











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 'Purists' Breeding Pits Restoration Project 1.2.3Restores the orc breeding pits cut content to the game. This is the original completely unaltered orc breeding pits, just as objectionable as it was in version 1.1.3, before any changes were made. You have been WARNED. Do not complain about the potentially objectionable content. Items Vault 1.7.6Donators/Buyers bonus! Fix water flood rendering error 1.5.10Temporarily fix the water rendering error on some GPU, that will caused map with water being flooded. Forbidden Cults 1.7.4Official Expansion!Possessor Bonus Class 1.7.4Donators/Buyers bonus! Nocturne 1.7.4Adds the Nocturne, a Darkness-based Doomed evolution. The Nocturne gains extra proficiency in the Cursed/Darkness tree, as well as access to two new high-level trees: Nightwalker - Use the darkness to escape, approach, hide, heal, and invisibly strike your foes. Umbra - Your darkness takes hold inside your enemies, giving you unprecedented power against them. Planned Evolution 1.7.0A companion piece to Talent Point Planner; adds talent point sources for various class evolutions provided by other addons: Currently supported:
(Also papers over an apparent bug in Mecharachnid Rider, which by default requires raw talent level 5 in an apparently nonexistent talent.) ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Ashes of Urh'Rok 1.7.4Official 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Q.U.I.C.K. Campaign 1.7.6Operation Q.U.I.C.K.: Quickly Untying "Inconvenient" Chronological Knots Adds a fast play campaign with a Point Zero themed quest line that sends the player to a series of dungeon-portions from the standard AoA campaign. Players will adventure through ~8 shortened zones, starting with teir 1 dungeons and progressing all the way through to the finale at High Peak. The campaign is broken into 8 segments, with a reward before each. These bonuses largely offer rewards that could be gained from optional quests in AoA. You will also have a chance to shop after each segment, and this version of Point Zero has greatly expanded and improved shopping opportunities. There is also an NPC that can create randarts with one ego of your choice, for a price. See the forum thread for more details: https://forums.te4.org/viewtopic.php?f=50&t=55067 Chat/Quest Tweaks 1.7.0Changes the quest log descriptions of a few quests to provide useful information or fix missing information, tweaks a few chat dialogs for stylistic improvement, and adds NPC portrait images to some chat dialogs that were missing them. Quests currently affected:
Chat dialogs currently affected:
Chats with NPC portraits added:
Frequently Asked Questions: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ziguranth Genocide 1.7.4After Protector Myssil died some say by the daggers of a shadowy backstabber, while others bespoke of a crazed mage drawing fiendish black magicks, the fanatic Ziguranth order crumbled into chaos, and its numbers dwindled into insignificance. Completely removes Ziguranth patrols after Myssil dies. |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Krog |
| Class | Cursed |
| Level / Exp | 50 / 3193% |
| Size | big |
| Lifes / Deaths | Killed by Atamathon the Giant Golem at level 50 on the 24th Regrowth 124th year of Ascendancy at 20:50 / 2Killed by Atamathon the Giant Golem at level 50 on the 24th Regrowth 124th year of Ascendancy at 20:50 |
| Antimagic | Follower |
Primary Stats
| Strength | 160 (base 61) |
| Dexterity | 55 (base 13) |
| Constitution | 94 (base 47) |
| Magic | 59 (base 15) |
| Willpower | 137 (base 64) |
| Cunning | 128 (base 66) |
Resources
| Life | -230/2108 |
| Hate | 111/113 |
| Stamina | 628/628 |
| Equilibrium | 0 |
| Healing Factor | 1.6573816173102 |
| Regeneration | 39.384809660782 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 16 |
| Infravision | 10 |
| See Stealth | 34 |
| See Invisible | 43 |
| Stealth | 112 |
Offense: Mainhand
| Damage | 308 |
| Accuracy | 74 |
| Crit Chance | 111% |
| APR | 49 |
| Speed | 0.91 |
Offense: Offhand
| Damage | 150 |
| Accuracy | 74 |
| Crit Chance | 113% |
| APR | 49 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 56 |
| Crit Chance | 62% |
| Speed | 1 |
Offense: Mind
| Mindpower | 105 |
| Crit Chance | 70% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +29% |
| Physical | +104% |
| Nature | +27% |
| Lightning | +43% |
| Arcane | +21% |
| Cold | +44% |
| All | +9% |
Offense: Damage Penetration
| Lightning | +31% |
| Physical | +81% |
| Darkness | +9% |
| Blight | +10% |
| Arcane | +20% |
| Fire | +26% |
| All | +0% |
Defense: Base
| Armour (hardiness) | 46 (50%) |
| Defense | 34 |
| Ranged Defense | 34 |
| Fatigue | 20 |
| Physical Save | 55 |
| Spell Save | 52 |
| Mental Save | 64 |
Defense: Resistances
| Acid | 54%( 70%) |
| Blight | 57%( 70%) |
| Arcane | 47%( 70%) |
| Cold | 50%( 70%) |
| All | 42%( 70%) |
| Lightning | 58%( 70%) |
| Temporal | 47%( 70%) |
| Physical | 65%( 70%) |
| Darkness | 56%( 70%) |
| Mind | 59%( 70%) |
| Nature | 52%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 79% |
| Fear Resistance | 41% |
| Blind Resistance | 37% |
| Disarm Resistance | 40% |
| Bleed Resistance | 10% |
| Pinning Resistance | 43% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1196% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse 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 cure yourself of one random mental and physical effect and reduce all damage taken by 46% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 512 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 2.5 Infusion: HeroismUse 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 endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -1194 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 2388 life, 16 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
Class Talents
| Cursed / Predator | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 5/5 |
| Cursed / Rampage | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 2/5 |
| 4/5 |
| 4/5 |
| 1/5 |
| Cursed / Endless hunt | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Gloom | 1.30 |
| 1/5 |
| 4/5 |
| 5/5 |
| 4/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 4/5 |
| 3/5 |
| 1/5 |
| Technique / Combat training | 1.60 |
| 5/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Race / Krog | 1.00 |
| 1/5 |
| 5/5 |
| 4/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffIn its remains, you found a strange staff. It radiates power and danger and you dare not use it yourself. On your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff and tried to steal it from you. You told them nothing and vanquished them. You have advised the elders in Last Hope of these events. | done |
Ungrol of Last Hope asked you to look for his wife& And now for a grave | done |
Back and there again | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | completed |
Escort: injured seer (level 1 of Daikara) | done |
You failed to protect the lone alchemist from death by Yvida the skeleton warrior. Escort: lone alchemist (level 5 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved Willpower by +5. | done |
