









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Homosuperior 1.2.3This addon adds another subrace to the humans. Much stronger than any other race, for testing of classes and beginners. + 5 in all main stats exp multiplier: 0.85 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:
Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: 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:
Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. More Generous Levels 1.5.10Is a lot more generous with talents, types and stat points for each level gained. |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Homosuperior |
Class | Cursed |
Level / Exp | 74 / 63% |
Size | gargantuan |
Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
Strength | 202.02410495234 (base 83) |
Dexterity | 131.04820990468 (base 83) |
Constitution | 127.04820990468 (base 83) |
Magic | 118.02410495234 (base 83) |
Willpower | 146.04820990468 (base 83) |
Cunning | 139.04820990468 (base 83) |
Resources
Hate | 106/106 |
Equilibrium | 0 |
Vim | 1437/1437 |
Life | 45590/45590 |
Positive | 1364/1364 |
Stamina | 1754/1754 |
Healing Factor | 1.8410566332426 |
Regeneration | 276.15849498639 |
Speed
Mental | +15% |
Attack | +15% |
Movement | +385% |
Spell | +15% |
Global | +505% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 20 |
See Stealth | 105.05329574789 |
See Invisible | 117.10150565258 |
ESP Range | 10 |
ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
Damage | 659 |
Accuracy | 121 |
Crit Chance | 104% |
APR | 230 |
Speed | 0.87 |
Offense: Spell
Spellpower | 107 |
Crit Chance | 77% |
Speed | 0.8695652173913 |
Cooldown Reduction | 142.35 |
Offense: Mind
Mindpower | 132 |
Crit Chance | 77% |
Speed | 0.8695652173913 |
Offense: Damage Bonus
Acid | +146% |
Blight | +149% |
Arcane | +157% |
Cold | +146% |
All | 0% |
Mind | +146% |
Lightning | +146% |
Light | +174% |
Temporal | +167% |
Physical | +189% |
Darkness | +152% |
Fire | +146% |
Nature | +146% |
Offense: Damage Penetration
Acid | +156% |
Blight | +166% |
Arcane | +173% |
Cold | +146% |
Lightning | +146% |
Darkness | +151% |
Light | +146% |
Temporal | +156% |
Physical | +166% |
Mind | +146% |
Fire | +146% |
Nature | +146% |
Defense: Base
Armour (hardiness) | 211 (100%) |
Defense | 105 |
Ranged Defense | 106 |
Fatigue | 0 |
Physical Save | 217 |
Spell Save | 213 |
Mental Save | 221 |
Defense: Resistances
Acid | +100%(100%) |
Blight | +100%(100%) |
Arcane | +100%(100%) |
Cold | +100%(100%) |
All | +166%(100%) |
Mind | +100%(100%) |
Lightning | +100%(100%) |
Light | +100%(100%) |
Temporal | +100%(100%) |
Physical | +100%(100%) |
Darkness | +100%(100%) |
Fire | +100%(100%) |
Nature | +100%(100%) |
Defense: Immunities
Stun Resistance | 96% |
Confusion Resistance | 100% |
Fear Resistance | 63% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 physical effect and reduce all damage taken by 43% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 743 life over 5 turns. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: -6 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 175 damage for 25 turns. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 475 life over 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 29% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Class Talents
Cursed / Gloom | 1.50 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Cursed / Predator | 1.20 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Cursed / Rampage | 1.20 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Cursed / Strife | 1.50 |
| 7/5 |
| 7/5 |
| 7/5 |
| 0/5 |
Cursed / Endless hunt | 1.50 |
| 6/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Bone | 1.40 |
| 1/5 |
| 1/5 |
| 1/5 |
| 7/5 |
Cursed / Slaughter | 1.50 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Cursed / Fears | 1.20 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Generic Talents
Cursed / Cursed aura | 1.20 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Cunning / Survival | 1.20 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Technique / Combat training | 1.50 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
| 2/5 |
Wild-gift / Harmony | 2.00 |
| 7/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.10 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Cursed / Cursed form | 1.20 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Stalk |
talent | Gloom |
talent | Cleave |
