Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.6 |
Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Ashes of Urh'Rok 1.4.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Breeding Pits Restoration Project 1.1.5Restores the orc breeding pits cut content to the game. Embers of Rage 1.4.4Official 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:
Items Vault 1.3.0Donators/Buyers bonus! Bastion 1.4.5A complete rework for Bulwark. |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Ogre |
Class | Bastion |
Level / Exp | 50 / 948% |
Size | huge |
Lifes / Deaths | Killed by Xumina the skeleton magus at level 16 on the 54th Haze 122nd year of Ascendancy at 14:55 0 / 8Killed by Ivura the degenerated skeleton archer at level 16 on the 55th Haze 122nd year of Ascendancy at 02:15 Killed by Gera the large brown snake at level 17 on the 62nd Haze 122nd year of Ascendancy at 10:23 Killed by Porobreda the elven warrior at level 28 on the 65th Regrowth 123rd year of Ascendancy at 19:17 Killed by Layirawe the orc berserker at level 42 on the 33rd Dusk 123rd year of Ascendancy at 07:15 Killed by Emymille the orc berserker at level 42 on the 38th Dusk 123rd year of Ascendancy at 16:12 Killed by Elirin the orc fighter at level 50 on the 57th Regrowth 124th year of Ascendancy at 04:07 Killed by Elandar at level 50 on the 65th Regrowth 124th year of Ascendancy at 04:53 |
Primary Stats
Strength | 110 (base 66) |
Dexterity | 55 (base 29) |
Constitution | 110 (base 60) |
Magic | 26 (base 8) |
Willpower | 50 (base 25) |
Cunning | 99 (base 60) |
Resources
Life | 2041/2041 |
Mana | 652/652 |
Stamina | 381/381 |
Healing Factor | 2.03 |
Regeneration | 8.4245000000002 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +1.7763568394003E-13% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 19 |
See Invisible | 9 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 236 |
Accuracy | 61 |
Crit Chance | 53% |
APR | 48 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 43 |
Crit Chance | 31% |
Speed | 1 |
Offense: Mind
Mindpower | 59 |
Crit Chance | 28% |
Speed | 1 |
Offense: Damage Bonus
All | +8% |
Offense: Damage Penetration
All | 0% |
Defense: Base
Armour (hardiness) | 100.92000000001 (100%) |
Defense | 35 |
Ranged Defense | 40 |
Fatigue | 34 |
Physical Save | 61 |
Spell Save | 63 |
Mental Save | 54 |
Defense: Resistances
All | + 15%( 80%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 100% |
Bleed Resistance | 70% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Stun Resistance | 0% |
Poison Resistance | 39% |
Knockback Resistance | 99% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 29% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 723 damage for 7 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1037 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 28 for 12 turns. While Heroism is active, you will only die when reaching -1028 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1056% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Soldier | 1.30 |
| 4/5 |
| 4/5 |
| 5/5 |
| 1/5 |
Technique / Retaliation | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Technique / Knighthood | 1.30 |
| 5/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Technique / Superiority | 1.30 |
| 5/5 |
| 4/5 |
| 3/5 |
| 4/5 |
Technique / Shield defense | 1.30 |
| 5/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Technique / Arms | 1.30 |
| 1/5 |
| 5/5 |
| 4/5 |
| 5/5 |
Technique / Conditioning | 1.30 |
| 3/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
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 encountered a dying sun paladin that told you about the orcs breeding pit, a true abomination. Desperate MeasuresYou have taken upon yourself to cleanse it and deal a crippling blow to the orcs. The abominable task is done. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by thought-forged warrior. Escort: injured seer (level 8 of Dreadfell) | failed |
You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You failed to protect the lost anorithil from death by skeleton warrior. Escort: lost anorithil (level 3 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by Velyta the cave troll. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lost sun paladin from death by giant venus flytrap. Escort: lost sun paladin (level 1 of Old Forest) | failed |
You successfully escorted the lost tinker to the recall portal on level 3 of Scintillating Caves. Escort: lost tinker (level 3 of Scintillating Caves) | done |
You failed to protect the lost warrior from death by Elyth the yellow ooze. Escort: lost warrior (level 2 of Daikara) | failed |