You failed to protect the lost sun paladin from death by steamgun turret. Escort: lost sun paladin (level 3 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved Willpower by +5. | done |
You failed to protect the lost tinker from death by ritch flamespitter. Escort: lost tinker (level 3 of Trollmire) | failed |
You failed to protect the temporal explorer from death by Xeryvena the orc summoner. Escort: temporal explorer (level 1 of Dreadfell) | failed |
You failed to protect the temporal explorer from death by Bethirin the orc soldier. Escort: temporal explorer (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the worried loremaster to the recall portal on level 7 of Dreadfell. Escort: worried loremaster (level 7 of Dreadfell)As a reward you improved talent Disarm (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called &039;, probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
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 |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has defiled the iron acorn which now serves as a reminder of your vile nature. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
Explore the caves below the ruins of Kor&LIGHT_GREENWHITELIGHT_GREEN039;Pul and vanquished the Possessed. Of trolls and damp caves | 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. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj&WHITEREDWHITEGREENWHITEREDWHITEREDWHITELIGHT_GREEN039;ve found the needed skeleton mage skull. The Brotherhood of Alchemists* You&WHITELIGHT_GREEN039;ve found the needed multi-hued wyrm scale. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
The Doom of the World! | completed |
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 taken some orbs of command from the leaders of the Orc Prides. Apparently they are 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. * You have used the Orb of Destruction on an orb pedestal (destruction). * You have used the Orb of Undeath on an orb pedestal (undeath). * You have used the Dragon Orb on an orb pedestal (dragon). * You have used the Elemental Orb on an orb pedestal (elements). You have used all four Orbs of Command. The loud sound you heard from ahead suggests that the shield is down and the way to the High Peak is open. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak&WHITELIGHT_GREENWHITELIGHT_GREENWHITELIGHT_GREENWHITELIGHT_GREEN | completed |
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 your homeland for you. There and back again* He will need a Blood-Runed Athame and a Resonating Diamond to do this; he suggests looking for them in the Vor Armory to the northeast of the Gates of Morning, and tells you of a back entrance. * You have found a Blood-Runed Athame in the Vor Armory, and a Resonating Diamond in Briagh&LASTLIGHT_GREEN | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. * You offered your services to the Assassin Lord, abandoning the lost merchant to his fate. The Assassin Lord promised (threatened?) to contact you later with orders. | done |
Equipment
| On feet | Unbreakable Greaves (Corpses) (8 def, 20 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+4 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% Curse of Corpses These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
| Light source | RimeorderInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+1 eff.) Changes stats: +1 Cun / +6 Wil Changes resistances: +6% lightning / +2% physical Changes damage: +15% cold Critical mult.: +32.00% Mental save: +10 (+3 eff.) Blindness immunity: +37% Cut immunity: +10% Confusion immunity: +28% Light radius: +11 See stealth: +34 See invisible: +37 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 6.5 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 41 for 9 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | hardened leather cap &039; (Madness) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +15 (+2 eff.) Armour: +3 Fatigue: +3% Changes stats: +9 Str Changes resistances penetration: +15% physical Critical mult.: +20.00% Only die when reaching: -80.00 life Curse of Madness A cap made of leather. |
| On hands | voratun gauntlets &039; (Shrouds) (0 def, 3 armour)Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +5 (+1 eff.) Physical crit. chance: +16.0% Armour: +3 Fatigue: +5% Damage (Melee): 13 lightning Changes stats: +6 Cun / +2 Wil Changes resistances: +10% lightning / +15% darkness Changes resistances penetration: +10% blight Changes damage: +11% lightning Critical mult.: +15.00% Mana when firing critical spell: +2.31 Maximum vim: +57.66 Spellpower: +35 (+10 eff.) Spell crit. chance: +20% Mental crit. chance: +20% Infravision radius: +3 When used to modify unarmed attacks: Power: 148% Range: 1.4x Uses stats: 40% Wil, 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +14 Armour Penetration: +15 Crit. chance: +30.0% Attack speed: 83% When this weapon hits: Lightning Breath (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). When this weapon crits: Dominate (10% chance level 5). Damage (Melee): +21 darkness Damage (radius 2) on crit: +11 lightning Curse of Shrouds It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 3.5 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 32 for 6 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Isotira the Balancedash [power 450] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Accuracy: +30 (+6 eff.) Physical power: +33 (+5 eff.) Changes resistances penetration: +28% physical Changes damage: +18% nature / +12% physical Critical mult.: +22.09% Physical save: +12 (+4 eff.) Maximum stamina: +33.14 It can be used to project a gust of wind in a cone knocking all creatures back 14 spaces and dealing 918 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Heal for 110. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Radhathad (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +25 (+5 eff.) Armour: +4 Damage when hit (Melee): 4 blight Changes stats: +4 Mag Critical mult.: +40.00% Disarm immunity: +40% Pinning immunity: +43% Knockback immunity: +32% Stamina each turn: +3.00 Hate when firing a critical mind attack: +2.00 Maximum life: +44.00 Maximum stamina: +30.00 Mental crit. chance: +3% Curse of Madness Rings make your fingers look great! |
| On fingers | Blastwitch (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +16 Damage when hit (Melee): 10 lightning Changes stats: +8 Str Changes resistances penetration: +26% lightning / +26% fire Mental save: +19 (+5 eff.) Hate when firing a critical mind attack: +5.22 Mindpower: +31 (+5 eff.) Curse of Madness Rings make your fingers look great! |
| Around neck | Galeregolen (Corpses)Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +19 Physical power: +9 (+1 eff.) Changes stats: +9 Str / +9 Dex / +4 Mag / +7 Wil / +1 Cun Changes resistances penetration: +20% arcane Changes damage: +9% physical Critical mult.: +18.00% Reduces incoming crit damage: 15.52% Light radius: +1 Infravision radius: +2 Combat speed: +10% Curse of Corpses Amulets make your neck look great! |