talent | Bone Shield |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 3.0)Penalty : Fractured Sanity: -6% Mind Resistance, -8% Confusion Immunity Power 1+: Unleashed: +9% critical damage, +14% off-hand weapon damage Power 2+: -1 Luck, +5 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 18.7% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 5.0)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 10%) for 4 turns. Power 1+: Nightwalker: +20 Darkness Resistance, +12% Max Darkness Resistance, +12 See Invisible Power 2+: -1 Luck, +9 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 20% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 20% for 3 turns. |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 4.0)Penalty : Fear of Death: -5% resistance against damage from the undead. Power 1+: Power over Death: +10% damage against the undead. Power 2+: -1 Luck, +4 Strength, +4 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 5. Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 6.0): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 19% when tested. Power 1+: Removed from Reality: +7 Physical Resistance, +6 Maximum Physical Resistance Power 2+: -1 Luck, +11 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 18 air and an additional 7 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 9 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 3.0)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +6 Defense, +3 Ranged Defense Power 2+: -1 Luck, +5 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+35% chance to avoid traps). Power 4+: Unfortunate End: There is a 30% chance that the damage you deal will increase by 30% if the increase would be enough to kill your opponent. |
Quests
You successfully escorted the lost anorithil to the recall portal on level 2 of Norgos Lair. Escort: lost anorithil (level 2 of Norgos Lair)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has defiled the iron acorn which now serves as a reminder of your vile nature. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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. | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
On feet | ![]() Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +12 Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +5 Fatigue: +5% Changes stats: +4 Con / +3 Wil Changes resistances penetration: +8% physical Mindpower: +7 (+1 eff.) Curse of Nightmares It can be used to activate talent Blindside, placing all other charms into a 12 cooldown : Effective talent level: 1.5 Power cost: 12 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 41% (at 0 Hate) to 136% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 39 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Light source | ![]() Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Light radius: +6 Curse of Shrouds A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Physical power: +35 (+4 eff.) Armour: +5 Fatigue: +5% Effects on melee hit: * 15% chance to blind Changes stats: +24 Str / +21 Dex / +23 Wil / +5 Cun / +9 Con Changes resistances: +29% physical / +48% darkness / +15% blight / +5% arcane / +3% light Changes resistances penetration: +27% arcane Changes damage: +18% light Physical save: +30 (+3 eff.) Mental save: +15 (+1 eff.) Light radius: +1 Infravision radius: +16 Curse of Corpses A cap made of leather. |
Tool | ![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Accuracy: +4 (+1 eff.) Physical power: +4 (+0 eff.) Armour: +4 Changes stats: +2 Str / +4 Con Maximum wards: +4 acid / +4 nature / +5 light Changes resistances penetration: +10% acid Changes damage: +3% physical Talents cooldown: Invoke Tentacle (+5 turn) Lay Web (-1 turn) Talents granted: +1 Invoke Tentacle +1 Ward +4 Lay Web Maximum life: +30.00 It can be used to harden the skin for 7 turns increasing armour by 87 and armour hardiness by 70%, putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 16 equilibrium. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 11% chance to cause random gloom Damage (Melee): 6 bleed Effects on ranged hit: * 11% chance to cause random gloom Damage (Ranged): 6 bleed Changes stats: +5 Mag / +5 Wil / +2 Cun Hate when firing a critical mind attack: +1.00 Maximum hate: +6.00 Spellpower: +5 (+1 eff.) Curse of Shrouds It can be used to activate talent Bleeding Edge, placing all other charms into a 10 cooldown : Effective talent level: 3.0 Power cost: 10 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
On fingers | ![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+1 eff.) Knockback immunity: +100% Curse of Shrouds This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Around waist | ![]() Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +23 (+2 eff.) Changes stats: +5 Str / +5 Mag / +6 Con Changes resistances: +3% temporal / +14% cold / +42% fire Changes resistances penetration: +10% temporal / +12% physical Changes damage: +21% temporal / +23% physical Physical save: +14 (+1 eff.) Spell save: +15 (+2 eff.) Life regen: +2.00 Mana each turn: +0.60 Maximum mana: +60.00 Healing mod.: +25% Size category: +2 Curse of Nightmares A belt that goes around your waist. |
