Character
Game | Tales of Maj'Eyal: Age of Ascendancy 0.9.43 |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Cornac |
Class | Shadowblade |
Level / Exp | 50 / 2115% |
Size | medium |
Lifes / Deaths | Killed by unstable sand tunnel at level 19 on the 53rd Haze 122nd year of Ascendancy at 09:52 0 / 7Killed by elven cultist at level 25 on the 36th Regrowth 123rd year of Ascendancy at 00:02 Killed by skeleton warrior at level 29 on the 68th Regrowth 123rd year of Ascendancy at 00:19 Killed by orc grand master assassin at level 35 on the 77th Pyre 123rd year of Ascendancy at 07:53 Killed by Isadhevena the fire drake hatchling at level 38 on the 25th Dusk 123rd year of Ascendancy at 02:28 Killed by Nightstalker at level 50 on the 15th Regrowth 124th year of Ascendancy at 11:15 Killed by Atamathon the Giant Golem at level 50 on the 80th Regrowth 124th year of Ascendancy at 18:25 |
Primary Stats
Strength | 49 (base 16) |
Dexterity | 104 (base 60) |
Constitution | 73 (base 60) |
Magic | 60 (base 20) |
Willpower | 33 (base 26) |
Cunning | 114 (base 60) |
Resources
Life | 1276/1276 |
Mana | 272/435 |
Stamina | 220/284 |
Psi | 123/123 |
Healing Factor | 0.93 |
Regeneration | 1.2555 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | -997 |
Infravision | 14 |
See Invisible | 4 |
Stealth | 108.31 |
ESP Range | 10 |
ESP Kinds | dragon, humanoid/orc |
Offense: Mainhand
Damage | 159 |
Accuracy | 86 |
Crit Chance | 78% |
APR | 44 |
Speed | 1.00 |
Offense: Offhand
Damage | 190 |
Accuracy | 86 |
Crit Chance | 74% |
APR | 43 |
Speed | 1.00 |
Offense: Spell
Spellpower | 66.1275 |
Crit Chance | 64% |
Speed | 1 |
Offense: Mind
Mindpower | 46.233333333333 |
Crit Chance | 54% |
Speed | 1 |
Offense: Damage Bonus
Nature | +30% |
Acid | +15% |
Darkness | +86% |
Temporal | +10% |
Blight | +15% |
Physical | +56% |
Cold | +20% |
All | 0% |
Offense: Damage Penetration
Darkness | +26% |
Mind | +11% |
Physical | +7% |
Defense: Base
Armour (hardiness) | 43 (45%) |
Defense | 65.725 |
Ranged Defense | 65.975 |
Fatigue | 6 |
Physical Save | 36.85 |
Spell Save | 37.775 |
Mental Save | 42.483333333333 |
Defense: Resistances
Physical | + 18%( 73%) |
Mind | + 5%( 70%) |
All | + 15%( 70%) |
Darkness | + 73%( 74%) |
Light | + 15%( 70%) |
Temporal | + 49%( 70%) |
Cold | + 40%( 70%) |
Fire | + 28%( 70%) |
Nature | + 15%( 70%) |
Defense: Immunities
Pinning Resistance | 38% |
Confusion Resistance | 0% |
Blind Resistance | 0% |
Inscriptions (4/4)
Infusion | Effective talent level: 1.0 HeroismUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to increase three of your primary stats by 23 for 10 turns. Also while Heroism is active you will only die when reaching -595 life. However, when below 0 you cannot see how much life you have left and you will die if you did not heal before the effect ends. It will always increase your three highest stats. Its effects scale with your Cunning stat. |
Infusion | Effective talent level: 1.0 RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Description: Activate the infusion to heal yourself for 708 life over 5 turns. Its effects scale with your Magic stat. |
Infusion | Effective talent level: 1.0 WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to cure yourself of magical, physical effects and reduce all damage taken by 24% for 5 turns. |
Rune | Effective talent level: 1.0 ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is Spell: true Description: Activate the rune to create a protective shield absorbing at most 533 damage for 4 turns. Its effects scale with your Dexterity stat. |
Class Talents
Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Combat techniques | 1.60 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.83 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Temporal | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Phantasm | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.50 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Technique / Dual weapons | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Ambush | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.50 |
| 5/5 |
| 1/10 |
| 5/5 |
| 0/5 |
| 5/5 |
Cunning / Survival | 1.10 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Technique / Conditioning | 0.90 |
| 1/5 |
| 1/5 |
| 5/5 |
| 2/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Stealth |
talent | Premonition |
talent | Daunting Presence |
beneficial effect | Horrible visions fill you mind. Level 2 Curse of Nightmares 2Penalty: Plagued by Visions: Your mental save has a 20% chance to be reduced by 13% when tested, Level 1: Removed from Reality: +3 Physical Resistance, +3 Maximum Physical Resistance Level 2: -1 Luck, +3 Willpower Level 3: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they loose 10 air and an additional 3 air for each level below that. Level 4: Nightmare: Each time you are damaged by a foe there is 0% chance of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck. |
beneficial effect | Mayhem and destruction seem to follow you. Level 1 Curse of Misfortune 1Penalty: Lost Fortune: You seem to find less gold in your journeys. Level 1: Missed Opportunities: +2 Defense, +1 Ranged Defense Level 2: -1 Luck, +3 Cunning Level 3: Devious Mind: You have an affinity for seeing the devious plans of others (+20% chance to avoid traps). Level 4: Unfortunate End: There is a 30% chance that the damage you deal will increase by 40% if it is enough to kill your opponent. |
beneficial effect | An aura of death surrounds you. Level 2 Curse of Corpses 2Penalty: Fear of Death: -4% resistance against damage from the undead. Level 1: Power over Death: +6% damage against the undead. Level 2: -1 Luck, +2 Strength, +2 Magic Level 3: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 4. Level 4: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