| In main hand | Erelyduhir (Madness) (156% power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 156% Range: 1.4x Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 30% chance to reduce all saves and defense by 51 On weapon crit: * Wound the target dealing 391 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +25 mind When wielded/worn: Physical crit. chance: +11.0% Physical power: +15 (+2 eff.) Changes stats: +12 Str / +10 Dex / +11 Mag / +17 Wil / +20 Cun / +10 Con Changes damage: +12% arcane Spell save: +9 (+3 eff.) Mana each turn: +0.16 Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +10 (+4 eff.) Curse of Madness Blunt and deadly. |
| Around waist | Galewish (Corpses)Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Effects on melee hit: * 22% chance to reduce strength, dexterity, and constitution by 27 Changes stats: +5 Dex / +8 Cun / +7 Lck Changes resistances: +3% temporal Changes resistances penetration: +11% physical Changes damage: +9% lightning / +13% physical / +3% darkness Critical mult.: +11.00% Reduces incoming crit damage: 10.00% Trap disarming bonus: +12 Stealth bonus: +10 Infravision radius: +5 See invisible: +6 Curse of Corpses A belt that goes around your waist. |
| In off hand | Burnbore (Corpses) (151% power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 152% Range: 1.4x Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 10 arcane resource burn On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +8 fire When wielded/worn: Armour penetration: +9 Physical crit. chance: +22.0% Changes stats: +11 Str / +7 Dex / +9 Mag / +13 Wil / +12 Cun / +13 Con Changes resistances: +6% blight / +5% arcane / +6% acid Critical mult.: +21.00% Spell save: +9 (+3 eff.) Curse of Corpses Sharp, long, and deadly. |
| Cloak | Cyrarera the elven-silk cloak (Misfortune) (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +15 Physical power: +10 (+2 eff.) Defense: +3 (+2 eff.) Damage when hit (Melee): 8 acid Changes stats: +6 Str / +7 Dex / +4 Con Changes resistances: +17% nature / +20% blight Changes resistances penetration: +10% physical Talent mastery: +0.30 Technique / Combat training Critical mult.: +30.00% Stealth bonus: +12 Physical save: +3 (+1 eff.) Spell save: +7 (+2 eff.) Life regen: +8.00 Stamina each turn: +1.50 Only die when reaching: -20.00 life Healing mod.: +18% Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | silk robe &039; (Misfortune) (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Effects on melee hit: * 10 arcane resource burn Changes stats: +7 Str / +7 Mag / +8 Wil / +3 Cun Changes resistances: +12% lightning / +6% temporal / +9% darkness / +14% cold / +5% arcane / +13% all Changes resistances penetration: +5% lightning / +17% physical / +9% darkness Changes damage: +14% lightning / +34% physical / +17% darkness / +20% cold Critical mult.: +13.00% Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +3.00 Maximum hate: +13.00 Mindpower: +9 (+1 eff.) Mental crit. chance: +5% Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
healing infusion of the sneak (heal 322; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 322 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning 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 nature talent. |
heroism infusion of the psychic (die at -889; dur 8; cd 29)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -889 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1779 life, 16 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower 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 nature talent. Press to compare to your current inscriptions |
heroism infusion of the sneak (die at -668; dur 7; cd 32)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -668 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1335 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning 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 nature talent. Press to compare to your current inscriptions |
movement infusion of the duelist (speed 565%; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 2.5 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 565% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the duelist (speed 612%; cd 8)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 612% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion (heal 317; 12 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 317 life over 5 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 nature talent. Press to compare to your current inscriptions |
regeneration infusion of the warrior (heal 655; 17 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 655 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the wizard (heal 577; 14 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 577 life over 5 turns. 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 nature talent. Press to compare to your current inscriptions |
wild infusion of the duelist (res 28%; mental; dur 2; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion 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 cure yourself of one random mental effect and reduce all damage taken by 28% for 2 turns. Also removes cross-tier effects of the affected types for free. 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 nature talent. Press to compare to your current inscriptions |
wild infusion of the psychic (res 47%; mental, physical; dur 2; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 47% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower 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 nature talent. Press to compare to your current inscriptions |
wild infusion of the wizard (res 32%; mental, physical; dur 2; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion 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 cure yourself of one random mental and physical effect and reduce all damage taken by 32% for 2 turns. Also removes cross-tier effects of the affected types for free. 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 nature talent. Press to compare to your current inscriptions |
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! |
Ancient Tome titled &039;0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
Daneth&Crafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Changes resistances: +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General& |
Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+5 eff.) Spell save: +15 (+5 eff.) Mental save: -7 (-1 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Samarig (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -6% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +13 Str / +2 Con Life regen: +3.00 Infravision radius: +3 Curse of Nightmares Amulets make your neck look great! |
The Far-HandPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 36 power out of 36/36) : Effective talent level: 5.5 Power cost: 36 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (156). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Brightwrack the stralite amuletInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Damage when hit (Melee): 2 light Changes stats: +1 Cun / +5 Con Changes resistances: +18% light / +18% darkness Critical mult.: +5.00% Physical save: +11 (+4 eff.) Blindness immunity: +63% Life regen: +5.00 Maximum life: +70.00 Maximum hate: +8.00 Mindpower: +15 (+2 eff.) Infravision radius: +5 Sight radius: +2 See invisible: +7 Amulets make your neck look great! |
