18% blight / +6% acid / +27% lightning A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cinderfeet (3 def, 5 armour) Cinderfeet (3 def, 5 armour)Requires: - Dexterity 10 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +5 Defense: +3 (+1 eff.) Fatigue: +6% Changes stats: +4 Cun / +4 Mag Changes resistances: +20% cold Changes damage: +18% fire Light radius: +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 86 fire damage (based on Spellpower) to others who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
Unbreakable Greaves (8 def, 20 armour) Unbreakable Greaves (8 def, 20 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+3 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. |
Uravon (0 def, 5 armour) Uravon (0 def, 5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +26 Physical crit. chance: +11.0% Physical power: +12 (+3 eff.) Armour: +5 Fatigue: -6% Changes stats: +5 Wil Changes resistances: +12% blight Reduces incoming crit damage: 15.00% Maximum encumbrance: +35 Physical save: +10 (+3 eff.) Stamina each turn: +1.30 Maximum stamina: +40.00 Light radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Wanderer& Wanderer&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 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 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. |
pair of drakeskin leather boots &039; (34 def, 5 armour) pair of drakeskin leather boots &039; (34 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +34 (+12 eff.) Ranged Defense: +10 (+4 eff.) Fatigue: +5% Effects on melee hit: * 15% chance to inflict damage reduction Damage when hit (Melee): 4 darkness Changes stats: +4 Str / +10 Mag / +4 Con Changes resistances: +9% acid Changes resistances penetration: +20% arcane Changes damage: +22% acid / +3% arcane / +10% blight Disease immunity: +50% Spellpower: +10 (+2 eff.) It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 38% chance to completely evade them and granting you 54 defense for 13 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
pair of voratun boots &039; (0 def, 5 armour) pair of voratun boots &039; (0 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Damage when hit (Melee): 12 blight Changes resistances: +9% lightning / +15% fire / +12% cold Changes damage: +15% blight / +9% lightning Silence immunity: +42% Confusion immunity: +45% Stun/Freeze immunity: +44% Stamina each turn: +1.30 Maximum stamina: +40.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Dakhtun& Dakhtun&Requires: - Talent 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: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +10.0% Attack speed: 125% When this weapon hits: Displacement Shield (10% chance level 1). When this weapon hits: Greater Weapon Focus (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. |
Glodavena the drakeskin leather gloves (0 def, 11 armour) Glodavena the drakeskin leather gloves (0 def, 11 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +11 Damage (Melee): 9 physical Changes stats: +4 Str / +5 Wil / +2 Con Changes resistances penetration: +10% mind Changes damage: +6% blight / +10% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +38% Life regen: +3.60 Stamina each turn: +1.00 Psi each turn: +0.25 Maximum psi: +40.00 When used to modify unarmed attacks: Power: 132% Range: 1.1x Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +5.0% Attack speed: 167% When this weapon hits: Disarm (10% chance level 5). When this weapon hits: Second Wind (10% chance level 1). When this weapon hits: Sand Breath (10% chance level 5). On weapon hit: * 40% chance to disease Burst (radius 1) on hit: +10 physical Burst (radius 2) on crit: +13 physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Gloves of the Firm Hand (0 def, 8 armour) Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% When used to modify unarmed attacks: Power: 119% Range: 1.1x Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +7.0% Attack speed: 167% When this weapon hits: Clinch (20% chance level 3). When this weapon hits: Maim (10% chance level 3). When this weapon hits: Take Down (10% chance level 3). These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Hand of the World-Shaper (0 def, 12 armour) Hand of the World-Shaper (0 def, 12 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by nature 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +12 Changes stats: +6 Str / +6 Mag Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +12% physical Talent masteries: +0.20 Spell / Stone +0.10 Wild-gift / Sand drake aspect +0.10 Spell / Earth Spellpower: +10 (+2 eff.) Spell crit. chance: +10% When used to modify unarmed attacks: Power: 149% Range: 1.4x Uses stats: 10% Mag, 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +7.0% Attack speed: 125% When this weapon hits: Earthen Missiles (15% chance level 5). Burst (radius 1) on hit: +50 gravity Burst (radius 2) on crit: +30 gravity pin It can be used to activate talent Earthquake (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 164.42 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
