







Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.5.4Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Orcs |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Whitehoof |
| Class | Brawler |
| Level / Exp | 33 / 97% |
| Size | medium |
| Lifes / Deaths | Killed by Garessra the corrupted protosentient globula at level 16 on the 4th Revenge 124th year of Ascendancy at 01:15 0 / 7Killed by High Sun Paladin Aeryn at level 33 on the 4th Dearth 124th year of Ascendancy at 21:38 Killed by High Sun Paladin Aeryn at level 33 on the 5th Dearth 124th year of Ascendancy at 01:10 Killed by High Sun Paladin Aeryn at level 33 on the 6th Dearth 124th year of Ascendancy at 02:31 Killed by High Sun Paladin Aeryn at level 33 on the 7th Dearth 124th year of Ascendancy at 13:34 Killed by High Sun Paladin Aeryn at level 33 on the 7th Dearth 124th year of Ascendancy at 16:30 Killed by High Sun Paladin Aeryn at level 33 on the 7th Dearth 124th year of Ascendancy at 22:11 |
Primary Stats
| Strength | 53 (base 22) |
| Dexterity | 58 (base 56) |
| Constitution | 51 (base 10) |
| Magic | 27 (base 10) |
| Willpower | 12 (base 10) |
| Cunning | 81 (base 60) |
Resources
| Life | -204/1071 |
| Positive | 97/126 |
| Stamina | 19/161 |
| Steam | 100/100 |
| Healing Factor | 1.2782805429864 |
| Regeneration | 12.974547511312 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 10 |
| Infravision | 12 |
| See Stealth | 59.374924844309 |
| See Invisible | 59.374924844309 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Barehand
| Damage | 96 |
| Accuracy | 43 |
| Crit Chance | 31% |
| APR | 19 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 30 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +16% |
| Physical | -10% |
| Arcane | +21% |
| Mind | +13% |
| All | 0% |
Offense: Damage Penetration
| Arcane | +20% |
Defense: Base
| Armour (hardiness) | 35 (60.618610747051%) |
| Defense | 41 |
| Ranged Defense | 41 |
| Fatigue | 0 |
| Physical Save | 33 |
| Spell Save | 28 |
| Mental Save | 31 |
Defense: Resistances
| Arcane | + 5%( 70%) |
| Cold | + 18%( 70%) |
| All | 0%( 70%) |
| Lightning | + 17%( 70%) |
| Light | + 12%( 70%) |
| Temporal | + 7%( 70%) |
| Physical | + 15%( 70%) |
| Mind | + 13%( 70%) |
| Darkness | + 21%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 50% |
| Poison Resistance | 100% |
| Bleed Resistance | 100% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 134% efficiency and cooldown mod of 72%. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 130 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 20 with a minimum range of 15. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 324 damage for 3 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Cunning / Tactical | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Pugilism | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Unarmed discipline | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Cunning / Survival | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.10 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Conditioning | 1.10 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Whitehooves | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
| talent | Exploit Weakness |
| talent | Striking Stance |
| talent | Chant of Fortress |
| talent | Trained Reactions |
| beneficial effect | Countering melee attacks: Has a 54% chance to get an automatic counter attack when avoiding a melee attack. (2.1 counters remaining) Counter Attacking |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'HaĂŻb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | Eden's Guile (2 def, 1 armour)2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 60% (based on Cunning). Uses 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. |
| On hands | stone warden's dwarven-steel gauntlets (0 def, 10 armour) 1.5 T3 hands armor Reqs Heavy Armour Training [Ego+] Arcane While equipped: Stats +7 Con ----- def ----- Armour +10 Hardiness +9% Resists +4% physical ---------- misc Talents +1 Sand Shredder Unarmed combat: Power 20.5 - 28.7 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.1% dam / acc Apr +9 Crit +8.0% Atk.spd 125% On Hit: 5% Stone Touch 3 Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | Isokira the cashmere wizard hat (2 def, 0 armour) 2.0 T3 head armor [Random Unique] Arcane/Psionic While equipped: Stats +1 Cun +4 Mag dps ---------- Crit.mult +5.00% Dmg.mod +13% mind ----- def ----- Defense +2 (+1 eff.) Resists +13% mind Shield.pwr +7% Spell.save +7 (+3 eff.) Mind.save +9 (+4 eff.) HP.reg +3.90 ---------- misc Infravis +7 Sight +2 See.Stealth +15 See.Invis +15 Telepathy Demon/Minor Demon/Major A pointy cloth hat, very wizardly... |