Quenchraptor the stralite amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +8 Str / +7 Dex / +16 Wil Changes resistances: +9% cold / +9% temporal / +6% nature / +6% darkness Talent masteries: +0.34 Cursed / Slaughter +0.34 Cursed / Gloom Amulets make your neck look great! |
Spellblaze Echoes (Nightmares)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +6 Defense: +6 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +15 Spellpower: +8 (+3 eff.) Spell crit. chance: +6% Curse of Nightmares It can be used to unleash a destructive wail, destroying terrain and dealing 871.08 physical damage (based on Magic) in a radius of 3 Activation costs 60 power out of 60/60. This ancient charm still retains a distant echo of the destruction wrought by the Spellblaze |
Zemekkys&Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes resistances: +20% temporal Changes resistances cap: +5% temporal Changes damage: +10% temporal Lowers spell cool-downs by: 10% Activating this item is instant. Curse of Nightmares It can be used to activate talent Time Stop (costing 50 power out of 80/80) : Effective talent level: 2.5 Power cost: 50 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
Kilndash (Nightmares)Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +16 (+3 eff.) Armour penetration: +34 Damage when hit (Melee): 6 fire Changes resistances: +25% fire / +32% cold Changes resistances penetration: +15% fire Changes damage: +6% cold / +18% fire Critical mult.: +33.00% Curse of Nightmares Amulets make your neck look great! |
cleansing voratun amulet of vision (Misfortune)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +19% nature / +24% blight Blindness immunity: +12% Poison immunity: +42% Disease immunity: +50% Infravision radius: +9 Sight radius: +2 See invisible: +11 Curse of Misfortune Amulets make your neck look great! |
voratun amulet &039; (Misfortune)Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 (+4 eff.) Defense: +20 (+9 eff.) Damage when hit (Melee): 4 mind Changes stats: +5 Wil / +6 Cun / +13 Lck Changes resistances penetration: +15% mind Mental save: +12 (+3 eff.) Confusion immunity: +25% Stun/Freeze immunity: +21% Psi when hit: +0.12 Mindpower: +15 (+2 eff.) Mental crit. chance: +3% Reduce all damage from unseen attackers: 20% Curse of Misfortune Amulets make your neck look great! |
voratun amulet &039; (Madness)Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 21 arcane resource burn Changes stats: +9 Str / +9 Dex / +10 Wil / +9 Con Changes resistances: +9% acid / +30% temporal / +3% cold / +15% lightning Changes resistances penetration: +10% lightning Spell save: +6 (+2 eff.) Pinning immunity: +37% Knockback immunity: +43% Curse of Madness Amulets make your neck look great! |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 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. |
Dourradiance the copper ring (Shrouds)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Str Changes resistances: +3% nature / +22% fire Changes damage: +11% fire Curse of Shrouds Rings make your fingers look great! |
Eilinivena the copper ring (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +18 (+4 eff.) Armour penetration: +8 Physical power: +20 (+3 eff.) Defense: +8 (+4 eff.) Changes stats: +2 Dex Physical save: +12 (+4 eff.) Only die when reaching: -40.00 life Curse of Nightmares It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 127% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Lisebrelera (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 51 Changes stats: +3 Cun / +3 Dex Changes resistances penetration: +5% mind Changes damage: +6% mind Disarm immunity: +20% Pinning immunity: +22% Knockback immunity: +22% Maximum life: +22.00 Infravision radius: +1 Curse of Nightmares Rings make your fingers look great! |
marksman&Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +3 Dex Changes resistances: +22% acid Changes damage: +11% acid Curse of Corpses Rings make your fingers look great! |
Daybore the steel ring (Shrouds)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 41% Damage when hit (Melee): 8 light / 6 mind Changes stats: +2 Cun Changes resistances: +28% acid Changes resistances penetration: +20% light Changes damage: +14% acid Mindpower: +20 (+3 eff.) Mental crit. chance: +6% Curse of Shrouds Rings make your fingers look great! |
Erelolehek the steel ring (Madness)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +3 Physical crit. chance: +3.0% Changes stats: +7 Str / +5 Con Changes resistances: +6% temporal Changes resistances penetration: +25% arcane Changes damage: +3% temporal Critical mult.: +5.00% Physical save: +10 (+3 eff.) Curse of Madness Rings make your fingers look great! |
Glaldana (Misfortune)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+1 eff.) Changes stats: +5 Cun / +10 Wil Changes resistances: +6% blight Changes damage: +3% arcane Mental save: +4 (+1 eff.) Spellpower: +7 (+3 eff.) Mindpower: +12 (+2 eff.) Curse of Misfortune Rings make your fingers look great! |
Layewen (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Armour: +16 Defense: +30 (+12 eff.) Changes stats: +2 Cun / +4 Dex Changes damage: +21% acid Physical save: +6 (+2 eff.) Light radius: +3 Curse of Nightmares Rings make your fingers look great! |
Lustredream (Corpses)Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Effects on melee hit: * 11% chance to reduce all saves and defense by 51 Damage (Melee): 9 physical Effects on ranged hit: * 11% chance to reduce all saves and defense by 51 Damage (Ranged): 6 physical Changes stats: +3 Cun Changes resistances: +20% lightning / +6% light Changes damage: +10% lightning / +9% cold Hate when firing a critical mind attack: +1.00 Maximum hate: +7.00 Curse of Corpses It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 159% weapon damage. If the attack hits, the target will bleed for 300% weapon damage over 7 turns, and all healing will be reduced by 60%. Rings make your fingers look great! |
Vargh Redemption (Madness)Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 Curse of Madness It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 33.29 cold and 47.16 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
Wheel of Fate (Corpses)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Curse of Corpses It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn& |
Ce&Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +14 (+2 eff.) Defense: +15 (+7 eff.) Changes stats: +2 Con Changes resistances: +15% blight Changes damage: +7% all Poison immunity: +20% Silence immunity: +20% Confusion immunity: +20% Only die when reaching: -80.00 life Spellpower: +14 (+5 eff.) Mindpower: +11 (+2 eff.) Curse of Nightmares Rings make your fingers look great! |
Veliralaith (Madness)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes resistances: +6% acid Mental save: +15 (+4 eff.) Silence immunity: +20% Knockback immunity: +20% Maximum life: +100.00 Mindpower: +11 (+2 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Madness Rings make your fingers look great! |