In main hand | ![]() Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 67.0 - 107.2 Uses stats: 40% Wil, 115% Str, 50% Mag, 20% Con Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +22 Crit. chance: +12.0% Attack speed: 100% On weapon hit: * releases a burst of light, dealing 293 light damage (based on Spellpower) in a radius 3 cone. When wielded/worn: Changes stats: +12 Str / +6 Mag / +7 Con Talent masteries: +0.20 Celestial / Sun +0.10 Celestial / Radiance +0.20 Celestial / Crusader Talents cooldown: Sun Ray (-1 turn) Absorption Strike (-1 turn) Flash of the Blade (-1 turn) Increases the damage of Sun Beam by 15%. Curse of Nightmares It can be used to attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt, costing 15 power out of 30/30. This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
On hands | ![]() Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +35 (+5 eff.) Armour penetration: +22 Physical crit. chance: +16.0% Physical power: +20 (+2 eff.) Armour: +9 Damage (Melee): 20 light Changes stats: +5 Str / +17 Dex / +6 Mag / +2 Wil / +24 Cun Changes resistances: +15% darkness / +13% light Changes resistances penetration: +5% blight / +5% darkness Changes damage: +3% blight / +10% light / +6% darkness / +11% arcane Grants telepathy: Demon/Minor Demon/Major Critical mult.: +15.00% Mental save: +51 (+4 eff.) Spellpower on spell critical (stacks up to 3 times): +2 Maximum life: +80.00 Spell crit. chance: +20% Mental crit. chance: +20% Infravision radius: +4 Defense after a teleport: +18 Resist all after a teleport: +18% New effects duration reduction after a teleport: +18% When used to modify unarmed attacks: Base power: 57.0 - 62.7 Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +45 Armour Penetration: +25 Crit. chance: +30.0% Attack speed: 100% When this weapon hits: Perfect Strike (30% chance level 5). When this weapon hits: Battle Shout (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). When this weapon crits: Dominate (10% chance level 5). On weapon hit: * 15% chance to blind Damage (Melee): +14 arcane / +16 darkness Burst (radius 2) on crit: +15 arcane Curse of Misfortune It can be used to activate talent Steady Shot, placing all other charms into a 10 cooldown : Effective talent level: 3.0 Power cost: 10 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() Requires: - Strength 20 Powered by arcane forces Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +20 Physical crit. chance: +10.0% Armour: +22 Defense: +34 (+6 eff.) Fatigue: +8% Damage (Melee): 23 acid / 23 fire Damage when hit (Melee): 14 acid / 16 fire / 12 physical Changes stats: +8 Str / +8 Wil / +15 Cun Changes resistances: +25% acid / +15% physical / +20% darkness / +30% fire / +10% arcane / +30% lightning Changes resistances penetration: +15% blight Critical mult.: +12.00% Spell save: +25 (+3 eff.) Mental save: +50 (+4 eff.) Stamina each turn: +1.40 Mana when firing critical spell: +1.00 Spellpower: +4 (+1 eff.) Light radius: +2 Combat speed: +15% Casting speed: +15% Mental speed: +15% Activating this item is instant. Curse of Madness It can be used to activate talent Second Wind, placing all other charms into a 17 cooldown : Effective talent level: 4.0 Power cost: 17 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 425 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +15 Defense: +13 (+2 eff.) Changes resistances: +16% cold Physical save: +16 (+1 eff.) Spell save: +16 (+2 eff.) Mental save: +15 (+1 eff.) Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Mag Changes resistances: +15% lightning Stun/Freeze immunity: +33% Mana each turn: +0.36 Spellpower on spell critical (stacks up to 3 times): +5 Maximum mana: +47.00 Curse of Corpses Amulets can have magical properties. |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 755 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 34% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) * 10% chance to disease Damage when hit (Melee): 4 temporal Changes stats: +5 Cun / +5 Wil Changes resistances: +12% blight / +3% temporal Changes resistances penetration: +20% blight Changes damage: +12% blight / +6% temporal Spellpower: +6 (+1 eff.) Mindpower: +13 (+2 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Curse of Shrouds Rings can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +3% temporal / +24% nature / +6% mind Changes damage: +12% nature Spell save: +31 (+3 eff.) Blindness immunity: +25% Poison immunity: +5% Teleport immunity: +5% Maximum stamina: +13.00 Spell crit. chance: +1% Curse of Corpses Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 11% chance to blind Damage (Melee): 23 light Effects on ranged hit: * 11% chance to blind Damage (Ranged): 20 light Curse of Nightmares Rings can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +7 Cun / +7 Mag Stun/Freeze immunity: +44% Life regen: +2.80 Spellpower: +13 (+2 eff.) Curse of Misfortune Rings can have magical properties. |