| Tool | Lightbringer's Wand2.0 T3 wand charm [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% light Melee Ret 18 light ----- def ----- Resists +12% darkness +12% light Spell.save +15 (+7 eff.) ---------- misc Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 64 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 35 power out of 14/35 This gold-tipped wand shines with an unnatural sheen. |
| On fingers | solipsist's steel ring of blinding strikes0.1 T2 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +4 Cun +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 23 light Ranged+ 20 light On Hit (Melee): * 10% chance to blind On Hit (Ranged): * 12% chance to blind Rings can have magical properties. |
| On fingers | gladiator's gold ring0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +6 Str +6 Con dps ---------- Phys.pwr +8 (+2 eff.) Rings can have magical properties. |
| Around neck | warrior's gold amulet of constitution (+3)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +7% physical ---------- misc Stam/turn +0.40 Amulets can have magical properties. |
| Main armor | The Untouchable (14 def, 12 armour) 9.0 T3 light armor Reqs Str 16 [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+5 eff.) HP.reg +6.00 Poison- +50% Disease- +50% Cut- +50% When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
| Light source | ethereal dwarven lantern of the sun0.0 T5 lite [Ego++] Arcane While equipped: Stats +6 Mag dps ---------- Spell.pwr +14 (+7 eff.) Dmg.mod +6% light ----- def ----- Resists +10% darkness Affinity +5% light ---------- misc Light +9 Sun Flare: Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 27.31 light damage within radius 3. The damage done will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| Cloak | cashmere cloak 'Sparktickler' (2 def, 8 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +21% arcane Res.pen +20% arcane Melee Ret 20 arcane On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +8 Defense +2 (+1 eff.) Resists +9% lightning +19% cold +5% arcane A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | grounding hardened leather belt of burglary1.0 T3 belt armor [Ego+] Nature/Master While equipped: Stats +3 Dex +4 Cun +7 Lck ----- def ----- Resists +8% lightning +7% temporal Stealth +7 ---------- misc T.Disarm +13 Infravis +5 A belt that goes around your waist. |
Inventory
medical injector implant of the wizard (efficiency 101% / cooldown 52%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 101% efficiency and cooldown mod of 52%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the sneak (steam 8)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 8.9 steam per turn. Can be activated for an instant burst of 44 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the warrior (steam 7)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 7.2 steam per turn. Can be activated for an instant burst of 35 steam. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
regeneration infusion (heal 133 over 5 turns)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 133 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
shielding rune (absorb 164 for 4 turns)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 164 damage for 4 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune (absorb 118 for 4 turns)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 118 damage for 4 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
schematic: Pain Suppressor Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Phoenix's kiss the gold amulet0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Res.pen +10% fire ----- def ----- Resists +22% lightning +4% physical +5% arcane Die.at -60.00 life Blind- +15% Stun/Frz- +31% Knockbk- +20% Amulets can have magical properties. |
clarifying stralite amulet of strength (+6)0.1 T4 amulet jewelry [Ego] Nature While equipped: Stats +6 Str ----- def ----- Resists +21% mind Confus- +30% Amulets can have magical properties. |
protective stralite amulet of perfection (0.20 Technique / Finishing moves,0.20 Technique / Combat techniques)0.1 T4 amulet jewelry [Ego++] Master While equipped: ----- def ----- Armour +5 Defense +7 (+2 eff.) Res.Cap +4% all Phys.save +19 (+9 eff.) ---------- misc Masteries +0.20 Technique/Finishing moves +0.20 Technique/Combat techniques Amulets can have magical properties. |
The Black Ring0.1 T3 ring jewelry [Unique] Arcane While equipped: ----- def ----- Spell.save +7 (+3 eff.) ---------- misc Masteries +0.20 Corruption/Fearfire ShadowPwr +5 On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +6 Con +4 Wil dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 8.05 cold and 7.25 physical damage (based on Willpower) each turn and knocking opponents back. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +0.80 Stun/Frz- +21% Rings can have magical properties. |
warrior's steel ring of lightning (+24%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +12% lightning ----- def ----- Armour +6 Resists +24% lightning Rings can have magical properties. |