beneficial effect | You feel your grip on reality slipping. Level 4, Cursed Aura Curse of Madness 4Penalty: Fractured Sanity: -12% Mind Resistance, -16% Confusion Immunity Level 1: Unleashed: +12% critical damage, +16% off-hand weapon damage Level 2: -3 Luck, +7 Dexterity Level 3: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Level 4: Mania: Any time you take more than 16% damage during a single turn, the remaining cooldown of one of your talents is reduced by 1. |
beneficial effect | A shroud of darkness seems to fall across your path. Level 1 Curse of Shrouds 1Penalty: Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 6%) for 4 turns. Level 1: Nightwalker: +4 Darkness Resistance, +4% Max Darkness Resistance, +4 See Invisible Level 2: -1 Luck, +3 Constitution Level 3: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement. Level 4: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 6 of Dreadfell. Escort: lone alchemist (level 6 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Dreadfell. Escort: lost anorithil (level 3 of Dreadfell)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell. Escort: repented thief (level 4 of Dreadfell)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You failed to protect the temporal explorer from death by naga myrmidon. Escort: temporal explorer (level 7 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Ruins of Kor'Pul. Escort: worried loremaster (level 2 of Ruins of Kor'Pul)As a reward you improved talent Mind Sear (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the Dragon. | 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 girlYou talked for a while and it seems she has a crush on you, even though you are yourself a woman. Melinda decided to come live with you in your Fortress. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished the Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. You used the key inside the ruins of Nur and found a way into the fortress of old. The Weirdling Beast is dead, freeing the way into the fortress itself. You have activated what seems to be a ... butler? with your rod of recall. You have upgraded your rod of recall to transport you to the fortress. You have entered the exploratory farportal room and defeated the horror lurking there, you can now use the farportal. The fortress's current energy level is: 1154. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the south east and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Marus of Elvala in creating an elixir of the savior. Marus of Elvala has completed an elixir of mastery without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | 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 Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Aeralrarin (0 def, 4 armour) (Madness) Aeralrarin (0 def, 4 armour) (Madness)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical power: +8 Armour: +4 Fatigue: +3% Changes stats: +3 Str Changes damage: +18% physical Stamina each turn: +0.60 Infravision radius: +2 Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | enchanted pouch of dwarven-steel shots of torment (22/22, 33.5-40.2 power, 3 apr) enchanted pouch of dwarven-steel shots of torment (22/22, 33.5-40.2 power, 3 apr)Requires: - Dexterity 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 33.5 - 40.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Armour Penetration: +3 Physical crit. chance: +5.0% Capacity: 22 Turns elapse between self-loadings: 4 Special effect when this weapon hits: 20% chance to torment the target When wielded/worn: Ammo reloads per turns: +3 Changes resistances penetration: +11% mind / +10% darkness Shots are used with slings to pummel your foes to death. |
Light source | Eldritch Pearl Eldritch PearlPowered by arcane forces 0.00 Encumbrance. Type: lite / lite When wielded/worn: Physical power: +12 Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 Light radius: +6 It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) : Effective talent level: 4.0 Power cost: 80 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is Spell: true Description: A wall of water rushes out from the caster with radius 1, increasing 1 per turn to a maximum eventual radius of 4, doing 38.87 cold damage and 50.53 physical damage as well as knocking back targets each turn for 6 turns. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
On head | Malslek the Accursed's Hat (2 def, 0 armour) (Shrouds) Malslek the Accursed's Hat (2 def, 0 armour) (Shrouds)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 4 When wielded/worn: Defense: +2 Damage when the wearer hits(melee): 10 % chances to cause a gloom effect Changes resistances: +15% fire Changes damage: +10% darkness / +10% physical Talent mastery: +0.20 Cursed / Punishments Mental save: -10 Hate when firing a critical mind attack: +2.00 Hate per kill: +2.00 Maximum hate: +20.00 Spellpower: +10 Mindpower: +10 Mental crit. chance: +10% Healing mod.: -10% Talent on hit(spell): Agony (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. |
On hands | Dakhtun's Gauntlets (0 def, 6 armour) (Corpses) Dakhtun's Gauntlets (0 def, 6 armour) (Corpses)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% Curse of Corpses Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Tool | Void Shard Void ShardPowered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Changes stats: +7 Mag Damage when the wearer is hit: 10 void Changes resistances: +10% darkness / +10% temporal Changes damage: +10% darkness / +10% temporal Spell save: +12 Spellpower: +3 It can be used to release a burst of void energy, costing 20 power out of 40/40. This jagged shape looks like a hole in space, yet is solid, though light in weight. |