![]() chilling stralite battleaxe of paradox (Misfortune) (43-64.5 power, 3 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 43.0 - 64.5 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% Damage (Melee): +24 temporal / +35 cold When wielded/worn: Damage when hit (Melee): 24 temporal Changes resistances: +24% temporal Curse of Misfortune Massive two-handed battleaxes. |
![]() quick voratun dagger of corruption (Misfortune) (37-48.1 power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.0 - 48.1 Uses stats: 40% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 111% On weapon hit: * 12% chance to inflict 15% damage reduction * 20% chance to curse the target When wielded/worn: Accuracy: +12 (+2 eff.) Changes stats: +6 Dex Curse of Misfortune Sharp, short and deadly. |
![]() quick voratun dagger of crippling (Corpses) (39.5-51.35 power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 39.5 - 51.4 Uses stats: 40% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 111% On weapon crit: * cripple the target When wielded/worn: Accuracy: +12 (+2 eff.) Physical crit. chance: +11.0% Changes stats: +6 Dex Curse of Corpses Sharp, short and deadly. |
![]() voratun dagger of daylight (Corpses) (37.5-48.75 power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.5 - 48.8 Uses stats: 40% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +12 light Damage against: +19% Undead Curse of Corpses Sharp, short and deadly. |
![]() Requires: - Strength 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 39.5 - 63.2 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target * 25% chance to put talents on cooldown Damage (Melee): +10 lightning When wielded/worn: Curse of Madness Massive two-handed swords. |
![]() elemental voratun greatsword of crippling (Shrouds) (61-97.6 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 61.0 - 97.6 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Random elemental explosion On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +21.0% Changes resistances penetration: +24% acid / +24% fire / +23% lightning / +24% cold Curse of Shrouds Massive two-handed swords. |
![]() insidious stralite greatsword (Nightmares) (48.5-77.6 power, 3 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 48.5 - 77.6 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +70 insidious poison Curse of Nightmares Massive two-handed swords. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 61.5 - 98.4 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 12% chance to disease * 25% chance for lightning to arc to a second target On weapon crit: * wounds the target for 7 turns: 41 bleeding, 93% reduced healing Damage (Melee): +17 lightning / +12 blight When wielded/worn: Physical crit. chance: +13.0% Physical power: +16 (+2 eff.) Changes damage: +6% light Critical mult.: +15.00% Disease immunity: +29% Spellpower on spell critical (stacks up to 3 times): +2 Maximum vim: +10.00 Damage Shield penetration: +10% Curse of Nightmares Massive two-handed swords. |
![]() Requires: - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 38.0 - 53.2 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Crit. chance: +18.0% Attack speed: 100% Damage conversion: 50% fire When wielded/worn: Changes stats: +7 Str / +7 Wil Changes resistances: +10% nature / +15% fire Changes resistances penetration: +15% fire Changes damage: +20% fire Curse of Shrouds It can be used to activate talent Fire Breath (costing 12 power out of 25/25) : Effective talent level: 2.0 Power cost: 12 out of 25/25. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 1039.49 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. This ornate blade is carved from the wood of a tree said to burn eternally. Its hilt is encrusted with gems, suggesting it once belonged to a figure of considerable status. The flames seem to bend to the will of the sword's holder. |
![]() Dagydradrathel the living mindstar (Shrouds) (18-19.8 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This mindstar projects psionic energy if enough is absorbed. This natural mindstar calls for a summoner. This natural venom should be returned to the wyrm. This natural sand should be returned to the wyrm. The natural wyrm seeks an element. Base power: 18.0 - 19.8 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 30 acid / 30 physical / 10 darkness / 9 lightning / 10 cold / 10 mind / 10 fire Changes stats: +1 Con Changes resistances: +30% acid / +31% physical / +10% fire / +10% cold / +10% lightning Changes resistances penetration: +30% acid / +10% fire / +10% cold / +27% physical Changes damage: +45% acid / +50% physical / +10% darkness / +36% lightning / +63% fire / +10% mind / +65% cold Talent masteries: +0.40 Psionic / Focus +0.40 Psionic / Projection Critical mult.: +12.00% Life regen: +2.00 Stamina each turn: +0.40 Equilibrium when hit: +2.50 Maximum stamina: +15.00 Mindpower: +21 (+3 eff.) Mental crit. chance: +5% Curse of Shrouds It can be used to activate talent Burrow, placing all other charms into a 15 cooldown : Effective talent level: 1.0 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 32 of target armor and 16% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. 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. |