Will of Ul& Will of Ul&Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +15 Changes stats: +5 Str / +5 Mag Changes resistances penetration: +10% all Changes damage: +15% all Talent masteries: +0.10 Corruption / Wrath +0.10 Corruption / Brutality When used to modify unarmed attacks: Power: 147% Range: 1.4x Uses stats: 10% Mag, 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +7.0% Attack speed: 125% When this weapon hits: Obliterating Smash (20% chance level 3). Your Obliterating Smash can destroy walls. It can be used to activate talent Obliterating Smash (costing 25 power out of 25/25) : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 3 Travel Speed: instantaneous Is: a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 145% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 16. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul& |
This item will automatically be transmogrified when you leave the level. Unrydas (3 def, 0 armour)Unrydas (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +2 (+0 eff.) Physical power: +4 (+1 eff.) Defense: +3 (+1 eff.) Changes stats: +1 Con Changes resistances: +4% physical Critical mult.: +6.00% Maximum encumbrance: +10 Life regen: +6.00 Maximum life: +10.00 Healing mod.: +10% Damage Shield Power: +15% A pointy cloth hat, very wizardly... |
drakeskin leather cap &039; (0 def, 5 armour) drakeskin leather cap &039; (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +11 (+3 eff.) Armour: +5 Fatigue: +5% Damage when hit (Melee): 8 arcane Changes stats: +22 Str / +8 Dex / +9 Wil Changes resistances: +14% physical Changes resistances penetration: +20% arcane Physical save: +13 (+4 eff.) A cap made of leather. |
hardened leather cap &039;s kiss& hardened leather cap &039;s kiss&Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Str / +3 Con Changes resistances: +17% cold / +10% nature / +18% light Allows you to breathe in: water Critical mult.: +3.00% Physical save: +19 (+6 eff.) Spell save: +6 (+1 eff.) Mental save: +10 (+4 eff.) Maximum life: +73.00 Light radius: +1 Healing mod.: +18% It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
This item will automatically be transmogrified when you leave the level. stabilizing voratun helm of knowledge (0 def, 5 armour)stabilizing voratun helm of knowledge (0 def, 5 armour) Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +5 Cun / +5 Wil Physical save: +25 (+8 eff.) Mindpower: +6 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. voratun plate armour &039; (9 def, 16 armour)voratun plate armour &039; (9 def, 16 armour) Requires: - Strength 60 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Armour: +16 Defense: +9 (+3 eff.) Fatigue: +26% Damage when hit (Melee): 16 physical Changes stats: +2 Cun Changes resistances: +30% acid Changes resistances penetration: +10% blight Changes damage: +3% physical Physical save: +9 (+3 eff.) A suit of armour made of metal plates. |
agate agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
569 alchemist agate 569 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. |
2 onyx 2 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. |
aquamarine 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. |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz 3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Swampbrawn (dig speed 24 turns) Swampbrawn (dig speed 24 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 53% Damage when hit (Melee): 12 nature / 4 acid Changes stats: +3 Str Changes resistances: +6% acid / +6% temporal / +15% nature Changes resistances penetration: +10% acid Changes damage: +10% nature / +6% temporal When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tulerig (dig speed 7 turns) Tulerig (dig speed 7 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +15 Changes stats: +9 Str / +4 Wil Changes resistances: +5% arcane Changes resistances penetration: +10% mind Mental save: +20 (+7 eff.) Hate when firing a critical mind attack: +1.00 Maximum life: +35.00 Maximum stamina: +29.00 Mindpower: +6 (+2 eff.) Infravision radius: +6 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 3.