You failed to protect the repented thief from death by cold drake. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the repented thief from death by Nerylewe the lesser vampire. Escort: repented thief (level 4 of Dreadfell) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * 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 fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have 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's current energy level is: 1761. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. 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. You have aided Marus of Elvala in creating an elixir of mastery. 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. Agrimley the hermit has completed an elixir of serendipity 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. 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 |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Unbreakable Greaves (8 def, 20 armour) Unbreakable Greaves (8 def, 20 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+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% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Light source | Eldritch Pearl Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+3 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+4 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 72 power out of 150/150) : Effective talent level: 4.0 Power cost: 72 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 23.24 cold damage and 26.47 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 5 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
On head | Block Head (0 def, 5 armour) Block Head (0 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 8 acid / 8 mind Changes stats: +8 Dex / +10 Con Changes resistances: +13% acid / +38% darkness / +15% blight / +15% fire / +15% lightning / +13% cold Changes resistances penetration: +15% blight / +15% acid Spell save: +21 (+5 eff.) Mental save: +14 (+4 eff.) Spell crit. chance: +3% Infravision radius: +8 Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 27 cooldown : Effective talent level: 3.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 6 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | dwarven-steel gauntlets 'Radhesus' (0 def, 2 armour) dwarven-steel gauntlets 'Radhesus' (0 def, 2 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +9 Armour: +2 Damage (Melee): 10 nature Changes stats: +3 Str / +4 Dex / +4 Wil / +5 Cun / +5 Con Changes resistances: +7% nature / +12% fire Changes damage: +6% nature Talent mastery: +0.20 Technique / Grappling Reduces incoming crit damage: 15.00% Spell save: +6 (+1 eff.) Disarm immunity: +28% It can be used to activate talent Steady Shot, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Vileknight the iron torque of psychoportation [power 22] (27 cooldown) Vileknight the iron torque of psychoportation [power 22] (27 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 4 nature Changes resistances: +6% blight Maximum wards: +2 physical / +2 mind / +2 darkness Changes damage: +3% nature Talent granted: +1 Ward It can be used to teleport randomly (rad 22), putting all charms on cooldown for 27 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | This mod needs work This mod needs workInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +1 Physical crit. chance: +1.0% Physical power: +6 (+2 eff.) Changes stats: +8 Wil / +8 Cun / +6 Con Changes resistances: +10% blight / +32% fire / +13% nature / +1% physical Changes damage: +16% fire Maximum encumbrance: +20 Spell save: +20 (+5 eff.) Poison immunity: +28% Disease immunity: +27% Stamina each turn: +0.20 Maximum life: +10.00 Maximum stamina: +34.00 Mindpower: +15 (+4 eff.) Healing mod.: +20% Rings can have magical properties. |
On fingers | Ring a Ding Ding Ring a Ding DingInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +18 (+4 eff.) Changes stats: +2 Dex / +2 Wil / +8 Con Changes resistances: +3% light Changes damage: +8% all Reduces incoming crit damage: 10.00% Physical save: +16 (+4 eff.) Poison immunity: +10% Life regen: +3.90 Maximum life: +191.00 Spellpower: +20 (+7 eff.) Mindpower: +20 (+5 eff.) Light radius: +3 Infravision radius: +2 Healing mod.: +57% Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% Rings can have magical properties. |
Around neck | Aerariassra the voratun amulet Aerariassra the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +7 Physical crit. chance: +5.0% Armour: +4 Changes resistances: +12% acid / +1% physical / +25% fire / +3% nature / +26% cold Critical mult.: +19.00% Cut immunity: +70% Healing mod.: +25% It can be used to activate talent Heal, placing all other charms into a 32 cooldown : Effective talent level: 2.0 Power cost: 32 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 310 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