dwarven-steel greatsword (34-54.4 power, 2 apr)3.0 T3 greatsword 2H weapon Reqs Str 24 [Normal] Power 34.0 - 54.4 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% Massive two-handed swords. |
quick dwarven-steel greatsword of paradox (36-57.6 power, 2 apr)3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego+] Arcane/Master Power 36.0 - 57.6 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 111% Melee+ +16 temporal While equipped: Stats +5 Dex dps ---------- Acc +10 (+3 eff.) Melee Ret 10 temporal ----- def ----- Resists +14% temporal Massive two-handed swords. |
blooming pulsing mindstar of storms (12-13.2 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego+] Nature This natural lightning should be returned to the wyrm. Power 12.0 - 13.2 Mind Uses 45% Wil, 25% Cun Mastery Psiblades Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +3 Str +2 Dex +2 Mag +2 Wil +2 Cun +3 Con dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +8% lightning Res.pen +13% lightning Melee Ret 9 lightning ----- def ----- Resists +12% lightning Heal.mod +17% Heal/summ +20 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
nature's pulsing mindstar of flames (12.5-13.75 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego+] Nature This natural fire should be returned to the wyrm. Power 12.5 - 13.8 Mind Uses 45% Wil, 25% Cun Mastery Psiblades Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) All.spd +3% Dmg.mod +6% nature +5% fire Res.pen +13% fire Melee Ret 16 fire ----- def ----- Resists +6% blight +12% fire Disease- +10% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
thorny mindstar 'Blackrune' (9.5-10.45 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Rare] Nature This natural lightning should be returned to the wyrm. Power 9.5 - 10.5 Nature Uses 40% Wil, 20% Cun Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% Melee+ +12 darkness On Hit: * 40% chance to inflict 15% damage reduction While equipped: Stats +3 Str +3 Dex +5 Mag +3 Wil +3 Cun +3 Con dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Dmg.mod +12% lightning Res.pen +10% lightning +10% darkness Melee Ret 12 lightning ----- def ----- Fatigue -4% Resists +9% lightning +6% darkness Crit.dmg- 15.00% ---------- misc Light +3 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
shimmering elven-wood vilestaff of protection (25-30 power, 5 apr, darkness element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+6 eff.) Dmg.mod +25% darkness ----- def ----- Resists +12% darkness ---------- misc Mana/turn +0.18 Max.mana +61.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
stralite waraxe 'Emelutta' (30.5-42.7 power, 5 apr)3.0 T4 waraxe 1H weapon Reqs Str 35 [Rare] Arcane Power 30.5 - 42.7 Arcane Uses 100% Str Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% Melee+ +13 lightning On Hit: * 25% chance for lightning to arc to a second target While equipped: Stats +7 Mag dps ---------- Res.pen +20% arcane ---------- misc Mana/turn +0.20 Mana/s.crit +5.00 Max.vim +20.00 One-handed war axes. |
insulating hardened leather belt of life1.0 T3 belt armor [Ego] Nature/Master While equipped: ----- def ----- Resists +7% cold +5% fire HP.reg +0.90 Heal.mod +12% A belt that goes around your waist. |
rough leather belt of life1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- HP.reg +1.00 Heal.mod +11% A belt that goes around your waist. |
Zuburiatta (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Str +5 Cun +3 Con ----- def ----- Defense +2 (+1 eff.) Resists +9% blight +6% fire +9% lightning Crit.dmg- 15.00% Phys.save +7 (+4 eff.) Max.HP +66.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
shimmering silk robe of blight (+14%) (3 def, 0 armour)2.0 T4 cloth armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +14% blight +14% arcane ----- def ----- Defense +3 (+1 eff.) Resists +14% blight ---------- misc Max.mana +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Duvyduvon the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +5 (+1 eff.) Apr +6 Melee Ret 8 mind ----- def ----- Armour +3 Fatigue +3% Resists +3% nature +3% temporal Spell.save +18 (+9 eff.) Stun/Frz- +10% Knockbk- +10% A pair of boots made of leather. |
Chargeflash (0 def, 2 armour)1.5 T3 hands armor Reqs Heavy Armour Training [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Dex +4 Mag +2 Wil +6 Cun dps ---------- Spell.crit +2% Acc +5 (+2 eff.) Apr +7 ----- def ----- Armour +2 Resists +6% light +8% darkness HP.reg +1.00 ---------- misc Stam/turn +0.50 Max.stam +13.00 Infravis +1 Unarmed combat: Power 20.5 - 28.7 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.1% dam / acc Acc +7 Apr +16 Crit +8.0% Atk.spd 125% Melee+ +12 lightning On Crit.r2 +4 lightning +15 light +10 darkness On Hit: 15% Perfect Strike 3 On Hit: 10% Slumber 3 Starfall: Puts all charms on 20 cooldown Level 1.0 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 44.83 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