![]() living mindstar of resolve (Madness) (17.5-19.25 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 17.5 - 19.3 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +8 Wil Physical save: +8 (+1 eff.) Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Curse of Madness 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. |
![]() blighted elven-wood vilestaff (Nightmares) (25-30 power, 5 apr, darkness element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 12% chance to disease Changes damage: +25% darkness Talent granted: +1 Command Staff Vim when firing critical spell: +5.00 Maximum vim: +34.00 Spellpower: +12 (+2 eff.) Spell crit. chance: +4% Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
![]() dragonbone magestaff 'Vorinor' (Madness) (30-36 power, 6 apr, cold element) Requires: - Magic 48 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +15.0% Damage when hit (Melee): 12 blight Changes stats: +4 Dex / +6 Mag / +6 Wil / +14 Con Changes resistances: +15% temporal / +13% darkness / +15% cold Changes resistances penetration: +10% blight Changes damage: +6% arcane / +30% cold Grants telepathy: Dragon Talent granted: +1 Command Staff Critical mult.: +19.00% Life regen: +3.40 Mana each turn: +0.33 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +183.00 Maximum vim: +20.00 Spellpower: +42 (+7 eff.) Spell crit. chance: +20% Healing mod.: +60% Damage Shield penetration: +40% Defense after a teleport: +32 Resist all after a teleport: +30% New effects duration reduction after a teleport: +50% Reduces paradox anomalies(equivalent to willpower): +24 Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
![]() dragonbone magestaff of channeling (Nightmares) (30-36 power, 6 apr, fire 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 stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% fire Talent granted: +1 Command Staff Mana each turn: +0.40 Spellpower: +33 (+6 eff.) Spell crit. chance: +5% Curse of Nightmares It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 15 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() elven-wood magestaff of protection (Madness) (25-30 power, 5 apr, cold element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances: +12% cold Changes damage: +25% cold Talent granted: +1 Command Staff Spellpower: +12 (+2 eff.) Spell crit. chance: +4% Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
![]() greater elm vilestaff of illumination (Misfortune) (10-12 power, 2 apr, blight element) Requires: - Magic 11 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Defense: +7 (+1 eff.) Effects on melee hit: * 8% chance to blind Changes damage: +10% blight / +10% fire / +10% darkness / +10% acid Talent granted: +1 Command Staff Spellpower: +7 (+1 eff.) Spell crit. chance: +1% Light radius: +3 Curse of Misfortune It can be used to activate talent Illuminate, placing all other charms into a 3 cooldown : Effective talent level: 1.0 Power cost: 3 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 313.86 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() potent dragonbone starstaff of breaching (Corpses) (42-50.4 power, 6 apr, light 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: 42.0 - 50.4 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances penetration: +21% light Changes damage: +42% light Talent granted: +1 Command Staff Spellpower: +20 (+4 eff.) Spell crit. chance: +5% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
![]() potent elven-wood starstaff (Nightmares) (35-42 power, 5 apr, darkness element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 35.0 - 42.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +35% darkness Talent granted: +1 Command Staff Spellpower: +17 (+3 eff.) Spell crit. chance: +4% Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
![]() yew starstaff of might (Misfortune) (20-24 power, 4 apr, light element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% light Talent granted: +1 Command Staff Spellpower: +9 (+2 eff.) Spell crit. chance: +14% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 20.0 - 28.0 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +12.0% Attack speed: 100% When this weapon hits: Greater Weapon Focus (10% chance level 2). Lifesteal (this weapon only): +10% Damage conversion: 25% blight When wielded/worn: Changes damage: +8% blight Curse of Madness A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