In main hand | voratun greatmaul 'Rottitan' (86.5-129.75 power, 4 apr) voratun greatmaul 'Rottitan' (86.5-129.75 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 86.5 - 129.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to corrode armour On weapon crit: * cripple the target Damage (Melee): +31 cold Burst (radius 1) on hit: +12 acid When wielded/worn: Physical crit. chance: +17.0% Effects on melee hit: * Slows global speed by 40% Changes resistances: +3% nature Changes resistances penetration: +5% nature Massive two-handed mauls. |
Around waist | Saluriavena the drakeskin leather belt Saluriavena the drakeskin leather beltPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +11 (+3 eff.) Damage when hit (Melee): 8 mind Changes stats: +5 Dex / +6 Mag / +2 Wil / +8 Cun / +1 Con / +9 Lck Trap disarming bonus: +17 Stealth bonus: +14 Physical save: +6 (+2 eff.) Spell save: +15 (+4 eff.) Stamina each turn: +0.20 Mana each turn: +0.53 Maximum mana: +58.00 Infravision radius: +5 Size category: +1 A belt that goes around your waist. |
In off hand | Temporal Rift (8 def, 4 armour, 50-60 power, 325 block) Temporal Rift (8 def, 4 armour, 50-60 power, 325 block)Requires: - Strength 40 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 50.0 - 60.0 Uses stats: 20% Mag, 100% Str Damage type: Temporal Mastery: Shield Expertise Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +325 When this weapon hits: Turn Back the Clock (25% chance level 3). When wielded/worn: Armour: +4 Defense: +8 (+4 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +0% Changes resistances: +30% temporal Reduce damage by fixed amount: +20 all Talent granted: +5 Block Spell save: +20 (+5 eff.) Spellpower: +12 (+4 eff.) Slows Projectiles: +50% Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
Cloak | cashmere cloak 'Poryna' (2 def, 0 armour) cashmere cloak 'Poryna' (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +5 Defense: +2 (+1 eff.) Changes stats: +5 Str / +4 Dex / +1 Wil / +2 Cun Physical save: +8 (+2 eff.) Mental save: +7 (+2 eff.) Only die when reaching: -50.00 life Maximum life: +34.00 See invisible: +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Plate of the Blackened Mind (15 def, 40 armour) Plate of the Blackened Mind (15 def, 40 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +40 Defense: +15 (+6 eff.) Fatigue: +17% Effects when hit in melee: * 20% chance to cause random gloom Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +15% light / +20% blight / +25% mind / +20% darkness Talent mastery: +0.20 Cursed / Gloom Physical save: +15 (+4 eff.) Mental save: +25 (+7 eff.) Confusion immunity: +100% Fear immunity: +100% Mindpower: +10 (+3 eff.) Light radius: -2 Infravision radius: +4 It can be used to activate talent Dominate (costing 14 power out of 25/25) : Effective talent level: 2.0 Power cost: 14 out of 25/25. Range: 2 Travel Speed: instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 8 Armour, 12 Defense and your attacks will gain 35% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
Inventory
healing infusion of the titan (heal 444) healing infusion of the titan (heal 444)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: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 444 and cleanse 1 wound and poison effect. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the titan (+27 for 10 turns, die at -1308) heroism infusion of the titan (+27 for 10 turns, die at -1308)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 27 for 10 turns. While Heroism is active, you will only die when reaching -1308 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the titan (heal 691 over 5 turns) regeneration infusion of the titan (heal 691 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: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 691 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 20%; cure mental, physical) wild infusion (resist 20%; cure mental, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 20% for 7 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the warrior (resist 37%; cure magical, physical) wild infusion of the warrior (resist 37%; cure magical, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 37% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of Reflection (absorb and reflect 282 for 5 turns) Rune of Reflection (absorb and reflect 282 for 5 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 282 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Rune of the Rift (350.00 temporal damage, removed from time 4 turns) Rune of the Rift (350.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 378.