On fingers | Ring of the War Master Ring of the War MasterCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Archery - slings +0.30 Technique / Thuggery +0.30 Technique / Superiority +0.30 Technique / Two-handed weapons +0.30 Technique / Combat veteran +0.30 Technique / Archery prowess +0.30 Technique / Warcries +0.30 Technique / Two-handed maiming +0.30 Technique / Combat techniques +0.30 Technique / Archery - bows +0.30 Technique / Dual techniques +0.30 Technique / Combat training +0.30 Technique / Shield defense +0.30 Technique / Shield offense +0.30 Technique / Archery training +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
On fingers | sneakthief's stralite ring of focus sneakthief's stralite ring of focusCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +7 Cun / +8 Dex Changes resistances penetration: +7% physical It can be used to activate talent Greater Weapon Focus, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on your blows, each strike has 58% chance to deal another similar blow for 9 turns. This works for all blows, even ones from other talents and shield bashes. The chance increases with your Dexterity. Rings can have magical properties. |
Around neck | inertial stralite amulet of mastery (0.23 Cunning / Stealth) inertial stralite amulet of mastery (0.23 Cunning / Stealth)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Talent mastery: +0.23 Cunning / Stealth Pinning immunity: +38% Stamina each turn: +0.50 Amulets can have magical properties. |
In main hand | Mandible of Ungolmor (40-52 power, 12 apr) (Misfortune) Mandible of Ungolmor (40-52 power, 12 apr) (Misfortune)Requires: - Cunning 38 Infused by nature 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 5 Base power: 40.0 - 52.0 Uses stats: 35% Str, 35% Dex, 30% Cun Damage type: Physical Armour Penetration: +12 Physical crit. chance: +22.0% Attack speed: 100% Special effect when this weapon crits: inflicts pinning spydric poison upon the target Damage conversion: 30% darkness When wielded/worn: Armour: +5 Armour Hardiness: +5% Changes stats: +8 Cun / +4 Dex Changes damage: +30% nature / +20% darkness Light radius: -2 Curse of Misfortune It can be used to activate talent Creeping Darkness (costing 25 power out of 40/40) : Effective talent level: 3.0 Power cost: 25 out of 40/40. Range: 5.00 Travel Speed: instantaneous Description: Creeping dark slowly spreads from 4 spots in a radius of 3 around the targeted location. The dark deals 25 damage and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +6% damage to anything that has entered your creeping dark. This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
Around waist | spiritwalker's drakeskin leather belt of burglary (Madness) spiritwalker's drakeskin leather belt of burglary (Madness)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Lck / +5 Mag Trap disarming bonus: +18 Stealth bonus: +11 Mana each turn: +0.58 Maximum mana: +46.00 Infravision radius: +4 Curse of Madness A belt that goes around your waist. |
In off hand | Life Drinker (42-54.6 power, 11 apr) (Nightmares) Life Drinker (42-54.6 power, 11 apr) (Nightmares)Requires: - Magic 44 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 5 Base power: 42.0 - 54.6 Uses stats: 55% Mag, 35% Str Damage type: Physical Armour Penetration: +11 Physical crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes damage: +15% blight / +15% darkness / +15% acid Spellpower: +25 Spell crit. chance: +10% Infravision radius: +2 Talent on hit(spell): Blood Grasp (15% chance level 2). Curse of Nightmares It can be used to activate talent Worm Rot (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6.00 Travel Speed: 600% of base Is Spell: true Description: Infects the target with parasitic carrion worm larvae for 6 turns. Each turn the disease will remove a beneficial physical effect and deal 14.77 acid and 14.77 blight damage. If not cleared after five turns it will inflict 208.59 acid damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Black blood for foul deads. This dagger serves evil. |
Cloak | shadow elven-silk cloak of backstabbing (3 def, 0 armour) (Corpses) shadow elven-silk cloak of backstabbing (3 def, 0 armour) (Corpses)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +11 Armour penetration: +11 Defense: +3 Changes resistances penetration: +16% darkness Changes damage: +11% darkness Critical mult.: +25.00% Stealth bonus: +35 Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Death's Embrace (18 def, 18 armour) (Nightmares) Death's Embrace (18 def, 18 armour) (Nightmares)Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Armour Hardiness: +10% Defense: +18 Damage when the wearer hits(melee): 8 darkness / 8 cold Damage when the wearer is hit: 8 darkness / 8 cold Changes resistances: +30% cold / +30% darkness / +30% temporal Changes damage: +20% darkness / +20% cold Talent masteries: +0.10 Spell / Phantasm +0.10 Spell / Shades +0.10 Cunning / Stealth Critical mult.: +20.00% Stealth bonus: +10 Spellpower: +10 Healing mod.: -10% Curse of Nightmares It can be used to turn yourself invisible for 10 turns, costing 50 power out of 50/50. This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
Inventory
duelist's regeneration infusion (heal 587 over 5 turns) duelist's regeneration infusion (heal 587 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Description: Activate the infusion to heal yourself for 587 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sneak's healing infusion (heal 586) sneak's healing infusion (heal 586)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Description: Activate the infusion to heal yourself for 586 life. 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 ability. |
Elixir of Invulnerability Elixir of InvulnerabilityInfused by nature 2.00 Encumbrance. Type: potion / potion It can be used to grant you complete invulnerability for five turns. A vial of thick fluid, metallic and reflective. It's incredibly heavy. |