![]() balanced stralite waraxe of phasing (Shrouds) (31.5-44.1 power, 18 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 31.5 - 44.1 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +6.5% Attack speed: 100% Damage Shield penetration (this weapon only): +46% When wielded/worn: Accuracy: +13 (+2 eff.) Defense: +9 (+2 eff.) Disarm immunity: +34% Curse of Shrouds One-handed war axes. |
![]() Requires: - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 4 It must be held with both hands. Base power: 56.0 - 61.6 Uses stats: 40% Wil, 50% Mag, 110% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Crit. chance: +14.0% Attack speed: 125% When this weapon hits: Lightning Breath (10% chance level 1). When this weapon hits: Poison Breath (10% chance level 1). When this weapon hits: Acid Breath (10% chance level 1). On weapon hit: * hit up to two adjacent enemies When wielded/worn: Changes damage: +12% acid / +12% nature / +12% lightning Curse of Nightmares This three-headed stralite flail strikes with the power of a hydra. With each attack it lashes out, hitting everyone around you. |
![]() Lightwrither the hardened leather belt (Misfortune) Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +11.0% Defense: +14 (+2 eff.) Changes stats: +8 Dex / +4 Mag / +4 Wil / +10 Cun / +8 Lck Changes resistances: +9% lightning / +10% fire / +9% temporal / +11% cold Changes resistances penetration: +10% temporal Reduced damage from: +30% Summoned Trap disarming bonus: +20 Stealth bonus: +22 Physical save: +30 (+3 eff.) Mental save: +22 (+2 eff.) Stun/Freeze immunity: +30% Mana each turn: +0.40 Maximum life: +82.00 Maximum mana: +44.00 Spellpower: +8 (+2 eff.) Mental crit. chance: +10% Light radius: +3 Infravision radius: +5 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Misfortune A belt that goes around your waist. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+2 eff.) Damage when hit (Melee): 10 cold Changes resistances: +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent mastery: +0.10 Spell / Water Spellpower: +4 (+1 eff.) Movement speed: +15% Curse of Madness This deep blue robe flows and ripples as if pushed by an invisible tide. |
![]() ancient cashmere robe of power (Shrouds) (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +7 Mag Changes resistances penetration: +11% temporal / +11% physical Changes damage: +14% physical / +13% temporal / +14% all Spellpower: +16 (+3 eff.) Reduces paradox anomalies(equivalent to willpower): +13 Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() silk robe of nature (+24%) (Corpses) (3 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +24% nature Changes damage: +16% nature Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+0 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival Curse of Corpses It can be used to boost speed by 70% (based on Cunning), costing 24 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. |
![]() invigorating pair of iron boots (Misfortune) (0 def, 3 armour) Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -3% Stamina each turn: +0.40 Maximum life: +36.00 Movement speed: +10% Curse of Misfortune Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() pair of drakeskin leather boots of phasing (Misfortune) (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: +3 Mag / +4 Wil Curse of Misfortune It can be used to blink to a nearby random location (rad 12), putting all charms on cooldown for 12 turns. A pair of boots made of leather. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +11 (+2 eff.) Fatigue: +1% Silence immunity: +21% Confusion immunity: +20% Stun/Freeze immunity: +22% Activating this item is instant. Curse of Madness It can be used to activate talent Evasion, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 38% chance to evade melee and ranged attacks and 46 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Greater Weapon Focus (10% chance level 1). When this weapon hits: Displacement Shield (10% chance level 1). Damage (Melee): +20 arcane Curse of Misfortune 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. |
![]() cinder voratun gauntlets of the iron hand (Shrouds) (0 def, 3 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 13 fire Changes stats: +5 Str / +5 Wil / +5 Con Changes resistances: +10% fire Changes damage: +11% fire Talent mastery: +0.20 Technique / Grappling Disarm immunity: +50% When used to modify unarmed attacks: Base power: 28.5 - 39.9 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Disarm (10% chance level 5). When this weapon hits: Fire Breath (10% chance level 5). Burst (radius 2) on crit: +12 fire Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