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the sneak (absorb 650 for 8 turns) shielding rune of the sneak (absorb 650 for 8 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 650 damage for 8 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the warrior (absorb 742 for 5 turns) shielding rune of the warrior (absorb 742 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 742 damage for 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the psychic (range 106) teleportation rune of the psychic (range 106)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 106 with a minimum range of 15. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Fogquill FogquillPowered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Defense: +4 (+2 eff.) Ranged Defense: +4 (+1 eff.) Damage (Melee): 14 light / 9 darkness Effects when hit in melee: * 10% chance to blind * 15% chance to inflict damage reduction Damage when hit (Melee): 12 darkness Changes stats: +5 Mag Changes resistances: +6% acid / +1% physical / +33% light / +23% darkness Changes damage: +8% acid / +15% light / +15% darkness / +8% cold / +8% lightning / +7% fire Mental save: +10 (+3 eff.) Blindness immunity: +45% Stun/Freeze immunity: +5% Spellpower: +5 (+2 eff.) Spell crit. chance: +5% Amulets can have magical properties. |
Isselin the gold amulet Isselin the gold amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +9 Dex / +1 Mag / +4 Cun / +7 Con Changes resistances: +16% light / +19% darkness Blindness immunity: +31% Life regen: +0.50 Stamina each turn: +0.70 Light radius: +3 Movement speed: +10% Amulets can have magical properties. |
Noonclamor the stralite amulet Noonclamor the stralite amuletInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Damage when hit (Melee): 8 light Changes stats: +1 Str / +3 Con Changes resistances: +12% fire / +16% temporal / +14% cold Changes resistances penetration: +5% light Blindness immunity: +18% Pinning immunity: +24% Knockback immunity: +28% Infravision radius: +3 Sight radius: +2 See invisible: +9 Healing mod.: +15% 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 9 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Balahell BalahellInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+3 eff.) Defense: +12 (+5 eff.) Changes stats: +1 Str / +6 Wil / +9 Cun Changes resistances: +6% blight / +36% cold / +6% nature Changes resistances penetration: +10% mind Changes damage: +18% cold Mental save: +13 (+4 eff.) Mindpower: +13 (+4 eff.) Light radius: +3 Movement speed: +23% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 36 cooldown : Effective talent level: 2.6 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 27% for 5 turns. Rings can have magical properties. |
Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-3 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
Eledama the steel ring Eledama the steel ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +10 Physical crit. chance: +1.0% Armour: +8 Defense: +7 (+3 eff.) Changes stats: +4 Str Changes resistances: +3% light / +6% acid Mental save: +6 (+2 eff.) Confusion immunity: +26% It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
Ring of the Dead Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
gold ring 'Wretch's kiss' gold ring 'Wretch's kiss'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +11 (+2 eff.) Armour penetration: +9 Physical power: +7 (+2 eff.) Defense: +12 (+5 eff.) Effects on melee hit: * Slows global speed by 15% Changes stats: +6 Mag / +4 Wil Changes resistances: +9% nature / +3% blight Changes resistances penetration: +10% blight / +5% nature Changes damage: +4% all Spellpower: +17 (+6 eff.) Mindpower: +9 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
Crystalline Voratun greatmaul (85.625-128.4375 power, 4 apr) Crystalline Voratun greatmaul (85.625-128.4375 power, 4 apr)Requires: - Strength 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. It is part of a set of items. Base power: 85.6 - 128.4 Uses stat: 120% Str Damage type: Arcane Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical power: +12 (+3 eff.) Changes stats: +3 Wil / +3 Con Changes damage: +10% arcane Spellpower: +12 (+4 eff.) Massive two-handed mauls. Transformed with the power of the Spellblaze. |