duelist's shielding rune (absorb 434 for 4 turns) duelist's shielding rune (absorb 434 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: instant Is Spell: true Description: Activate the rune to create a protective shield absorbing at most 434 damage for 4 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score |
Brightwither BrightwitherCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +27% fire Changes resistances penetration: +15% mind Amulets can have magical properties. |
Daneth's Neckguard Daneth's NeckguardCrafted by a master 2.00 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con It can be used to activate talent Juggernaut (costing 30 power out of 60/60) : Effective talent level: 2.6 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 20% for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Garkul's Teeth Garkul's TeethCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Two-handed maiming +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed weapons Physical save: +18 Mental save: +18 Pinning immunity: +100% Only die when reaching: +0.00 life It can be used to activate talent Shattering Shout (costing 10 power out of 48/48) : Effective talent level: 5.2 Power cost: 10 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: A powerful shout, doing 206.73 physical damage in a radius 7 cone in front of you. The damage increases with Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
Unflinching Eye Unflinching EyePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 It can be used to activate talent Arcane Eye (costing 60 power out of 60/60) : Effective talent level: 2.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is Spell: true Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye can not be seen or attacked by other creatures and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so but it can not see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4 if cast on a creature it will follow it until it expires or until the creature dies. At level 5 it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
clarifying stralite amulet of dexterity (+5) clarifying stralite amulet of dexterity (+5)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +5 Dex Changes resistances: +14% mind Confusion immunity: +32% Amulets can have magical properties. |
grounding steel amulet of dexterity (+3) grounding steel amulet of dexterity (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Dex Changes resistances: +10% lightning Stun/Freeze immunity: +20% Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. voratun amuletvoratun amulet 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. voratun amuletvoratun amulet 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
voratun amulet 'Xanyrin' voratun amulet 'Xanyrin'Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +7 Armour penetration: +6 Physical crit. chance: +4.0% Damage when the wearer hits(melee): 2 temporal / 9 light Damage when the wearer is hit: 6 light Changes resistances: +12% light Changes damage: +9% temporal / +3% blight Critical mult.: +14.00% Physical save: +11 Spell save: +12 Mental save: +9 Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to not be of this world, switching rapidly. If used near a portal it could probably activate it. |
Barudomagrim the Seardream Barudomagrim the SeardreamCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +6 Physical power: +9 Defense: +6 Changes stats: +7 Str / +6 Wil / +8 Cun / +7 Con Changes resistances: +3% fire Grants telepathy: Demon/Minor Demon/Major Psi each turn: +0.10 Psi when hit: +0.08 Mindpower: +9 Heals friendly targets nearby when you use a nature summon: +10 It can be used to activate talent Disengage, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: 7.00 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
Elemental Fury Elemental FuryPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% arcane / +12% fire / +12% cold / +12% lightning / +12% acid This ring shines with many colors. |
Flarewrest FlarewrestPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +27% fire Changes damage: +9% fire Rings can have magical properties. |
Glory of the Pride Glory of the PrideCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 Physical power: +10 Armour: +10 Defense: +5 Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6.00 Travel Speed: instantaneous Description: Send tendrils of creeping dark out to attack your target and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 28 damage per turn. The damage will increase with your Mindpower. You do +4% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Ring of the Dead Ring of the DeadInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
gladiator's gold ring of life gladiator's gold ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 Changes stats: +6 Str / +6 Con Life regen: +1.10 Maximum life: +67.00 Healing mod.: +13% Rings can have magical properties. |
marksman's voratun ring of darkness (+26%) marksman's voratun ring of darkness (+26%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 Changes stats: +5 Dex Changes resistances: +26% darkness Changes damage: +13% darkness Rings can have magical properties. |
rogue's voratun ring of misery rogue's voratun ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +28 Changes stats: +14 Cun Hate when firing a critical mind attack: +2.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits the target will bleed for 307% weapon damage over 7 turns and all healing will be reduced by 40%. Rings can have magical properties. |
solipsist's gold ring of frost (+26%) solipsist's gold ring of frost (+26%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes resistances: +26% cold Changes damage: +13% cold Mindpower: +8 Rings can have magical properties. |