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +73 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe &039; (dig speed 10 turns) voratun pickaxe &039; (dig speed 10 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +2 (+0 eff.) Changes stats: +3 Str / +2 Wil Changes resistances: +1% physical / +13% darkness / +15% nature Changes resistances penetration: +5% arcane / +15% physical Changes damage: +9% nature Damage affinity(heal): +15% darkness Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Maximum vim: +40.00 Infravision radius: +7 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 jade 2 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Beegogund the alchemist& Beegogund the alchemist&Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 20 fire Changes stats: +4 Wil Changes resistances: +7% blight / +7% fire / +7% darkness Spell save: +9 (+2 eff.) Mental save: +10 (+4 eff.) Mana each turn: +0.08 Spellpower: +4 (+1 eff.) Spell crit. chance: +7% Light radius: +3 Infravision radius: +5 See stealth: +9 See invisible: +19 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 25 blight damage or heals 35 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A normal brass lantern, enhanced by alchemy to make it brighter. |
Eldritch Pearl Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+3 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 (+2 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) : Effective talent level: 4.0 Power cost: 80 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 5, doing 59.43 cold damage and 91.65 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 7 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. |
dwarven lantern &039; dwarven lantern &039;Powered by arcane forces Infused by psionic forces 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 20 fire / 8 light / 8 nature Changes stats: +8 Mag Changes resistances: +3% light / +10% fire / +5% arcane / +15% darkness Changes damage: +33% light / +6% nature Damage affinity(heal): +5% light Mental save: +9 (+3 eff.) Spellpower: +17 (+3 eff.) Mindpower: +12 (+4 eff.) Mental crit. chance: +10% Light radius: +12 It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 69.98 light damage within radius 3. The damage done will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Prox& Prox&Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling&039;s hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn&039;s clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon& Atamathon&0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 When used to imbue an object: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed, it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Petrified Wood Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% A piece of the scorched wood taken from the remains of Snaproot. |
8 bloodstone 8 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 fire opal 2 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
garnet 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. |
ruby 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& Gwai&Powered 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 536.00 fire damage (based on Magic), costing 50 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher&YELLOWLASTYELLOWLASTANTIQUE_WHITE039;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. |
Dairyrain the stralite torque of thermal psionic shield [power 237] (33 cooldown) Dairyrain the stralite torque of thermal psionic shield [power 237] (33 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +3 Damage when hit (Melee): 4 physical Changes damage: +9% mind Talent cooldown: Silence (+5 turn) Talent granted: +4 Silence Mental save: +20 (+7 eff.) Stamina each turn: +0.40 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 237 for 7 turns, putting all charms on cooldown for 33 turns. When used: 100% chance to regenerate 17 hate. Torques are made by powerful psionics to store psionic powers. |
Tree of Life Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +6 Con / +7 Wil 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 10 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
yew totem of cure ailments &039; [power 3] (14 cooldown) yew totem of cure ailments &039; [power 3] (14 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Armour penetration: +5 Changes resistances: +9% blight Maximum wards: +3 acid / +2 nature / +3 light Changes damage: +6% blight Talents granted: +1 Ward +3 Rushing Claws It can be used to remove up to 3 poisons or diseases from a target within range 9 (based on Willpower), putting all charms on cooldown for 14 turns. Natural totems are made by powerful wilders to store nature power. |
amethyst 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. |