This item will automatically be transmogrified when you leave the level. Nudotir (62-99.2 power, 4 apr)Nudotir (62-99.2 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.0 - 99.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon crit: * wounds the target reducing their healing Burst (radius 1) on hit: +12 mind When wielded/worn: Physical crit. chance: +21.0% Physical power: +21 (+5 eff.) Effects on melee hit: * 10 arcane resource burn * Slows global speed by 15% Changes stats: +2 Cun Changes resistances: +9% lightning / +6% fire / +6% arcane Maximum psi: +40.00 Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. Pitchgore the voratun mace (45.5-63.7 power, 6 apr)Pitchgore the voratun mace (45.5-63.7 power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 45.5 - 63.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +20 acid When wielded/worn: Damage when hit (Melee): 8 temporal Changes resistances: +15% temporal Changes resistances penetration: +15% darkness / +5% fire Changes damage: +18% darkness / +3% temporal Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. acidic voratun mace of projection (44.5-62.3 power, 6 apr)acidic voratun mace of projection (44.5-62.3 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 44.5 - 62.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +19 acid / +17 mind It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. Baluran the dragonbone magestaff (30-36 power, 6 apr, cold element)Baluran the dragonbone magestaff (30-36 power, 6 apr, cold element) Requires: - Magic 48 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +12 mind Burst (radius 2) on crit: +4 temporal When wielded/worn: Physical crit. chance: +14.0% Damage when hit (Melee): 4 temporal Changes resistances: +9% mind Changes damage: +3% temporal / +30% cold Talent granted: +1 Command Staff Critical mult.: +25.00% Psi when hit: +0.04 Spellpower: +15 (+5 eff.) Spell crit. chance: +5% Mental crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. ethereal dragonbone magestaff of blasting (30-36 power, 6 apr, cold element)ethereal dragonbone magestaff of blasting (30-36 power, 6 apr, cold element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +25 (+10 eff.) Damage (Melee): 12 % chance of confusion Changes damage: +30% cold Talent granted: +1 Command Staff Spellpower: +29 (+10 eff.) Spell crit. chance: +15% Damage Shield penetration: +39% It can be used to unleash an elemental blastwave, dealing 46.97 to 56.37 cold damage in a radius 6 around the user, putting all charms on cooldown for 9 turns. Staves designed for wielders of magic, by the greats of the art. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% 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. |
Woecut the hardened leather belt Woecut the hardened leather beltPowered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Dex / +3 Cun / +7 Lck Changes resistances: +6% darkness / +6% acid Changes resistances penetration: +5% darkness Changes damage: +9% darkness Trap disarming bonus: +8 Stealth bonus: +9 Maximum life: +111.00 Maximum mana: +55.00 Maximum stamina: +31.00 Maximum hate: +13.00 Maximum psi: +22.00 Maximum vim: +22.00 Maximum pos.energy: +22.00 Maximum neg.energy: +25.00 Infravision radius: +4 Reduces paradox anomalies(equivalent to willpower): +13 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. blurring drakeskin leather belt of resilienceblurring drakeskin leather belt of resilience Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Defense: +18 (+7 eff.) Stealth bonus: +15 Maximum life: +56.00 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. Xeroriann (5 def, 0 armour)Xeroriann (5 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +2 Cun Changes resistances penetration: +10% blight Spell save: +27 (+7 eff.) Mana when firing critical spell: +3.00 Vim when firing critical spell: +5.00 Maximum hate: +4.00 Spellpower: +6 (+2 eff.) Spell crit. chance: +6% Mindpower: +8 (+2 eff.) Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of drakeskin leather boots 'Isliminne' (0 def, 5 armour) pair of drakeskin leather boots 'Isliminne' (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -20% Changes stats: +2 Cun / +4 Dex Changes damage: +9% blight / +6% acid Maximum encumbrance: +43 Physical save: +10 (+3 eff.) Stamina each turn: +1.40 Maximum life: +109.00 Movement speed: +20% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. pair of drakeskin leather boots of spellbinding (0 def, 5 armour)pair of drakeskin leather boots of spellbinding (0 def, 5 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +6 Mag Spell save: +8 (+2 eff.) Lowers spell cool-downs by: 10% A pair of boots made of leather. |
Dakhtun's Gauntlets (0 def, 6 armour) Dakhtun's Gauntlets (0 def, 6 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% 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. |
Duathelsweep the voratun gauntlets (0 def, 3 armour) Duathelsweep the voratun gauntlets (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +14 Armour: +3 Changes stats: +4 Str / +5 Dex / +5 Wil / +7 Cun / +6 Con Changes resistances: +6% fire / +3% darkness / +6% cold Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Life regen: +3.80 Stamina each turn: +1.30 Maximum life: +20.00 Maximum stamina: +40.00 Healing mod.: +20% It can be used to activate talent Steady Shot, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Metal gloves protecting the hands up to the middle of the lower arm. |