solipsist's stralite ring of clarity solipsist's stralite ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Cun / +6 Wil Mental save: +9 Confusion immunity: +27% Mindpower: +8 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. voratun ringvoratun ring 0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
warrior's stralite ring of speed warrior's stralite ring of speedCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +7 Armour: +16 Defense: +7 Changes stats: +8 Str Movement speed: +13% It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 4.8 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training you have learned to focus your actions for a short while, increasing your speed by 43% for 5 turns. Rings can have magical properties. |
Kinetic Spike (38-49.4 power, 40 apr) (Corpses) Kinetic Spike (38-49.4 power, 40 apr) (Corpses)Requires: - Willpower 42 Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 30% Wil, 40% Dex, 30% Str Damage type: Physical Armour Penetration: +40 Physical crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +8 Physical power: +15 Changes resistances penetration: +30% physical Curse of Corpses It can be used to fires a bolt of kinetic force, doing 150%% weapon damage, costing 10 power out of 10/10. A simple, rudely crafted stone hilt, this object manifests a blade of wavering, nearly invisible force, like a heat haze, as you grasp it. Despite its simple appearance, it is capable of shearing through solid granite, in the hands of those with the necessary mental fortitude to use it properly. |
Orc Feller (45-58.5 power, 11 apr) (Madness) Orc Feller (45-58.5 power, 11 apr) (Madness)Requires: - Dexterity 44 Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 5 Base power: 45.0 - 58.5 Uses stats: 35% Str, 55% Dex Damage type: Physical Armour Penetration: +11 Physical crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Cun / +5 Dex Changes damage: +10% physical / +8% light Grants telepathy: Humanoid/Orc Pinning immunity: +50% Light radius: +1 Curse of Madness During the invasion of Eldoral the Halfling Rogue Herah is said to have slain over one hundred orcs while defending a group of refugees. |
Third bullshit emporium :) (38-49.4 power, 9 apr) (Shrouds) Third bullshit emporium :) (38-49.4 power, 9 apr) (Shrouds)Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 45% Dex, 45% Str Damage type: Physical Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 90% Damage when this weapon hits: +16 mind Burst (radius 2) on crit: +4 lightning Damage conversion: 40% mind When wielded/worn: Accuracy: +35 Defense: +12 Changes stats: +6 Str / +6 Dex / +6 Wil Changes resistances: +6% darkness / +9% blight Changes resistances penetration: +5% lightning Changes damage: +12% physical Blindness immunity: +5% Silence immunity: +10% Stamina when hit: +2.00 Curse of Shrouds Sharp, short and deadly. |
glacial voratun dagger of massacre (48.5-63.05 power, 9 apr) (Corpses) glacial voratun dagger of massacre (48.5-63.05 power, 9 apr) (Corpses)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 5 Base power: 48.5 - 63.1 Uses stats: 45% Str, 45% Dex Damage type: Physical Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% Damage conversion: 36% ice When wielded/worn: Armour: +8 Changes resistances penetration: +8% cold Curse of Corpses Sharp, short and deadly. |
Girdle of Preservation (Misfortune) Girdle of Preservation (Misfortune)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil Changes resistances: +10% physical / +10% arcane / +15% fire / +15% cold / +15% lightning / +15% acid / +15% nature / +15% blight / +15% light / +15% darkness / +15% temporal Physical save: +15 Spell save: +15 Mental save: +15 Confusion immunity: +20% Curse of Misfortune A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
Mighty Girdle (Corpses) Mighty Girdle (Corpses)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 2 It is part of a set of items. When wielded/worn: Armour: +4 Maximum encumberance: +70 Knockback immunity: +40% Maximum life: +0.00 Size category: +0 Curse of Corpses This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Cloth of Dreams (10 def, 0 armour) (Madness) Cloth of Dreams (10 def, 0 armour) (Madness)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 Spell save: +10 Mental save: +10 Mindpower: +6 The wearer is asleep. Lucid-Dreamer:This item allows the wearer to act while sleeping. Curse of Madness It can be used to activate talent Slumber (costing 10 power out of 25/25) : Effective talent level: 3.0 Power cost: 10 out of 25/25. Range: 7.00 Travel Speed: instantaneous Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 48 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Ureslak's Molted Scales (0 def, 0 armour) (Madness) Ureslak's Molted Scales (0 def, 0 armour) (Madness)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Changes resistances: -30% arcane / +20% fire / +20% cold / +20% lightning / +20% nature / +20% darkness Changes resistances cap: -30% arcane / +5% fire / +5% cold / +5% lightning / +5% nature / +5% darkness Curse of Madness This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
dreamer's elven-silk robe of power (5 def, 0 armour) (Corpses) dreamer's elven-silk robe of power (5 def, 0 armour) (Corpses)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 Changes damage: +12% physical / +14% arcane / +16% fire / +8% cold / +13% lightning / +13% acid / +13% nature / +9% blight Physical save: +15 Spell save: +15 Mental save: +38 Spellpower: +7 Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
tormentor's elven-silk robe of power (5 def, 0 armour) (Misfortune) tormentor's elven-silk robe of power (5 def, 0 armour) (Misfortune)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 Changes stats: +8 Cun Changes damage: +16% physical / +12% arcane / +7% fire / +12% cold / +11% lightning / +14% acid / +15% nature / +7% blight Critical mult.: +22.00% Spellpower: +9 Mental crit. chance: +3% Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