Dagahor the Hellsriver (0 def, 2 armour)1.5 T3 hands armor Reqs Heavy Armour Training [Rare] Psionic While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Armour +2 Resists +9% blight +12% darkness Phys.save +37 (+15 eff.) Mind.save +7 (+3 eff.) Blind- +15% Disarm- +37% Unarmed combat: Power 20.0 - 28.0 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.1% dam / acc Acc +8 Apr +9 Crit +8.0% Atk.spd 125% On Crit.r2 +8 fire On Hit: 10% Perfect Control 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Snow Giant Wraps (0 def, 2 armour)1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Unarmed combat: Power 17.0 - 18.7 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit / acc Apr +1 Crit +4.0% Atk.spd 167% Melee+ +10 lightning +10 cold On Hit: 25% Call Lightning 5 Throw Boulder: Level 2.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 114.40 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
blighted hardened leather gloves of the nighthunter (0 def, 2 armour)1.0 T3 hands armor [Ego+] Arcane/Psionic While equipped: Stats +3 Cun dps ---------- Melee+ 7 blight Dmg.mod +6% blight Acc +11 (+4 eff.) ----- def ----- Armour +2 Resists +7% darkness +6% blight ---------- misc Infravis +1 Unarmed combat: Power 17.5 - 19.2 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit / acc Acc +6 Apr +3 Crit +8.0% Atk.spd 167% Melee+ +4 darkness On Crit.r2 +8 blight On Hit: 20% Soul Rot 3 On Crit: 10% Dominate 3 Track: Puts all charms on 15 cooldown Level 2.4 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 36 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves of dexterity (+3) (0 def, 2 armour)1.0 T3 hands armor [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +15 (+5 eff.) ----- def ----- Armour +2 Unarmed combat: Power 16.0 - 17.6 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit / acc Acc +6 Apr +3 Crit +10.0% Atk.spd 167% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy Armour Training [Normal] While equipped: ----- def ----- Armour +1 Unarmed combat: Power 11.5 - 16.1 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.1% dam / acc Apr +3 Crit +2.0% Atk.spd 125% Metal gloves protecting the hands up to the middle of the lower arm. |
naturalist's hardened leather gloves of strength (+4) (0 def, 2 armour)1.0 T3 hands armor [Ego] Nature/Master While equipped: Stats +4 Str dps ---------- Phys.pwr +6 (+2 eff.) Melee+ 9 nature Dmg.mod +6% nature ----- def ----- Armour +2 Resists +7% nature Unarmed combat: Power 23.0 - 25.3 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit / acc Apr +3 Crit +3.0% Atk.spd 167% On Crit.r2 +8 nature On Hit: 10% Poison Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
polar iron gauntlets of dexterity (+2) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy Armour Training [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Melee+ 5 cold Dmg.mod +3% cold Acc +10 (+3 eff.) ----- def ----- Armour +1 Resists +6% cold Unarmed combat: Power 11.5 - 16.1 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.1% dam / acc Acc +5 Apr +3 Crit +7.0% Atk.spd 125% On Crit.r2 +5 ice On Hit: 10% Ice Breath 1 Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Unarmed combat: Power 8.5 - 9.4 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit / acc Apr +1 Crit +1.0% Atk.spd 167% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-2 eff.) Spell.pwr -10 (-5 eff.) Mind.pwr -10 (-5 eff.) ----- def ----- Defense -10 (-4 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% ---------- misc Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
Visage of Nektosh (4 def, 8 armour)3.0 T2 head armor Reqs Mag 12 Heavy Armour Training [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun dps ---------- Melee+ 15 phys.bleed ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +6% Resists +10% darkness ---------- misc Masteries +0.20 Race/Whitehooves Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. |
hardened leather armour 'Aerulemina' (3 def, 6 armour)9.0 T3 light armor Reqs Str 16 [Random Unique] Nature/Master While equipped: Stats +6 Str +2 Mag +3 Wil +1 Con dps ---------- Phys.crit +4.0% Crit.mult +13.00% Phys.pwr +6 (+2 eff.) Melee Ret 7 light ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +8% Resists +15% blight +10% physical +25% darkness Crit.dmg- 15.00% ---------- misc Light +2 See.Invis +6 Track: Puts all charms on 30 cooldown Level 2.4 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 36 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
reinforced leather armour of Eyal (4 def, 7 armour)9.0 T4 light armor Reqs Str 18 [Ego+] Nature While equipped: ----- def ----- Armour +7 Defense +4 (+1 eff.) Fatigue +8% Max.HP +70.00 HP.reg +2.80 Heal.mod +24% A suit of armour made of leather. |