Fist of the Destroyer (8 def, 0 armour) Fist of the Destroyer (8 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. Only the masochistic can unlock its full power. When wielded/worn: Defense: +8 (+4 eff.) Changes stats: +9 Str / +3 Cun / +9 Mag Talent masteries: +0.20 Corruption / Shadowflame +0.20 Corruption / Vim Stun/Freeze immunity: +20% Maximum vim: +25.00 Increases all damage by 4% of current vim Current Bonus: 0% It can be used to activate talent Darkfire (costing 11 power out of 12/12) : Effective talent level: 5.0 Power cost: 11 out of 12/12. Range: 6 Travel Speed: 400% of base Is: a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 91.69 fire damage and 79.86 darkness damage in a radius of 6. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
Ruthless Grip (0 def, 5 armour) Ruthless Grip (0 def, 5 armour)Requires: - Talent Armour Training Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +5 Damage (Melee): 20 darkness / 20 cold Changes damage: +20% darkness / +20% cold Only die when reaching: -100.00 life Maximum hate: +20.00 Healing mod.: -20% It can be used to activate talent Frost Grab (costing 18 power out of 30/30) : Effective talent level: 4.0 Power cost: 18 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Grab a target and transport it next to you, covering it with frost, reducing its movement speed by 50% for 7 turns. The ice will also deal 73.58 cold damage. The damage will increase with your Spellpower. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
This item will automatically be transmogrified when you leave the level. elven-silk wizard hat of decomposition (3 def, 0 armour)elven-silk wizard hat of decomposition (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +7% lightning / +8% temporal / +8% light / +8% fire / +8% nature / +8% acid / +8% blight / +8% cold / +8% darkness A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. prismatic drakeskin leather cap of absorption (0 def, 5 armour)prismatic drakeskin leather cap of absorption (0 def, 5 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +17% light / +20% darkness Stamina when hit: +3.00 Equilibrium when hit: +2.80 A cap made of leather. |
This item will automatically be transmogrified when you leave the level. prismatic drakeskin leather cap of dexterity (+10) (0 def, 5 armour)prismatic drakeskin leather cap of dexterity (+10) (0 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +10 Dex Changes resistances: +20% light / +20% darkness A cap made of leather. |
This item will automatically be transmogrified when you leave the level. spiked voratun mail armour of command (20 def, 20 armour)spiked voratun mail armour of command (20 def, 20 armour) Requires: - Strength 48 - Talent Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +20 Defense: +20 (+8 eff.) Fatigue: +16% Damage when hit (Melee): 20 physical Changes stats: +6 Cun Mental save: +25 (+7 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. searing voratun plate armour of lightning resistance (9 def, 16 armour)searing voratun plate armour of lightning resistance (9 def, 16 armour) Requires: - Strength 60 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+4 eff.) Fatigue: +26% Damage (Melee): 12 acid / 20 fire Damage when hit (Melee): 16 acid / 16 fire Changes resistances: +30% acid / +30% fire / +30% lightning A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. deflecting voratun shield of cold resistance (+30%) (27 def, 3 armour, 66.5-79.8 power, 194 block)deflecting voratun shield of cold resistance (+30%) (27 def, 3 armour, 66.5-79.8 power, 194 block) Requires: - Strength 48 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 66.5 - 79.8 Uses stat: 100% Str Damage type: Physical Mastery: Shield Expertise Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +194 When wielded/worn: Armour: +3 Defense: +27 (+10 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Changes resistances: +30% cold Talent granted: +5 Block Deflect projectiles away: +14% Handheld deflection devices. |
378 alchemist agate 378 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Windborne Azurite 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% Air currents swirl around this bright blue jewel. |
3 sapphire 3 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dream-smith's dwarven-steel pickaxe (dig speed 15 turns) dream-smith's dwarven-steel pickaxe (dig speed 15 turns)Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes damage: +8% mind / +6% fire Mental save: +8 (+2 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
2 emerald 2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