tormentor's silk robe of light (+21%) (3 def, 0 armour) (Misfortune) tormentor's silk robe of light (+21%) (3 def, 0 armour) (Misfortune)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 Changes stats: +5 Cun Changes resistances: +21% light Changes damage: +14% light Critical mult.: +16.00% Mental crit. chance: +3% Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Eden's Guile (2 def, 1 armour) (Nightmares) Eden's Guile (2 def, 1 armour) (Nightmares)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival Curse of Nightmares It can be used to boost speed, costing 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
archer's hardened leather gloves of the nighthunter (0 def, 2 armour) (Madness) archer's hardened leather gloves of the nighthunter (0 def, 2 armour) (Madness)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +10 Armour penetration: +7 Armour: +2 Changes stats: +6 Cun / +3 Dex Changes resistances: +8% darkness Infravision radius: +1 Curse of Madness It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 27 for 5 turns. The radius will increase with the Cunning stat Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
drakeskin leather gloves of dispersion (0 def, 3 armour) (Corpses) drakeskin leather gloves of dispersion (0 def, 3 armour) (Corpses)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Changes stats: +6 Mag Changes resistances: +7% arcane Curse of Corpses It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10.00 Travel Speed: instantaneous Is Spell: true Description: Removes up to 3 magical effects (good effects from foes and bad effects from friends) from the target. At level 3 it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Crown of Eternal Night (0 def, 3 armour) (Misfortune) Crown of Eternal Night (0 def, 3 armour) (Misfortune)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 It is part of a set of items. When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +0 Cun Damage when the wearer hits(melee): 0 darkness Changes damage: +0% darkness Spell save: +0 Mental save: +0 Confusion immunity: +0% Knockback immunity: +0% Light radius: +0 Curse of Misfortune This crown looks useless, yet you can feel it woven with fell magics of undeath. Maybe it has a use. |
Crown of the Elements (0 def, 5 armour) (Nightmares) Crown of the Elements (0 def, 5 armour) (Nightmares)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +5 Con / +3 Wil Damage when the wearer hits(melee): 10 fire / 10 cold / 10 lightning / 10 acid Changes resistances: +15% fire / +15% cold / +15% lightning / +15% acid See invisible: +15 Curse of Nightmares This jeweled crown shimmers with colors. |
Dragonskull Helm (0 def, 2 armour) (Misfortune) Dragonskull Helm (0 def, 2 armour) (Misfortune)Requires: - Willpower 24 - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +2 Fatigue: +12% Changes resistances: +15% fire / +15% cold / +15% lightning Grants telepathy: Dragon Physical save: +12 Spell save: +12 Mental save: +12 Curse of Misfortune Traces of a dragon's power still remain in this bleached and cracked skull. |
Steel Helm of Garkul (0 def, 6 armour) (Misfortune) Steel Helm of Garkul (0 def, 6 armour) (Misfortune)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 2 It is part of a set of items. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Damage when the wearer hits(melee): 0 % chance to summon an orc spirit Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 Spell save: +12 Mental save: +12 Curse of Misfortune A great helm that belonged to Garkul the Devourer, one of the greatest orcs to live. |
Molten Skin (15 def, 12 armour) (Nightmares) Molten Skin (15 def, 12 armour) (Nightmares)Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +12 Defense: +15 Changes stats: +6 Cun / +6 Mag Damage when the wearer hits(melee): 30 fire / 15 light Damage when the wearer hits(ranged): 30 fire / 15 light Damage when the wearer is hit: 30 fire Changes resistances: +20% fire / -5% cold / +12% light Changes resistances penetration: +15% fire / +10% light Changes damage: +10% all / +20% fire / +5% light Talent masteries: +0.10 Celestial / Sun +0.10 Spell / Wildfire +0.10 Spell / Fire Critical mult.: +20.00% Spellpower: +15 Spell crit. chance: +10% Curse of Nightmares It can be used to activate talent Blastwave (costing 12 power out of 16/16) : Effective talent level: 4.0 Power cost: 12 out of 16/16. Range: melee/personal Travel Speed: instantaneous Is Spell: true Description: A wave of fire emanates from you with radius 5, knocking back anything caught inside and setting them ablaze and doing 145.07 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
Rogue Plight (6 def, 7 armour) (Shrouds) Rogue Plight (6 def, 7 armour) (Shrouds)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +7 Defense: +6 Fatigue: +7% Changes stats: +5 Wil / +4 Con Changes resistances: +35% blight Physical save: +35 Stun/Freeze immunity: +30% Curse of Shrouds No rogue blades shall incapacitate the wearer of this armour. |
Bindings of Eternal Night (0 def, 7 armour) (Shrouds) Bindings of Eternal Night (0 def, 7 armour) (Shrouds)Powered by arcane forces 6.00 Encumbrance. Type: armor / mummy ; tier 3 It is part of a set of items. When wielded/worn: Armour: +7 Changes stats: +5 Wil / +5 Mag Damage when the wearer is hit: 10 blight Changes resistances: -20% light / +30% blight / +30% darkness / -20% fire Poison immunity: +100% Disease immunity: +100% Life regen: +0.30 Light radius: -1 The wearer is treated as an undead. Curse of Shrouds Woven through with fel magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
Pick of Dwarven Emperors (dig speed 12 turns) Pick of Dwarven Emperors (dig speed 12 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str / +3 Con Changes resistances penetration: +10% physical Physical save: +7 Spell save: +7 Mental save: +7 Maximum life: +50.00 It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft are covered in runes that recount the stories of the dwarven people. |