Shadowtrail the yew wand of conjuration [power 499] (16 cooldown) Shadowtrail the yew wand of conjuration [power 499] (16 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Effects on melee hit: * 15% chance to inflict damage reduction Changes resistances: +3% blight / +9% fire / +5% arcane / +6% cold Changes damage: +3% darkness It can be used to fire a bolt of a random element with (base) damage 250 to 499, putting all charms on cooldown for 16 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Ulydrantir [power 15] (11 cooldown) Ulydrantir [power 15] (11 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Fatigue: -8% Changes resistances penetration: +15% mind Maximum life: +10.00 It can be used to disarm traps (15 bonus disarm power, based on Magic) along a range 4 line, putting all charms on cooldown for 11 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Venomscar [power 16] (8 cooldown) Venomscar [power 16] (8 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to gain 10% of a turn Damage when hit (Melee): 4 nature Changes resistances: +6% nature Changes resistances penetration: +10% nature Talent granted: +1 Volcano It can be used to reveal the area around you, dispelling darkness (radius 16, power 97 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 8 turns. When used: 100% chance to regenerate 17 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings within range 20, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
7 diamond 7 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. |
4 moonstone 4 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 (+4 eff.) When used to imbue an object: Defense: +10 (+4 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 pearl 8 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 amber 2 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. |
ametrine ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Moosefan the Shalore Adventurer level 39
58th Pyre 123rd year of Ascendancy at 03:00 see stats
A different point of view (Insane (Adventure) difficulty)
20th Dusk 123rd year of Ascendancy at 18:24 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Moosefan the Shalore Adventurer level 38
30th Pyre 123rd year of Ascendancy at 13:44 see stats
Are you out of your mind?! (Insane (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Moosefan the Shalore Adventurer level 50
45th Regrowth 124th year of Ascendancy at 03:52 see stats
Atamathoned! (Insane (Adventure) difficulty)
Killed the giant golem Atamathon after foolishly reactivating it.By Moosefan the Shalore Adventurer level 50
6th Flare 124th year of Ascendancy at 03:30 see stats
Back and there again (Insane (Adventure) difficulty)
35th Regrowth 124th year of Ascendancy at 10:17 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Moosefan the Shalore Adventurer level 41
69th Pyre 123rd year of Ascendancy at 20:16 see stats
Clone War (Insane (Adventure) difficulty)
Destroyed your own Shade.By Moosefan the Shalore Adventurer level 50
26th Dusk 124th year of Ascendancy at 00:02 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Moosefan the Shalore Adventurer level 10
14th Dusk 122nd year of Ascendancy at 10:14 see stats
Destroyer of the creation (Insane (Adventure) difficulty)
Killed Slasul.By Moosefan the Shalore Adventurer level 50
57th Pyre 124th year of Ascendancy at 15:20 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Moosefan the Shalore Adventurer level 40
66th Pyre 123rd year of Ascendancy at 00:54 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Moosefan the Shalore Adventurer level 37
29th Pyre 123rd year of Ascendancy at 04:32 see stats
Earth Master (Insane (Adventure) difficulty)
52nd Regrowth 123rd year of Ascendancy at 18:00 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Moosefan the Shalore Adventurer level 21
7th Haze 122nd year of Ascendancy at 18:40 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Moosefan the Shalore Adventurer level 28
4th Allure 123rd year of Ascendancy at 11:37 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Moosefan the Shalore Adventurer level 33
71st Regrowth 123rd year of Ascendancy at 13:17 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Moosefan the Shalore Adventurer level 50
70th Haze 124th year of Ascendancy at 09:37 see stats
Flooder (Insane (Adventure) difficulty)
Defeated Ukllmswwik while doing his own quest.By Moosefan the Shalore Adventurer level 50
57th Pyre 124th year of Ascendancy at 17:11 see stats
Home sweet home (Insane (Adventure) difficulty)
2nd Regrowth 123rd year of Ascendancy at 08:20 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Adventure) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Moosefan the Shalore Adventurer level 50