jade jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 turquoise 4 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (107 power, based on Willpower), costing 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
This item will automatically be transmogrified when you leave the level. dwarven lantern of claritydwarven lantern of clarity Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Mental save: +15 (+5 eff.) Light radius: +4 See stealth: +25 See invisible: +25 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it'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't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it'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. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered 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 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 This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire 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. |
77 alchemist bloodstone 77 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
4 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% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 fire opal 6 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. |
3 garnet 3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 ruby 3 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 180 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 355.68 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 23 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification 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 old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Honeywood Chalice Honeywood ChaliceInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+3 eff.) Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
3 amethyst 3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings within range 20, costing 27 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
6 diamond 6 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. |
11 moonstone 11 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+5 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+5 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 pearl 8 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 quartz 6 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 amber 10 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Bump it like its Normal the Ogre Bastion level 35
77th Pyre 123rd year of Ascendancy at 22:00 see stats
By Bump it like its Normal the Ogre Bastion level 28
76th Regrowth 123rd year of Ascendancy at 04:45 see stats
By Bump it like its Normal the Ogre Bastion level 35
76th Pyre 123rd year of Ascendancy at 02:56 see stats
By Bump it like its Normal the Ogre Bastion level 39
3rd Dusk 123rd year of Ascendancy at 12:06 see stats
By Bump it like its Normal the Ogre Bastion level 50
7th Allure 124th year of Ascendancy at 20:26 see stats
By Bump it like its Normal the Ogre Bastion level 48
65th Haze 123rd year of Ascendancy at 10:20 see stats
By Bump it like its Normal the Ogre Bastion level 38
9th Flare 123rd year of Ascendancy at 04:47 see stats
By Bump it like its Normal the Ogre Bastion level 49
70th Haze 123rd year of Ascendancy at 06:44 see stats
By Bump it like its Normal the Ogre Bastion level 9
39th Dusk 122nd year of Ascendancy at 18:46 see stats
By Bump it like its Normal the Ogre Bastion level 50
9th Decay 123rd year of Ascendancy at 02:56 see stats
By Bump it like its Normal the Ogre Bastion level 41
17th Dusk 123rd year of Ascendancy at 12:03 see stats
By Bump it like its Normal the Ogre Bastion level 37
4th Flare 123rd year of Ascendancy at 11:05 see stats
By Bump it like its Normal the Ogre Bastion level 36
1st Flare 123rd year of Ascendancy at 19:30 see stats
By Bump it like its Normal the Ogre Bastion level 20
5th Decay 122nd year of Ascendancy at 09:02 see stats
By Bump it like its Normal the Ogre Bastion level 29
9th Pyre 123rd year of Ascendancy at 05:02 see stats
By Bump it like its Normal the Ogre Bastion level 21
7th Decay 122nd year of Ascendancy at 00:10 see stats
By Bump it like its Normal the Ogre Bastion level 50
60th Regrowth 124th year of Ascendancy at 08:18 see stats
By Bump it like its Normal the Ogre Bastion level 40
17th Dusk 123rd year of Ascendancy at 01:30 see stats
By Bump it like its Normal the Ogre Bastion level 43
56th Dusk 123rd year of Ascendancy at 15:50 see stats
By Bump it like its Normal the Ogre Bastion level 28
76th Regrowth 123rd year of Ascendancy at 05:15 see stats
By Bump it like its Normal the Ogre Bastion level 50
8th Allure 124th year of Ascendancy at 07:25 see stats
By Bump it like its Normal the Ogre Bastion level 10
51st Dusk 122nd year of Ascendancy at 06:53 see stats