Mummified Egg-sac of Ungolรซ Mummified Egg-sac of UngolรซInfused by nature 2.00 Encumbrance. Type: misc / egg When carried: Light radius: -2 It can be used to summon spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some of shadow of life. |
Dรบathedlen Heart Dรบathedlen HeartPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 4 When wielded/worn: Physical power: +7 Changes resistances: +30% light Changes resistances cap: +10% light Talent mastery: +0.10 Cunning / Stealth Light radius: -1000 Infravision radius: +6 It can be used to activate talent Blood Grasp (costing 10 power out of 15/15) : Effective talent level: 3.0 Power cost: 10 out of 15/15. Range: 10.00 Travel Speed: 2000% of base Is Spell: true Description: Project a bolt of corrupted blood doing 225.43 blight damage and healing you for half the damage done. The damage will increase with Magic stat. This dark red heart still beats despite being seperated from its owner. It also snuffs out any light source that comes near it. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Scrying Orb of ScryingPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: It can be used to use the orb, costing 1 power out of 1/1. This orb was given to you by Elisa the Halfling scryer. It will automatically identify normal and rare items for you and can be activated to contact Elisa for rarer items. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Atamathon's Ruby Eye Atamathon's Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Damage when the wearer is hit: 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 When used to imbue an object: Damage when the wearer is hit: 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 One of the ruby eyes of the legendary giant golem: Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
4 bloodstone 4 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Gems can be sold for money or used in arcane rituals. |
3 fire opal 3 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% Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once(also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, 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. |
telekinetic stralite torque of clear mind [power 3] (20 cooldown) telekinetic stralite torque of clear mind [power 3] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Talent cooldown: Telekinetic Blast (+5 turn) Talent granted: +2 Telekinetic Blast It can be used to absorbs and nullifies at most 3 detrimental mental status effects in the next 6 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
voratun torque of psychoportation 'Getulen' [power 66] (30 cooldown) voratun torque of psychoportation 'Getulen' [power 66] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Talent cooldown: Telekinetic Blast (+5 turn) Talent granted: +5 Telekinetic Blast Critical mult.: +5.00% Equilibrium when hit: +0.08 Psi when firing a critical mind attack: +3.00 Maximum psi: +20.00 Mindpower: +4 It can be used to teleport randomly (rad 66), placing all other charms into a 30 cooldown. When used: 100% chances to regenerate 12 psi. Torques are made by powerful psionics to store psionic powers. |
Delorain of thorny skin [power 31] (20 cooldown) Delorain of thorny skin [power 31] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Accuracy: +6 Fatigue: -4% Changes resistances: +15% acid Changes resistances penetration: +15% physical Changes damage: +12% physical Healing mod.: +15% It can be used to hardens the skin for 6 turns increasing armour by 31 and armour hardiness by 70%, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
Haliyafang of cure poisons [power 3] (20 cooldown) Haliyafang of cure poisons [power 3] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Defense: +4 Damage when the wearer is hit: 16 acid Changes resistances: +5% arcane Blindness immunity: +25% Cut immunity: +10% It can be used to removes up to 3 poisons from the target, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
The Guardian's Totem The Guardian's TotemInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +10 Wil Damage when the wearer is hit: 18 slime Changes resistances: +20% arcane / +20% blight Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 Mindpower: +8 It can be used to call an antimagic pillar, costing 35 power out of 35/35. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
overpowered dragonbone totem of cure illness [power 5] (32 cooldown) overpowered dragonbone totem of cure illness [power 5] (32 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to removes up to 5 diseases from the target, placing all other charms into a 32 cooldown. Natural totems are made by powerful wilders to store nature power. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +3% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +3% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
Phoenixstun of conjuration [power 52] (6 cooldown) Phoenixstun of conjuration [power 52] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes stats: +3 Mag Damage when the wearer hits(melee): 4 fire Damage when the wearer is hit: 8 fire Changes damage: +12% fire It can be used to fire a bolt of a random element (dam 26-52), placing all other charms into a 6 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
diamond 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 Gems can be sold for money or used in arcane rituals. |
pearl 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 Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
While you were in the Far East, the Grand Corruptor was busy in Maj'Eyal.
With the fall of Zigur he was able to attack and take control of Elvala, the Shaloren capital city.