gold ring &039; (Corpses)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 2 darkness Changes resistances: +26% cold / +21% fire / +2% physical Changes damage: +13% cold Mental save: +6 (+2 eff.) Silence immunity: +20% Life regen: +2.00 Curse of Corpses Rings make your fingers look great! |
gold ring &039; (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +25 (+5 eff.) Physical power: +15 (+2 eff.) Defense: +30 (+12 eff.) Damage when hit (Melee): 10 arcane Changes stats: +4 Con Changes damage: +9% physical Physical save: +11 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+3 eff.) Curse of Madness Rings make your fingers look great! |
Gloomrupture (Misfortune)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 41% Changes stats: +6 Dex / +7 Wil Changes resistances: +24% fire / +36% cold Changes damage: +18% cold Reduces incoming crit damage: 15.15% Curse of Misfortune Rings make your fingers look great! |
Ring of the Dead (Corpses)Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! Curse of Corpses This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Tarrizilarab (Misfortune)Powered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +12 (+2 eff.) Damage when hit (Melee): 2 arcane Changes resistances: +28% lightning / +15% nature / +12% blight Changes damage: +14% lightning Poison immunity: +19% Disease immunity: +18% Confusion immunity: +10% Life regen: +4.00 Maximum vim: +40.00 Spellpower: +9 (+3 eff.) Mindpower: +11 (+2 eff.) Curse of Misfortune Rings make your fingers look great! |
Turerion the stralite ring (Madness)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +17 Damage when hit (Melee): 8 arcane Changes stats: +7 Dex Changes resistances penetration: +26% physical Physical save: +9 (+3 eff.) Mental save: +10 (+3 eff.) Confusion immunity: +44% Vim when firing critical spell: +2.07 Spell crit. chance: +3% Light radius: +3 Curse of Madness Rings make your fingers look great! |
Writhing Ring of the Hunter (Madness)Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). Curse of Madness A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
Zerafang the stralite ring (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour penetration: +3 Physical crit. chance: +8.0% Armour: +16 Defense: +14 (+7 eff.) Effects on melee hit: * 20 arcane resource burn Changes stats: +7 Cun / +3 Str Changes damage: +21% physical Stamina each turn: +2.00 Curse of Shrouds Rings make your fingers look great! |
stralite ring &039; (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +18 Effects on melee hit: * 23% chance to reduce armor by 37% Changes stats: +9 Str / +4 Dex / +3 Mag Changes resistances penetration: +29% arcane Critical mult.: +20.00% Stamina each turn: +3.49 Mana when firing critical spell: +2.32 Spellpower: +25 (+7 eff.) Spell crit. chance: +6% Curse of Nightmares Rings make your fingers look great! |
conjurer&Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+2 eff.) Armour penetration: +13 Defense: +17 (+8 eff.) Changes stats: +6 Mag / +6 Wil Spellpower: +10 (+4 eff.) Curse of Misfortune It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 127% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
treant&Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +10% blight / +12% nature / +32% acid Changes damage: +16% acid Poison immunity: +21% Disease immunity: +23% Curse of Nightmares Rings make your fingers look great! |
voratun diamond ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +14 Defense: +13 (+6 eff.) Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 127% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
voratun fire opal ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+2 eff.) Physical crit. chance: +5.0% Changes stats: +9 Cun / +8 Dex Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Rings make your fingers look great! |
voratun ring &039; (Misfortune)Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+2 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 27 Changes stats: +6 Cun / +5 Mag Changes resistances: +30% darkness / +3% blight Changes damage: +12% blight / +15% darkness / +4% all Spellpower: +20 (+6 eff.) Mindpower: +15 (+2 eff.) Curse of Misfortune Rings make your fingers look great! |
Bolbum&Requires: - Magic 38 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Power: 176% Range: 1.2x Uses stats: 140% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +10 Attack speed: 100% Damage (Melee): +10 % chance of confusion When wielded/worn: Accuracy: +7 (+1 eff.) Changes damage: +20% physical Talent mastery: +0.20 Spell / Staff combat Spellpower: +12 (+4 eff.) Spell crit. chance: +18% Curse of Madness It can be used to activate talent Channel Staff (costing 9 power out of 20/20) : Effective talent level: 3.5 Power cost: 9 out of 20/20. Range: 8 Travel Speed: 2000% of base Is: a spell Description: Channel raw mana through your staff, projecting a bolt of your staff&039;s Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. |
Awakened Staff of Absorption (172% power, 60 apr, lightning element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 172% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+13 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher&YELLOWLASTANTIQUE_WHITE{italic} |
Butcher (Nightmares) (159% power, 12 apr)Requires: - Strength 40 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Power: 160% Range: 1.4x Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On weapon kill: * Enter a Rampage (Shared cooldown). When wielded/worn: Accuracy: +18 (+4 eff.) Changes stats: +10 Str / +10 Wil / +7 Cun Talent masteries: +0.20 Cursed / Rampage +0.20 Cursed / Slaughter Enter Rampage if health falls below 20% Curse of Nightmares Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in a bloodied block. Beneath, a carving said "This was fun, let& |
Tydin (Nightmares) (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical crit. chance: +1.0% Changes stats: +7 Str / +7 Mag / +7 Wil / +3 Cun / +1 Con Changes resistances: +34% lightning / +2% physical / +12% cold / +15% all Changes resistances penetration: +12% darkness / +11% physical Changes damage: +44% lightning / +39% physical / +30% darkness / +16% cold Maximum stamina: +20.00 Maximum hate: +12.00 Mindpower: +9 (+1 eff.) Mental crit. chance: +4% Light radius: +2 Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Tarrasca (Corpses) (0 def, 50 armour)Requires: - Massive armour training - Strength 52 Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +50 Armour Hardiness: +15% Fatigue: +35% Changes stats: +15 Con Physical save: +45 (+12 eff.) Knockback immunity: +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 0% Curse of Corpses It can be used to slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns Activation costs 25 power out of 25/25. This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. |
Lustreoozer the rough leather belt (Misfortune)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +10 (+2 eff.) Changes stats: +2 Str / +2 Dex Changes resistances: +7% fire / +6% cold Changes resistances penetration: +5% light Physical save: +3 (+1 eff.) Curse of Misfortune A belt that goes around your waist. |
Zalandur the Boltdream (Nightmares)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +10 (+2 eff.) Changes stats: +2 Con Changes resistances: +9% lightning Changes resistances penetration: +5% lightning Life regen: +0.80 Stamina each turn: +3.00 Healing mod.: +10% Curse of Nightmares A belt that goes around your waist. |
