Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Glove Stats 1.0.6Shows glove combat stats with all classes. Spellsword 1.3.0This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. Weapons Pack 1.2.4This adds new weapon types and egos to the game. - Tridents are unchanged, but generate more often. Most of the stuff here can be individually turned on/off in the Game Options menu. So you could use this addon just for the extra tridents if you really wanted to. Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Arcanum Class Pack 1.3.1Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Hedgeknight Class 1.3.1"The Heart of the Gloom... such a strange place. Yet many whisper of mysterious powers, only waiting to be grabbed by adventurers.", Doctornull's Class Pack 1.2.5This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Everything is Unique! 1.3.1Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. More Tales 1.2.5More Tales of Maj'Eyal - New quests and zones. New start zone for Shaloren, cos the Scintillating Caves is a bit mean. New zone for Thaloren, extending the Madness of the Ages quest. Midnight 1.3.1Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. More Taints 1.3.0Power comes at a price, but the price is worth paying... This addon adds more Taints to the game. Taints are Inscriptions powered by corrupt forces. As such, they are arcane so Oozemancers and other Zigur Zealots need not apply. Taintmarks are listed on your character sheet under stats. Current Taints are only a little more rare than normal inscriptions. In v1 they will be much rarer but certain bosses will have a guaranteed Taint drop. List of Taints: Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Alternate Talent Requirements 1.3.1Changes some talent categories to base their stat requirements on your highest stat from a given subset. These talents require the greater of Strength or Dexterity: These talents require the greater of Strength or Magic: These talents require the greater of Strength or Willpower: Extra Dungeons 1.3.0In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Stoic class 1.3.0Stoics are warriors who dedicate their lives to mastering countless secret techniques. Stoics are a warrior subclass inspired by the Samurai class from Hengband. They are a melee class with a wide variety of specialized combat techniques, but require judicious use of their unique Focus resource to succeed. Their advanced trees allow them to alter the element of their attacks and grant passive effects as long as the stance is maintained. 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: Verdant Class Pack 1.3.1Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Male |
Race | Ogre |
Class | Adventurer |
Level / Exp | 200 / 2269% |
Size | huge |
Lifes / Deaths | Killed by Cyrelaith the skeleton archer at level 12 on the 6th Mirth 122nd year of Ascendancy at 21:30 / 94Killed by Cyrelaith the skeleton archer at level 12 on the 6th Mirth 122nd year of Ascendancy at 22:25 Killed by Cyrelaith the skeleton archer at level 12 on the 6th Mirth 122nd year of Ascendancy at 23:11 Killed by Cyrelaith the skeleton archer at level 12 on the 6th Mirth 122nd year of Ascendancy at 23:28 Killed by Cyrelaith the skeleton archer at level 12 on the 6th Mirth 122nd year of Ascendancy at 23:37 Killed by Cyrelaith the skeleton archer at level 12 on the 6th Mirth 122nd year of Ascendancy at 23:54 Killed by Cyrelaith the skeleton archer at level 12 on the 7th Mirth 122nd year of Ascendancy at 00:04 Killed by Cyrelaith the skeleton archer at level 12 on the 7th Mirth 122nd year of Ascendancy at 00:17 Killed by Cyrelaith the skeleton archer at level 12 on the 7th Mirth 