45th Regrowth 124th year of Ascendancy at 04:03 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Moosefan the Shalore Adventurer level 10
7th Dusk 122nd year of Ascendancy at 06:00 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Moosefan the Shalore Adventurer level 20
2nd Haze 122nd year of Ascendancy at 21:31 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Moosefan the Shalore Adventurer level 30
9th Regrowth 123rd year of Ascendancy at 06:23 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Moosefan the Shalore Adventurer level 40
64th Pyre 123rd year of Ascendancy at 13:39 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Moosefan the Shalore Adventurer level 50
35th Regrowth 124th year of Ascendancy at 08:51 see stats
Oozemancer (Insane (Adventure) difficulty)
Destroyed the corrupted oozemancer.By Moosefan the Shalore Adventurer level 50
2nd Flare 124th year of Ascendancy at 03:50 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Moosefan the Shalore Adventurer level 50
13rd Pyre 124th year of Ascendancy at 03:17 see stats
Overpowered! (Insane (Adventure) difficulty)
Did over 6000 damage in one attack.By Moosefan the Shalore Adventurer level 50
46th Regrowth 124th year of Ascendancy at 03:50 see stats
Pest Control (Insane (Adventure) difficulty)
Killed 1000 reproducing vermin.By Moosefan the Shalore Adventurer level 50
2nd Flare 124th year of Ascendancy at 03:08 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Moosefan the Shalore Adventurer level 50
27th Pyre 124th year of Ascendancy at 12:44 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Moosefan the Shalore Adventurer level 23
52nd Haze 122nd year of Ascendancy at 08:53 see stats
Shasshhiy'Kaish (Insane (Adventure) difficulty)
74th Haze 122nd year of Ascendancy at 09:30 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Moosefan the Shalore Adventurer level 49
31st Regrowth 124th year of Ascendancy at 16:40 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Moosefan the Shalore Adventurer level 28
9th Allure 123rd year of Ascendancy at 21:02 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Moosefan the Shalore Adventurer level 40
66th Pyre 123rd year of Ascendancy at 08:01 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Moosefan the Shalore Adventurer level 31
35th Regrowth 123rd year of Ascendancy at 23:24 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Moosefan the Shalore Adventurer level 10
21st Dusk 122nd year of Ascendancy at 06:30 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Moosefan the Shalore Adventurer level 49
31st Regrowth 124th year of Ascendancy at 21:48 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Moosefan the Shalore Adventurer level 49
31st Regrowth 124th year of Ascendancy at 20:47 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Moosefan the Shalore Adventurer level 13
35th Dusk 122nd year of Ascendancy at 20:58 see stats
There and back again (Insane (Adventure) difficulty)
56th Dusk 123rd year of Ascendancy at 06:21 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Moosefan the Shalore Adventurer level 23
66th Haze 122nd year of Ascendancy at 01:38 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Moosefan the Shalore Adventurer level 16
60th Dusk 122nd year of Ascendancy at 17:11 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Moosefan the Shalore Adventurer level 38
30th Pyre 123rd year of Ascendancy at 01:39 see stats
Log
Moosefan&
Moosefan&
Moosefan&
Moosefan focuses and gains an extra blow!
Moosefan performs a melee critical strike against Orc soldier!
Orc soldier&LASTLAST{bold}039;s spell attains critical power!
Moosefan&
Moosefan&
Moosefan uses Cripple.
Moosefan performs a melee critical strike against Orc soldier!
You collect a new ingredient: orc heart (1).
Moosefan misses Orc soldier.
Moosefan performs a melee critical strike against Orc soldier!
Moosefan prepares for the next kill!.
Moosefan hits Zubyrenne the icy orc wyrmic for 91 arcane, 86 fire, 86 fire, 86 fire (349 total damage).
Moosefan hits Orc soldier for 689 physical, 5 darkness, , , , 28 temporal, , , , 4 physical, , 92 arcane, 667 physical, 5 darkness, , , , 28 temporal, , , , 4 physical, , 1320 physical (2842 total damage).
Moosefan killed Orc soldier!
Your time shield crumbles under the damage!
The fabric of time around Moosefan stabilizes to normal.
The powerful time-altering energies generate a restoration field on Moosefan.
Moosefan is recovering from the damage!
You twist your body in complex ways mitigating the blow by 64.
Moosefan starts to bleed.
You twist your body in complex ways mitigating the blow by 71.
You twist your body in complex ways mitigating the blow by 71.
You twist your body in complex ways mitigating the blow by 71.
Saving game...