Girdle of the Calm Waters (Corpses)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% Curse of Corpses A belt rumoured to have been worn by the Conclave healers. |
Ce&Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour penetration: +4 Physical crit. chance: +6.0% Armour: +6 Defense: +20 (+9 eff.) Changes resistances: +9% fire / +11% cold Changes resistances penetration: +20% physical Critical mult.: +20.00% Stamina each turn: +3.00 Only die when reaching: -60.00 life Curse of Shrouds A belt that goes around your waist. |
Gunurig the hardened leather belt (Misfortune)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Damage when hit (Melee): 6 blight Changes resistances: +5% arcane Changes resistances penetration: +20% blight Changes damage: +18% arcane Critical mult.: +11.00% Spell save: +18 (+6 eff.) Disease immunity: +20% Confusion immunity: +20% Curse of Misfortune A belt that goes around your waist. |
Offalcast (Madness)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 81% Changes stats: +1 Cun Changes resistances: +11% acid / +15% fire / +13% lightning / +14% cold Changes resistances penetration: +8% physical Changes damage: +7% physical Mental save: +3 (+1 eff.) Mindpower: +15 (+2 eff.) Curse of Madness A belt that goes around your waist. |
Shadeobsidian (Nightmares)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Changes resistances: +30% acid / +3% physical Changes resistances penetration: +20% darkness Critical mult.: +14.00% Reduces incoming crit damage: 16.29% Disease immunity: +20% Cut immunity: +22% Silence immunity: +22% Stun/Freeze immunity: +20% Only die when reaching: -40.00 life Maximum life: +60.00 Curse of Nightmares A belt that goes around your waist. |
Guise of the Hated (Nightmares) (14 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Defense: +14 (+7 eff.) Damage (Melee): 30 mind / 30 darkness Damage when hit (Melee): 30 mind / 30 darkness Changes stats: +4 Dex / +8 Wil / +6 Cun Changes resistances: +10% darkness / +10% mind Changes damage: +4% all Talent masteries: +0.30 Cursed / Gloom +0.30 Cursed / Darkness Talent granted: +5 Dark Vision Stealth bonus: +12 Mental save: +10 (+3 eff.) Hate per kill: +5.00 Mindpower: +20 (+3 eff.) Mental crit. chance: +10% Talent on hit(mindpower): Creeping Darkness (10% chance level 3). Curse of Nightmares Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
Spellhunt Remnants (Madness) (6 def, 8 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+3 eff.) Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +25% nature Changes damage: +25% nature Spell save: +15 (+5 eff.) Maximum life: +100.00 Mindpower: +12 (+2 eff.) Mental crit. chance: +15% Light radius: +1 When used to modify unarmed attacks: Power: 142% Range: 1.4x Uses stats: 40% Wil, 40% Cun, 40% Dex, 40% Str Damage type: Physical Armour Penetration: +18 Crit. chance: +12.0% Attack speed: 83% When this weapon hits: Mana Clash (15% chance level 3). When this weapon hits: Antimagic Zone (15% chance level 3). On weapon hit: * 50 arcane resource burn Damage (Melee): +20 silence Can&LASTF53CBELASTYELLOWLASTANTIQUE_WHITE |
Malslek the Accursed&Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +2 (+1 eff.) Damage (Melee): 30 % chance of gloom effects Changes resistances: +20% fire Changes damage: +10% darkness / +10% physical Talent mastery: +0.20 Cursed / Punishments Mental save: -10 (-2 eff.) Hate when firing a critical mind attack: +2.00 Hate per kill: +2.00 Maximum hate: +20.00 Spellpower: +10 (+4 eff.) Mindpower: +15 (+2 eff.) Mental crit. chance: +10% Healing mod.: -10% Talent on hit(spell): Agony (10% chance level 2). Talent on hit(mindpower): Hateful Whisper (10% chance level 2). Curse of Shrouds This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
elven-silk wizard hat &039; (Corpses) (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+2 eff.) Changes resistances: +18% acid / +16% physical / +20% darkness / +6% blight / +18% lightning Changes damage: +12% lightning / +17% physical / +19% darkness Psi each turn: +0.22 Maximum hate: +11.00 Mindpower: +15 (+2 eff.) Mental crit. chance: +9% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Corpses A pointy cloth hat, very wizardly... |
Eye of the Forest (Madness) (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+4 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+3 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 Curse of Madness It can be used to activate talent Earth&LAST6FFF8300FF006FFF837FFFD46FFF83FFFFFF6FFF83FFFFFF6FFF83FFFFFF6FFF83FFFFFFANTIQUE_WHITE |
Steel Helm of Garkul (Madness) (0 def, 6 armour)Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul&LASTYELLOWLASTLIGHT_GREENLASTREDLASTLIGHT_GREENLASTLIGHT_GREENLASTLIGHT_GREENLASTLIGHT_GREEN physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+3 eff.) Curse of Madness A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
19 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. |
14 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. |
15 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. |
9 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+5 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+5 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
17 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. |
Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
Prothotipe&Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 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. |
Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
Telos&Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff Activation costs 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+3 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
GuidanceInfused by nature Infused by arcane disrupting forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +6 Wil / +6 Cun / +6 Con Changes resistances: +20% blight Changes resistances cap: +10% blight Talent masteries: +0.20 Wild-gift / Call of the wild +0.50 Wild-gift / Antimagic Physical save: +15 (+5 eff.) Spell save: +15 (+5 eff.) Mental save: +15 (+4 eff.) Light radius: +6 Said to have once belonged to Inquisitor Marcus Dunn during the Spellhunt this fist sized quartz crystal glows constantly with a soft white light and was rumoured to be a great aid in meditation, helping focus the mind, body, and soul of the owner as well as protecting them from the foulest of magics. It seems somebody well versed in antimagic could use it to its fullest potential. |
Xonor the dwarven lanternInfused by nature 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Accuracy: +20 (+4 eff.) Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Armour: +2 Changes stats: +2 Str / +1 Dex / +5 Wil / +6 Con Changes resistances: +12% blight / +5% physical Critical mult.: +18.00% Life regen: +15.00 Maximum life: +70.00 Light radius: +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Cold Iron AcornInfused by psionic forces 0.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 When carried: Changes resistances: +30% mind Changes damage: +12% physical Movement speed: +20% A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. The acorn serves as a reminder of who and what you are. |