122nd year of Ascendancy at 00:26 Killed by Matethari the shalore at level 18 on the 15th Dusk 122nd year of Ascendancy at 02:32 Killed by rogue at level 18 on the 15th Dusk 122nd year of Ascendancy at 23:34 Killed by Lisatira the blue ooze at level 19 on the 16th Dusk 122nd year of Ascendancy at 01:09 Killed by Lisoda the spitting spider at level 22 on the 17th Dusk 122nd year of Ascendancy at 11:44 Killed by Lisoda the spitting spider at level 22 on the 17th Dusk 122nd year of Ascendancy at 12:47 Killed by skeleton archer at level 23 on the 34th Dusk 122nd year of Ascendancy at 20:10 Killed by skeleton warrior at level 25 on the 35th Dusk 122nd year of Ascendancy at 07:57 Killed by skeleton warrior at level 25 on the 35th Dusk 122nd year of Ascendancy at 13:37 Killed by Elavea the giant green ant at level 51 on the 52nd Dusk 122nd year of Ascendancy at 01:02 Killed by Elavea the giant green ant at level 51 on the 52nd Dusk 122nd year of Ascendancy at 02:15 Killed by Elavea the giant green ant at level 51 on the 52nd Dusk 122nd year of Ascendancy at 03:32 Killed by Burb the snow giant champion at level 63 on the 59th Dusk 122nd year of Ascendancy at 16:54 Killed by rogue at level 78 on the 69th Dusk 122nd year of Ascendancy at 08:52 Killed by minotaur at level 82 on the 69th Dusk 122nd year of Ascendancy at 10:59 Killed by Velumiba the snow giant at level 83 on the 69th Dusk 122nd year of Ascendancy at 12:56 Killed by minotaur at level 97 on the 72nd Dusk 122nd year of Ascendancy at 20:42 Killed by minotaur at level 97 on the 73rd Dusk 122nd year of Ascendancy at 00:30 Killed by Neramitha the ultimate teluvorta at level 98 on the 73rd Dusk 122nd year of Ascendancy at 09:14 Killed by Neramitha the ultimate teluvorta at level 98 on the 73rd Dusk 122nd year of Ascendancy at 10:42 Killed by Neramitha the ultimate teluvorta at level 98 on the 73rd Dusk 122nd year of Ascendancy at 12:10 Killed by Neramitha the ultimate teluvorta at level 98 on the 73rd Dusk 122nd year of Ascendancy at 13:14 Killed by Neramitha the ultimate teluvorta at level 98 on the 73rd Dusk 122nd year of Ascendancy at 14:31 Killed by Neramitha the ultimate teluvorta's temporal clone at level 98 on the 73rd Dusk 122nd year of Ascendancy at 15:52 Killed by Neramitha the ultimate teluvorta at level 98 on the 73rd Dusk 122nd year of Ascendancy at 16:56 Killed by Neramitha the ultimate teluvorta's temporal clone at level 98 on the 73rd Dusk 122nd year of Ascendancy at 18:13 Killed by Neramitha the ultimate teluvorta at level 98 on the 73rd Dusk 122nd year of Ascendancy at 19:24 Killed by Neramitha the ultimate teluvorta at level 98 on the 73rd Dusk 122nd year of Ascendancy at 20:59 Killed by Neramitha the ultimate teluvorta at level 98 on the 73rd Dusk 122nd year of Ascendancy at 22:17 Killed by Neramitha the ultimate teluvorta at level 98 on the 73rd Dusk 122nd year of Ascendancy at 23:41 Killed by Neramitha the ultimate teluvorta at level 98 on the 74th Dusk 122nd year of Ascendancy at 00:41 Killed by Neramitha the ultimate teluvorta at level 98 on the 74th Dusk 122nd year of Ascendancy at 02:03 Killed by Neramitha the ultimate teluvorta at level 98 on the 74th Dusk 122nd year of Ascendancy at 03:58 Killed by Neramitha the ultimate teluvorta at level 99 on the 74th Dusk 122nd year of Ascendancy at 09:14 Killed by Neramitha the ultimate teluvorta at level 99 on the 74th Dusk 122nd year of Ascendancy at 12:10 Killed by Neramitha the ultimate teluvorta at level 99 on the 74th Dusk 122nd year of Ascendancy at 13:43 Killed by Mayakira the greater teluvorta at level 100 on the 75th Dusk 122nd year of Ascendancy at 01:31 Killed by Mayakira the greater teluvorta at level 