flaming stralite shield of mind resistance (+14%) (10 def, 2 armour, 141.5 block)7.0 T4 shield armor Reqs Str 35 Heavy Armour Training 2 [Ego] Nature/Psionic While equipped: dps ---------- Melee+ 7 fire Melee Ret 14 fire ----- def ----- Armour +2 Defense +10 (+3 eff.) Rng.Def +10 (+3 eff.) Fatigue +14% Resists +14% mind ---------- misc Talents +4 Block Handheld deflection devices. |
agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
26 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
18 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
25 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
34 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
24 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Layumina (dig speed 28 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Fatigue -6% Crit.dmg- 15.00% ---------- misc Light +3 Telepathy Humanoid/Orc While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 35/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
31 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
bright brass lantern of clarity2.0 T1 lite [Ego] Master/Psionic While equipped: ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Light +5 See.Stealth +5 See.Invis +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Korbek's Spyglass2.0 T2 misc tool [Unique] Master While equipped: Stats +5 Cun dps ---------- Phys.crit +5.0% Acc +10 (+3 eff.) ---------- misc Infravis +2 Sight +1 This antique spyglass is weathered from use, but seems well maintained. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Item imbue powers: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
27 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
great healing salve [power 351] great healing salve [power 351]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 134% efficiency and 72% cooldown modifier. Heal 351 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful healing salve [power 294] powerful healing salve [power 294]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 134% efficiency and 72% cooldown modifier. Heal 294 Puts Talent Medical Injector on 15 cooldown Medical salve. |
warded steel torque of psychoportation [power 28] (30 cooldown)2.0 T2 torque charm [Ego+] Psionic While equipped: ---------- misc Wards +2 physical +2 mind +2 darkness Talents +1 Ward Teleport randomly (rad 28) Puts all charms on 30 cooldown Torques are made by powerful psionics to store psionic powers. |
Adaba [power 2] (7 cooldown)2.0 T3 totem charm [Random Unique] Nature While equipped: Stats +2 Str +4 Dex +1 Mag +2 Con ---------- misc See.Invis +6 Talents +2 Rushing Claws Cooldown Rushing Claws -1 Remove up to 2 poisons or diseases from a target within range 6 (based on Willpower) Puts all charms on 7 cooldown 100% to regenerate 4 stamina. Natural totems are made by powerful wilders to store nature power. |
26 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
arcane ash wand of clairvoyance [power 10] (6 cooldown)2.0 T2 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 10, power 49 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 6 cooldown 100% to regenerate 4 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
void elven-wood wand of trap destruction [power 81] (15 cooldown)2.0 T4 wand charm [Ego+] Arcane While equipped: ---------- misc Talents +3 Void Blast Disarm traps (81 bonus disarm power, based on Magic) along a range 2 line Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 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. |
14 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A Fistful of Gold
Buy an item from an AAA.By Whrawler the Whitehoof Brawler level 33
3rd Dearth 124th year of Ascendancy at 00:13 see stats
Across the Narrow Sea
Destroyed the Sunwall Outpost to secure a way to the mainland.By Whrawler the Whitehoof Brawler level 9
40th Retaking 124th year of Ascendancy at 06:52 see stats
Exterminator
Killed 1000 creatures.By Whrawler the Whitehoof Brawler level 26
20th Pain 124th year of Ascendancy at 16:18 see stats
Level 10
Got a character to level 10.By Whrawler the Whitehoof Brawler level 10
40th Retaking 124th year of Ascendancy at 06:52 see stats
Level 20
Got a character to level 20.By Whrawler the Whitehoof Brawler level 20
24th Revenge 124th year of Ascendancy at 23:55 see stats
Level 30
Got a character to level 30.By Whrawler the Whitehoof Brawler level 30
48th Pain 124th year of Ascendancy at 01:04 see stats
Reclaiming Garkul's Heritage
Freed the remnants of the Prides from the Internment Camp.By Whrawler the Whitehoof Brawler level 31
49th Pain 124th year of Ascendancy at 11:49 see stats
Size matters
Did over 600 damage in one attack.By Whrawler the Whitehoof Brawler level 28
40th Pain 124th year of Ascendancy at 21:07 see stats
This will make a big Omelette!