Kyless&Infused by psionic forces 5.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 This was the book that gave power to Kyless and eventually led to his doom. The book is simple in appearance, bound in leather with no markings on the cover. All of the pages are blank. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Breezegore (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical power: +20 (+3 eff.) Fatigue: -6% Damage when hit (Melee): 4 nature Changes stats: +11 Str / +1 Con Changes resistances: +3% cold / +3% fire When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Urthitar the Cracklehack (dig speed 16 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +15% lightning Changes resistances penetration: +15% acid Changes damage: +18% lightning Maximum life: +29.00 Maximum stamina: +22.00 Maximum psi: +50.00 Mindpower: +30 (+5 eff.) Mental crit. chance: +3% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe &039; (dig speed 10 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Physical power: +6 (+1 eff.) Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 27 Changes stats: +2 Str / +2 Dex Changes resistances: +6% blight Changes damage: +15% fire Maximum life: +28.00 Maximum stamina: +17.00 Lowers spell cool-downs by: 10% Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Betuth the Frigidtaint (dig speed 24 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +13.0% Defense: +5 (+3 eff.) Changes stats: +12 Str / +8 Wil / +4 Con Changes resistances: +3% cold / +3% physical Changes resistances penetration: +5% mind Critical mult.: +15.00% Stamina each turn: +2.00 Mental crit. chance: +12% Light radius: +1 Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Pick of Dwarven Emperors (dig speed 12 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Con Changes resistances penetration: +10% physical Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Maximum life: +50.00 When carried: Talent granted: +1 Dig It can be used to activate talent Earthquake (costing 30 power out of 30/30) : Effective talent level: 5.5 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 123.15 physical damage in a radius of 4 each turn for 8 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
Prox&Infused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 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)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 Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
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 Activation costs 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. |
Shocklace the iron torque of clear mind [power 1] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Changes stats: +4 Str Changes resistances: +3% lightning Changes damage: +18% physical Maximum stamina: +10.00 It can be used to remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
iron torque of gale force &039; [power 105] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes resistances: +3% temporal / +3% mind / +5% arcane Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 214 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 22% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
cleansing steel torque of mindblast [power 160] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to blast the opponent&LASTORCHIDLASTANTIQUE_WHITE |
elm totem of healing [power 116] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
ash totem of healing [power 194] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to heal yourself and all friendly characters within 10 spaces for 194 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
focusing ash totem of stinging [power 188] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to sting an enemy dealing 239 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+1 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 Activation costs 10 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
The Guardian&Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects when hit in melee: * 18% chance to slow global speed by 81% Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+6 eff.) Mindpower: +8 (+1 eff.) It can be used to call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.) Activation costs 50 power out of 50/50. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
Forbidden Tome: "Home, Horrific Home"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 5 It can be used to read the book. A tome of lost knowledge. Touching it you feel both sick and yet strangely at peace. |
Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
WINNER!
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Gurzin the Krog Cursed level 40
2nd Pyre 123rd year of Ascendancy at 07:19 see stats
A different point of view (Insane (Roguelike) difficulty)
50th Regrowth 123rd year of Ascendancy at 17:12 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Gurzin the Krog Cursed level 40
1st Time of Balance 123rd year of Ascendancy at 01:21 see stats
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Gurzin the Krog Cursed level 24
54th Haze 122nd year of Ascendancy at 16:05 see stats
Are you out of your mind?! (Insane (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Gurzin the Krog Cursed level 44
15th Pyre 123rd year of Ascendancy at 22:00 see stats
Atamathoned! (Insane (Roguelike) difficulty)
Killed the giant golem Atamathon after foolishly reactivating it.By Gurzin the Krog Cursed level 50
24th Regrowth 124th year of Ascendancy at 20:50 see stats
Back and there again (Insane (Roguelike) difficulty)
70th Dusk 123rd year of Ascendancy at 18:00 see stats
Bookception! (Insane (Roguelike) difficulty)
Found the Forbidden Tome reward inside the Forbidden Tome: "Of Knowledge And Horrors".By Gurzin the Krog Cursed level 50
78th Dusk 123rd year of Ascendancy at 14:26 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Gurzin the Krog Cursed level 43
10th Pyre 123rd year of Ascendancy at 08:23 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Gurzin the Krog Cursed level 31
8th Regrowth 123rd year of Ascendancy at 11:15 see stats
Can you bear it? So much bearness! (Insane (Roguelike) difficulty)
Killed Borius in the Bearscape.By Gurzin the Krog Cursed level 50
50th Haze 123rd year of Ascendancy at 11:43 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Gurzin the Krog Cursed level 11
56th Dusk 122nd year of Ascendancy at 00:48 see stats
Demonic Invasion (Insane (Roguelike) difficulty)
Stopped a demonic invasion by closing their portal.By Gurzin the Krog Cursed level 50
29th Haze 123rd year of Ascendancy at 14:37 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Gurzin the Krog Cursed level 42
7th Pyre 123rd year of Ascendancy at 06:16 see stats
Don't Poosh it! (Insane (Roguelike) difficulty)
Killed Kelad in the lost land of Poosh.By Gurzin the Krog Cursed level 50
52nd Haze 123rd year of Ascendancy at 14:51 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Gurzin the Krog Cursed level 31
3rd Decay 122nd year of Ascendancy at 19:45 see stats
Earth Master (Insane (Roguelike) difficulty)
7th Regrowth 124th year of Ascendancy at 00:08 see stats