![]() restful drakeskin leather gloves of magic (+5) (Nightmares) (0 def, 3 armour) Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Changes stats: +5 Mag Changes damage: +11% arcane Life regen: +4.00 Stamina each turn: +2.00 Maximum stamina: +25.00 When used to modify unarmed attacks: Base power: 26.0 - 28.6 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Slumber (10% chance level 5). Damage (Melee): +19 arcane Burst (radius 2) on crit: +15 arcane Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() voratun gauntlets of dexterity (+5) (Misfortune) (0 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +22 (+3 eff.) Armour: +3 Changes stats: +5 Dex When used to modify unarmed attacks: Base power: 28.0 - 39.2 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +10 Armour Penetration: +15 Crit. chance: +20.0% Attack speed: 83% Curse of Misfortune Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Changes stats: +4 Cun / +5 Mag Changes resistances: +8% light / +9% darkness Infravision radius: +1 When used to modify unarmed attacks: Base power: 28.0 - 39.2 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% Burst (radius 2) on crit: +36 light / +29 darkness Curse of Nightmares It can be used to activate talent Starfall, placing all other charms into a 10 cooldown : Effective talent level: 1.0 Power cost: 10 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 272.00 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. |
![]() Requires: - Magic 25 - Willpower 20 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Defense: +9 (+2 eff.) Ranged Defense: +9 (+1 eff.) Damage when hit (Melee): 8 blight / 10 vim draining blight / 8 physical Changes stats: +6 Str / +5 Mag / +4 Wil / +3 Con Changes damage: +9% blight / +8% arcane Maximum vim: +25.00 Spell crit. chance: +3% Curse of Corpses It can be used to activate talent Vimsense (costing 12 power out of 45/45) : Effective talent level: 2.0 Power cost: 12 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 37%, but also make them aware of you. The resistance reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
![]() aegis linen wizard hat (Misfortune) (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Life regen: +2.40 Damage Shield Power: +7% Curse of Misfortune A pointy cloth hat, very wizardly... |
![]() cashmere wizard hat of decomposition (Corpses) (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +6% lightning / +6% temporal / +6% light / +6% fire / +6% nature / +6% acid / +6% blight / +5% cold / +6% darkness Curse of Corpses A pointy cloth hat, very wizardly... |
![]() rough leather cap of the bounder (Corpses) (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +6 Str / +6 Dex Curse of Corpses A cap made of leather. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +15 (+2 eff.) Armour: +5 Fatigue: +3% Damage when hit (Melee): 10 physical Changes stats: +19 Str / +15 Wil / +1 Cun / +19 Con Changes resistances: +15% blight / +14% physical Changes damage: +3% acid / +3% fire Grants telepathy: Humanoid/Orc Physical save: +14 (+1 eff.) Mental save: +15 (+1 eff.) Infravision radius: +2 Curse of Madness It can be used to activate talent Skullcracker, placing all other charms into a 10 cooldown : Effective talent level: 3.0 Power cost: 10 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 5080.7 Physical damage. If the attack hits, the target is confused (46% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +12 (+2 eff.) Armour: +5 Defense: +9 (+2 eff.) Fatigue: +5% Effects when hit in melee: * 19% chance to gain 10% of a turn (3/turn limit) Changes stats: +7 Cun Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Strength 20 - Talent Heavy Armour Training Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +8 Defense: +2 (+0 eff.) Fatigue: +14% Changes stats: +5 Cun / +5 Wil Changes resistances: +8% acid / +8% cold Allows you to breathe in: water Mental save: +14 (+1 eff.) Curse of Nightmares A suit of armour made of mail. |
![]() Requires: - Strength 20 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +38 Defense: +5 (+1 eff.) Fatigue: +8% Damage (Melee): 20 fire Damage (Ranged): 19 fire Damage when hit (Melee): 12 blight Changes stats: +2 Mag Changes resistances: +30% acid / +55% fire / +9% mind / +56% physical Changes resistances penetration: +10% blight Changes damage: +3% blight Mental save: +17 (+1 eff.) Mana when firing critical spell: +2.00 Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +2 Maximum life: +57.00 Maximum vim: +20.00 Spellpower: +10 (+2 eff.) Combat speed: +15% Casting speed: +15% Mental speed: +15% Curse of Corpses A suit of armour made of leather. |
![]() duelist's drakeskin leather armour (Nightmares) (15 def, 18 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Defense: +15 (+3 eff.) Fatigue: +8% Changes stats: +10 Cun / +10 Dex Curse of Nightmares A suit of armour made of leather. |