Collected 40 ritch eggs in the Ritch Hive.By Whrawler the Whitehoof Brawler level 20
25th Revenge 124th year of Ascendancy at 19:11 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Whrawler the Whitehoof Brawler level 12
47th Retaking 124th year of Ascendancy at 21:26 see stats
Log
High Sun Paladin Aeryn casts Circle of Sanctity.
Whrawler hits High Sun Paladin Aeryn for 16 arcane, 14 light (30 total damage).
High Sun Paladin Aeryn hits Whrawler for (33 resist armour), (113 absorbed), 0 physical, (10 resist armour), 0 lightning, (12 resist armour), 0 temporal, (12 resist armour), 0 nature, (7 resist armour), 0 lightning, (17 resist armour), 0 fire, (14 resist armour), 0 acid (0 total damage).
Lightbringer hits High Sun Paladin Aeryn for 42 light, 36 light (79 total damage).
High Sun Paladin Aeryn hits Lightbringer for 24 lightning, 8 fire, 12 acid (45 total damage).
Whrawler resists the silence!
Whrawler unleashes a flurry of disrupting kicks.
Whrawler performs a melee critical strike against High Sun Paladin Aeryn!
Whrawler casts Stone Touch.
High Sun Paladin Aeryn shrugs off the effect 'Dazed'!
High Sun Paladin Aeryn hits Whrawler for (20 resist armour), 0 lightning, (10 resist armour), 0 fire, (12 resist armour), 0 acid, (20 resist armour), 0 lightning, (10 resist armour), 0 fire, (12 resist armour), 0 acid (0 total damage).
Whrawler hits High Sun Paladin Aeryn for 65 physical, 17 light, 44 physical, 17 light (145 total damage).
High Sun Paladin Aeryn uses Block.
Lightbringer hits High Sun Paladin Aeryn for 42 light, 36 light (79 total damage).
High Sun Paladin Aeryn hits Lightbringer for 24 lightning, 8 fire, 12 acid (45 total damage).
Whrawler resists the silence!
Whrawler strikes a deadly pressure point on the target.
Whrawler strikes at a vital spot on High Sun Paladin Aeryn!
High Sun Paladin Aeryn is mortally wounded!
High Sun Paladin Aeryn hits Whrawler for (20 resist armour), 0 lightning, (10 resist armour), 0 fire, (12 resist armour), 0 acid (0 total damage).
Whrawler hits High Sun Paladin Aeryn for (55 blocked), 0 physical, 17 light (18 total damage).
Touch of Death from Whrawler hits High Sun Paladin Aeryn for (17 blocked), 0 physical (0 total damage).
High Sun Paladin Aeryn uses Massive Blow.
Wall turns into floor.
Whrawler reacts to an attack from High Sun Paladin Aeryn, mitigating the blow!.
Your shield crumbles under the damage!
The shield around Whrawler crumbles.
Saving game...
































































































