Evil denied (Insane (Roguelike) difficulty)
Won ToME by preventing the Void portal from opening.By Gurzin the Krog Cursed level 50
9th Regrowth 124th year of Ascendancy at 13:54 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Gurzin the Krog Cursed level 23
40th Haze 122nd year of Ascendancy at 06:41 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Gurzin the Krog Cursed level 33
43rd Regrowth 123rd year of Ascendancy at 15:30 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Gurzin the Krog Cursed level 50
28th Haze 123rd year of Ascendancy at 16:59 see stats
Fear of Fours (Insane (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By Gurzin the Krog Cursed level 50
30th Haze 123rd year of Ascendancy at 11:50 see stats
Home sweet home (Insane (Roguelike) difficulty)
50th Regrowth 123rd year of Ascendancy at 16:45 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Roguelike) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Gurzin the Krog Cursed level 45
16th Pyre 123rd year of Ascendancy at 06:39 see stats
Invasion from the Depths (Insane (Roguelike) difficulty)
Stopped a naga invasion by closing their portal.By Gurzin the Krog Cursed level 50
13rd Haze 123rd year of Ascendancy at 09:13 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Gurzin the Krog Cursed level 10
3rd Mirth 122nd year of Ascendancy at 22:32 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Gurzin the Krog Cursed level 20
30th Haze 122nd year of Ascendancy at 11:23 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Gurzin the Krog Cursed level 30
1st Decay 122nd year of Ascendancy at 23:18 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Gurzin the Krog Cursed level 40
80th Regrowth 123rd year of Ascendancy at 15:44 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Gurzin the Krog Cursed level 50
11st Dusk 123rd year of Ascendancy at 08:37 see stats
Myths of an age past (Insane (Roguelike) difficulty)
Learned all there is to learn about the Gods and the Godslayers.By Gurzin the Krog Cursed level 34
50th Regrowth 123rd year of Ascendancy at 17:12 see stats
Orcrist (Insane (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By Gurzin the Krog Cursed level 50
29th Haze 123rd year of Ascendancy at 08:55 see stats
Overpowered! (Insane (Roguelike) difficulty)
Did over 6000 damage in one attack.By Gurzin the Krog Cursed level 50
58th Haze 123rd year of Ascendancy at 13:15 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Gurzin the Krog Cursed level 31
11st Regrowth 123rd year of Ascendancy at 03:56 see stats
Race through fire (Insane (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Gurzin the Krog Cursed level 50
16th Haze 123rd year of Ascendancy at 23:40 see stats
Savior of the damsels in distress (Insane (Roguelike) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Gurzin the Krog Cursed level 48
1st Flare 123rd year of Ascendancy at 01:58 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Gurzin the Krog Cursed level 37
77th Regrowth 123rd year of Ascendancy at 06:17 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Gurzin the Krog Cursed level 25
61st Haze 122nd year of Ascendancy at 08:19 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Gurzin the Krog Cursed level 42
7th Pyre 123rd year of Ascendancy at 07:04 see stats
Tactical master (Insane (Roguelike) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Gurzin the Krog Cursed level 50
9th Regrowth 124th year of Ascendancy at 13:54 see stats
Take you with me (Insane (Roguelike) difficulty)
Killed a boss while already dead.By Gurzin the Krog Cursed level 50
24th Regrowth 124th year of Ascendancy at 20:50 see stats
Tales of the Spellblaze (Insane (Roguelike) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Gurzin the Krog Cursed level 34
50th Regrowth 123rd year of Ascendancy at 17:12 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Gurzin the Krog Cursed level 6
78th Pyre 122nd year of Ascendancy at 19:41 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Gurzin the Krog Cursed level 34
50th Regrowth 123rd year of Ascendancy at 17:12 see stats
The Sun Still Shines (Insane (Roguelike) difficulty)
Aeryn survived the last battle.By Gurzin the Krog Cursed level 50
9th Regrowth 124th year of Ascendancy at 13:54 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By Gurzin the Krog Cursed level 46
79th Pyre 123rd year of Ascendancy at 22:21 see stats
The sky is falling! (Insane (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Gurzin the Krog Cursed level 29
74th Haze 122nd year of Ascendancy at 11:08 see stats
There and back again (Insane (Roguelike) difficulty)
44th Pyre 123rd year of Ascendancy at 04:16 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Gurzin the Krog Cursed level 21
35th Haze 122nd year of Ascendancy at 09:37 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Gurzin the Krog Cursed level 15
9th Haze 122nd year of Ascendancy at 16:25 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Gurzin the Krog Cursed level 50
24th Regrowth 124th year of Ascendancy at 20:50 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Gurzin the Krog Cursed level 40
80th Regrowth 123rd year of Ascendancy at 18:59 see stats
You were not supposed to see that! (Insane (Roguelike) difficulty)
Read a Forbidden Tome.By Gurzin the Krog Cursed level 50
77th Dusk 123rd year of Ascendancy at 21:18 see stats
Log
Gurzin hits Atamathon the Giant Golem for 1490 physical, 2 mind, 6 lightning, 47 physical, 0 arcane, 719 physical, 0 arcane, 3 fire, 6 lightning, 47 physical, 0 arcane (2320 total damage).
Gurzin the level 50 krog cursed was smashed to death by Atamathon the Giant Golem on level 1 of Golem Graveyard.
Atamathon the Giant Golem killed Gurzin!
The Blood of Life rushes through your dead body. You come back to life!
Personal New Achievement: Unstoppable (Insane (Roguelike) difficulty)!
Saving done.
Saving game...
Saving done.
Gurzin activates Gloom.
Gurzin activates Stalk.
Gurzin uses Frenzy.
Gurzin performs a melee critical strike against Atamathon the Giant Golem!
Atamathon the Giant Golem briefly catches sight of you!
Gurzin&
Gurzin attunes to the damage.
Gurzin performs a melee critical strike against Atamathon the Giant Golem!
Atamathon the Giant Golem resists Gurzin&039;Cripple&LASTLASTGurzin performs a melee critical strike against Atamathon the Giant Golem!
Gurzin begins rampaging!
Your rampage is invigorated by your fierce attack! (+1 duration)
Gurzin performs a melee critical strike against Atamathon the Giant Golem!
Atamathon the Giant Golem resists Gurzin&039;Cripple&LASTGurzin performs a melee critical strike against Atamathon the Giant Golem!
Gurzin performs a melee critical strike against Atamathon the Giant Golem!
Personal New Achievement: Atamathoned! (Insane (Roguelike) difficulty)!
Personal New Achievement: Take you with me (Insane (Roguelike) difficulty)!
Gurzin performs a melee critical strike against Atamathon the Giant Golem!
Gurzin performs a melee critical strike against Atamathon the Giant Golem!
You feel your rampage slowing down. (-1 duration)








































































































