His plans however do not stop there.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
Achievements
By Nightstalker the Cornac Shadowblade level 32
5th Pyre 123rd year of Ascendancy at 07:42 see stats
By Nightstalker the Cornac Shadowblade level 46
48th Haze 123rd year of Ascendancy at 08:35 see stats
By Nightstalker the Cornac Shadowblade level 40
44th Dusk 123rd year of Ascendancy at 21:33 see stats
By Nightstalker the Cornac Shadowblade level 50
80th Regrowth 124th year of Ascendancy at 22:20 see stats
By Nightstalker the Cornac Shadowblade level 48
73rd Haze 123rd year of Ascendancy at 03:25 see stats
By Nightstalker the Cornac Shadowblade level 37
20th Dusk 123rd year of Ascendancy at 18:48 see stats
By Nightstalker the Cornac Shadowblade level 16
40th Haze 122nd year of Ascendancy at 11:02 see stats
By Nightstalker the Cornac Shadowblade level 50
50th Regrowth 124th year of Ascendancy at 12:22 see stats
By Nightstalker the Cornac Shadowblade level 15
27th Haze 122nd year of Ascendancy at 15:46 see stats
By Nightstalker the Cornac Shadowblade level 50
13rd Regrowth 124th year of Ascendancy at 18:23 see stats
By Nightstalker the Cornac Shadowblade level 41
66th Dusk 123rd year of Ascendancy at 15:49 see stats
By Nightstalker the Cornac Shadowblade level 35
1st Mirth 123rd year of Ascendancy at 07:22 see stats
By Nightstalker the Cornac Shadowblade level 50
71st Regrowth 124th year of Ascendancy at 07:40 see stats
By Nightstalker the Cornac Shadowblade level 40
37th Dusk 123rd year of Ascendancy at 00:04 see stats
By Nightstalker the Cornac Shadowblade level 20
53rd Haze 122nd year of Ascendancy at 22:33 see stats
By Nightstalker the Cornac Shadowblade level 24
26th Regrowth 123rd year of Ascendancy at 01:46 see stats
By Nightstalker the Cornac Shadowblade level 41
65th Dusk 123rd year of Ascendancy at 16:43 see stats
By Nightstalker the Cornac Shadowblade level 18
45th Haze 122nd year of Ascendancy at 03:25 see stats
By Nightstalker the Cornac Shadowblade level 10
3rd Flare 122nd year of Ascendancy at 09:44 see stats
By Nightstalker the Cornac Shadowblade level 20
53rd Haze 122nd year of Ascendancy at 22:16 see stats
By Nightstalker the Cornac Shadowblade level 30
68th Regrowth 123rd year of Ascendancy at 07:19 see stats
By Nightstalker the Cornac Shadowblade level 40
35th Dusk 123rd year of Ascendancy at 10:34 see stats
By Nightstalker the Cornac Shadowblade level 50
3rd Decay 123rd year of Ascendancy at 09:54 see stats
By Nightstalker the Cornac Shadowblade level 50
63rd Regrowth 124th year of Ascendancy at 01:22 see stats
By Nightstalker the Cornac Shadowblade level 50
15th Regrowth 124th year of Ascendancy at 10:59 see stats
By Nightstalker the Cornac Shadowblade level 15
32nd Dusk 122nd year of Ascendancy at 11:51 see stats
By Nightstalker the Cornac Shadowblade level 25
36th Regrowth 123rd year of Ascendancy at 09:45 see stats
By Nightstalker the Cornac Shadowblade level 41
65th Dusk 123rd year of Ascendancy at 19:49 see stats
By Nightstalker the Cornac Shadowblade level 26
48th Regrowth 123rd year of Ascendancy at 09:09 see stats
By Nightstalker the Cornac Shadowblade level 37
17th Dusk 123rd year of Ascendancy at 17:26 see stats
By Nightstalker the Cornac Shadowblade level 50
71st Regrowth 124th year of Ascendancy at 07:39 see stats
By Nightstalker the Cornac Shadowblade level 9
7th Mirth 122nd year of Ascendancy at 14:43 see stats
By Nightstalker the Cornac Shadowblade level 50
22nd Regrowth 124th year of Ascendancy at 16:56 see stats
By Nightstalker the Cornac Shadowblade level 9
9th Mirth 122nd year of Ascendancy at 11:04 see stats
By Nightstalker the Cornac Shadowblade level 34
54th Pyre 123rd year of Ascendancy at 20:11 see stats
By Nightstalker the Cornac Shadowblade level 43
69th Dusk 123rd year of Ascendancy at 10:44 see stats
By Nightstalker the Cornac Shadowblade level 36
1st Mirth 123rd year of Ascendancy at 21:23 see stats
By Nightstalker the Cornac Shadowblade level 22
2nd Decay 122nd year of Ascendancy at 18:00 see stats
By Nightstalker the Cornac Shadowblade level 31
1st Pyre 123rd year of Ascendancy at 09:42 see stats
Log
Shadow of Nightstalker casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Shadow of Nightstalker performs a critical strike!
Atamathon the Giant Golem is dazed!
Atamathon the Giant Golem hits Shadow of Nightstalker for 147 darkness damage.
Shadow of Nightstalker hits Atamathon the Giant Golem for 240 darkness damage.
Shadow of Nightstalker killed Atamathon the Giant Golem!
Shadow of Nightstalker is on fire!
Atamathon the Giant Golem hits Shadow of Nightstalker for 247 fire damage.
Shadow of Nightstalker's mania hastens Snap.
Shadow of Nightstalker is recovering from the damage!
Atamathon the Giant Golem hits Shadow of Nightstalker for 83 fire damage.
Atamathon the Giant Golem hits Shadow of Nightstalker for 247 fire damage.
Shadow of Nightstalker's mania hastens Shadowstep.
Shadow of Nightstalker deactivates Daunting Presence.
Atamathon the Giant Golem hits Shadow of Nightstalker for 137 fire damage.
Character control switched to Nightstalker.
Atamathon the Giant Golem hits Shadow of Nightstalker for 247 fire damage.
Atamathon the Giant Golem killed Shadow of Nightstalker!
Talent Ambuscade is ready to use.
Nightstalker picks up ( .): amethyst.
Nightstalker picks up (3.): bloodstone.
Nightstalker picks up ( .): diamond.
Nightstalker picks up (3.): Atamathon's Ruby Eye.
Nightstalker picks up ( .): pearl.
Nightstalker picks up (5.): 3 fire opal.
Nightstalker picks up (4.): bloodstone.
Nightstalker picks up (z.): voratun ring.
Nightstalker picks up (m.): voratun amulet.
Nightstalker picks up (m.): voratun amulet.