![]() flaming steel shield of purity (Misfortune) (6 def, 2 armour, 39.5 block) Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: +8% Damage (Melee): 7 fire Damage when hit (Melee): 14 fire Changes resistances: +13% nature / +14% blight Talent granted: +2 Block Curse of Misfortune Handheld deflection devices. |
![]() icy voratun shield of temporal resistance (+20%) (Madness) (12 def, 3 armour, 183.5 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+2 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Damage (Melee): 10 cold Effects when hit in melee: * 28% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 18 ice Changes resistances: +20% temporal Talent granted: +5 Block Curse of Madness Handheld deflection devices. |
![]() iron shield of crushing (Shrouds) (4 def, 2 armour, 18.5 block) Requires: - Strength 11 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+1 eff.) Armour: +2 Defense: +4 (+1 eff.) Ranged Defense: +4 (+0 eff.) Fatigue: +6% Talent granted: +1 Block Curse of Shrouds Handheld deflection devices. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+0 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Infused 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% Curse of Shrouds It can be used to call light (180 power, based on Willpower), costing 5 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +5 (+0 eff.) Light radius: +4 See stealth: +7 See invisible: +6 Curse of Shrouds 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. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+1 eff.) Mindpower: +5 (+0 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 10 power out of 25/25) : Effective talent level: 3.0 Power cost: 10 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 30 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 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. |
![]() 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 95 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. |
![]() Powered 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. |
![]() Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 3 When wielded/worn: Defense: +9 (+2 eff.) Ranged Defense: +9 (+1 eff.) Changes resistances: +9% lightning / +3% mind / +5% arcane Maximum wards: +3 physical / +3 mind / +4 darkness Changes damage: +9% mind / +6% lightning Talent cooldown: Silence (-1 turn) Talents granted: +5 Telekinetic Blast +1 Ward +4 Silence Critical mult.: +5.00% Psi when hit: +0.08 Only die when reaching: -20.00 life Mindpower: +4 (+0 eff.) It can be used to fire a blast of psionic energies in a range 11 beam dealing 92.50 to 185.00 mind damage, putting all charms on cooldown for 3 turns. When used: 100% chance to regenerate 5 hate. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 0.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 When carried: Changes resistances: +30% mind Changes damage: +12% physical Movement speed: +20% A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. The acorn serves as a reminder of who and what you are. |
![]() Infused by psionic forces 5.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 This was the book that gave power to Kyless and eventually led to his doom. The book is simple in appearance, bound in leather with no markings on the cover. All of the pages are blank. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Karna the Homosuperior Cursed level 9
76th Pyre 122nd year of Ascendancy at 03:24 see stats
By Karna the Homosuperior Cursed level 18
1st Flare 122nd year of Ascendancy at 00:37 see stats
By Karna the Homosuperior Cursed level 10
76th Pyre 122nd year of Ascendancy at 19:56 see stats
By Karna the Homosuperior Cursed level 20
3rd Flare 122nd year of Ascendancy at 01:36 see stats
By Karna the Homosuperior Cursed level 30
3rd Flare 122nd year of Ascendancy at 07:50 see stats
By Karna the Homosuperior Cursed level 40
4th Flare 122nd year of Ascendancy at 22:15 see stats
By Karna the Homosuperior Cursed level 50
5th Flare 122nd year of Ascendancy at 01:41 see stats
By Karna the Homosuperior Cursed level 45
4th Flare 122nd year of Ascendancy at 23:57 see stats
By Karna the Homosuperior Cursed level 73
5th Flare 122nd year of Ascendancy at 23:13 see stats
By Karna the Homosuperior Cursed level 31
3rd Flare 122nd year of Ascendancy at 08:19 see stats
By Karna the Homosuperior Cursed level 17
10th Mirth 122nd year of Ascendancy at 08:42 see stats
By Karna the Homosuperior Cursed level 11
76th Pyre 122nd year of Ascendancy at 20:01 see stats
By Karna the Homosuperior Cursed level 31
3rd Flare 122nd year of Ascendancy at 08:24 see stats
By Karna the Homosuperior Cursed level 4
75th Pyre 122nd year of Ascendancy at 01:19 see stats
By Karna the Homosuperior Cursed level 2
74th Pyre 122nd year of Ascendancy at 15:01 see stats
Log
Karna deactivates Stalk.
Karna deactivates Cleave.
Karna deactivates Bone Shield.
Karna deactivates Gloom.