By Bump it like its Normal the Ogre Bastion level 20
5th Decay 122nd year of Ascendancy at 08:15 see stats
By Bump it like its Normal the Ogre Bastion level 30
9th Pyre 123rd year of Ascendancy at 09:16 see stats
By Bump it like its Normal the Ogre Bastion level 40
13rd Dusk 123rd year of Ascendancy at 10:01 see stats
By Bump it like its Normal the Ogre Bastion level 50
2nd Decay 123rd year of Ascendancy at 03:44 see stats
By Bump it like its Normal the Ogre Bastion level 50
38th Regrowth 124th year of Ascendancy at 09:09 see stats
By Bump it like its Normal the Ogre Bastion level 50
59th Regrowth 124th year of Ascendancy at 20:02 see stats
By Bump it like its Normal the Ogre Bastion level 50
14th Regrowth 124th year of Ascendancy at 19:21 see stats
By Bump it like its Normal the Ogre Bastion level 14
4th Haze 122nd year of Ascendancy at 04:34 see stats
By Bump it like its Normal the Ogre Bastion level 31
53rd Pyre 123rd year of Ascendancy at 21:00 see stats
By Bump it like its Normal the Ogre Bastion level 17
62nd Haze 122nd year of Ascendancy at 09:42 see stats
By Bump it like its Normal the Ogre Bastion level 37
4th Flare 123rd year of Ascendancy at 13:19 see stats
By Bump it like its Normal the Ogre Bastion level 28
76th Regrowth 123rd year of Ascendancy at 04:45 see stats
By Bump it like its Normal the Ogre Bastion level 50
64th Regrowth 124th year of Ascendancy at 23:57 see stats
By Bump it like its Normal the Ogre Bastion level 8
27th Dusk 122nd year of Ascendancy at 02:03 see stats
By Bump it like its Normal the Ogre Bastion level 28
76th Regrowth 123rd year of Ascendancy at 04:45 see stats
By Bump it like its Normal the Ogre Bastion level 22
13rd Regrowth 123rd year of Ascendancy at 14:30 see stats
By Bump it like its Normal the Ogre Bastion level 39
13rd Dusk 123rd year of Ascendancy at 10:01 see stats
By Bump it like its Normal the Ogre Bastion level 6
20th Dusk 122nd year of Ascendancy at 10:43 see stats
By Bump it like its Normal the Ogre Bastion level 43
67th Dusk 123rd year of Ascendancy at 03:27 see stats
By Bump it like its Normal the Ogre Bastion level 21
6th Regrowth 123rd year of Ascendancy at 21:50 see stats
By Bump it like its Normal the Ogre Bastion level 23
44th Regrowth 123rd year of Ascendancy at 11:29 see stats
By Bump it like its Normal the Ogre Bastion level 15
52nd Haze 122nd year of Ascendancy at 14:55 see stats
By Bump it like its Normal the Ogre Bastion level 50
65th Regrowth 124th year of Ascendancy at 04:53 see stats
By Bump it like its Normal the Ogre Bastion level 34
75th Pyre 123rd year of Ascendancy at 03:03 see stats
Log
Argoniel receives 107 healing.
Argoniel hits Bump it like its Normal for (47 resist armour), (93 shield wall), 174 physical, (36 resist armour), 0 blight, (43 resist armour), 0 nature, (36 resist armour), 0 blight (175 total damage).
Bump it like its Normal hits Argoniel for 3 nature, 6 acid, 5 mind, , 3 nature, 6 acid, 5 mind (31 total damage).
Bump it like its Normal hits Dread for 2 nature, 4 acid, 14 mind, (22 total damage).
Dread hits Bump it like its Normal for (47 resist armour), (14 shield wall), 23 physical (23 total damage).
Dread resists the baneful energy!
Heavy bone giant resists the baneful energy!
Dreadmaster resists the baneful energy!
Bump it like its Normal resists the baneful energy!
Argoniel resists the baneful energy!
Dreadmaster hits Bump it like its Normal for (47 resist armour), (19 shield wall), 30 physical (30 total damage).
Bump it like its Normal hits Dreadmaster for 3 nature, 7 acid, 14 mind, (26 total damage).
Bump it like its Normal hits Heavy bone giant for (5 absorbed), 0 nature, (11 absorbed), 0 acid, (22 absorbed), 0 mind, (0 total damage).
Something hits Dreadmaster for 315 cold damage.
Heavy bone giant hits Bump it like its Normal for (20 resist armour), 0 physical, (8 resist armour), 0 blight (0 total damage).
Argoniel has finished recovering.
Saving game...
Something hits Bump it like its Normal for (47 resist armour), (461 honor), (326 shield wall), 502 cold (503 total damage).
Bump it like its Normal the level 50 ogre bastion was frozen and shattered into a million little shards to death by a Elandar on level 11 of High Peak.
Something killed Bump it like its Normal!
The Blood of Life rushes through your dead body. You come back to life!
Bump it like its Normal deactivates Iron Guard.
Bump it like its Normal is freed from the rigor mortis.
Bump it like its Normal is free from the acid.
Bump it like its Normal deactivates Shield Wall.
Bump it like its Normal deactivates Sword and Board.
Bump it like its Normal deactivates Attacks of Opportunity.
Bump it like its Normal deactivates Honor.
New Achievement: Unstoppable (Insane (Adventure) difficulty)!
Saving done.