100 on the 75th Dusk 122nd year of Ascendancy at 02:44 Killed by Mayakira the greater teluvorta at level 100 on the 75th Dusk 122nd year of Ascendancy at 04:05 Killed by Mayakira the greater teluvorta at level 100 on the 75th Dusk 122nd year of Ascendancy at 05:09 Killed by ultimate telugoroth at level 100 on the 75th Dusk 122nd year of Ascendancy at 06:45 Killed by Mayakira the greater teluvorta at level 101 on the 75th Dusk 122nd year of Ascendancy at 09:40 Killed by Runorak at level 101 on the 75th Dusk 122nd year of Ascendancy at 11:00 Killed by Mayakira the greater teluvorta at level 101 on the 75th Dusk 122nd year of Ascendancy at 12:54 Killed by Mayakira the greater teluvorta at level 101 on the 75th Dusk 122nd year of Ascendancy at 13:56 Killed by Mayakira the greater teluvorta at level 101 on the 75th Dusk 122nd year of Ascendancy at 15:19 Killed by Runorak at level 106 on the 77th Dusk 122nd year of Ascendancy at 12:31 Killed by Xanebrekira the snow giant chieftain at level 116 on the 79th Dusk 122nd year of Ascendancy at 23:13 Killed by Neryba the slimy ooze at level 122 on the 24th Haze 122nd year of Ascendancy at 15:36 Killed by Neryba the slimy ooze at level 122 on the 24th Haze 122nd year of Ascendancy at 17:33 Killed by Neryba the slimy ooze at level 122 on the 24th Haze 122nd year of Ascendancy at 17:56 Killed by Emutira the brittle clear ooze at level 131 on the 25th Haze 122nd year of Ascendancy at 13:59 Killed by Xokira the crimson ooze at level 131 on the 25th Haze 122nd year of Ascendancy at 15:39 Killed by Runorak at level 132 on the 25th Haze 122nd year of Ascendancy at 21:00 Killed by Elama the slimy ooze at level 132 on the 25th Haze 122nd year of Ascendancy at 22:54 Killed by Ce'Nadhenne the crimson ooze at level 138 on the 49th Haze 122nd year of Ascendancy at 08:30 Killed by Ce'Nadhenne the crimson ooze at level 138 on the 49th Haze 122nd year of Ascendancy at 09:46 Killed by Ce'Nadhenne the crimson ooze at level 138 on the 49th Haze 122nd year of Ascendancy at 10:58 Killed by minotaur at level 145 on the 60th Haze 122nd year of Ascendancy at 18:23 Killed by minotaur at level 145 on the 60th Haze 122nd year of Ascendancy at 20:04 Killed by Runorak at level 145 on the 60th Haze 122nd year of Ascendancy at 21:33 Killed by Runorak at level 145 on the 60th Haze 122nd year of Ascendancy at 23:07 Killed by minotaur at level 146 on the 61st Haze 122nd year of Ascendancy at 00:24 Killed by Porymira the elven guard at level 165 on the 75th Haze 122nd year of Ascendancy at 15:21 Killed by Runorak at level 165 on the 75th Haze 122nd year of Ascendancy at 17:27 Killed by Aerutira the mean looking elven guard at level 168 on the 76th Haze 122nd year of Ascendancy at 07:07 Killed by Aerutira the mean looking elven guard at level 168 on the 76th Haze 122nd year of Ascendancy at 08:17 Killed by Salatta the rotting mummy at level 171 on the 28th Regrowth 123rd year of Ascendancy at 02:27 Killed by Runorak at level 171 on the 28th Regrowth 123rd year of Ascendancy at 03:45 Killed by Salatta the rotting mummy at level 171 on the 28th Regrowth 123rd year of Ascendancy at 05:11 Killed by Salatta the rotting mummy at level 171 on the 28th Regrowth 123rd year of Ascendancy at 06:48 Killed by Salatta the rotting mummy at level 171 on the 28th Regrowth 123rd year of Ascendancy at 08:18 Killed by Runorak at level 171 on the 28th Regrowth 123rd year of Ascendancy at 09:43 Killed by Salatta the rotting mummy at level 171 on the 28th Regrowth 123rd year of Ascendancy at 11:10 Killed by Salatta the rotting mummy at level 171 on the 28th Regrowth 123rd year of Ascendancy at 12:28 Killed by Runorak at level 172 on the 28th Regrowth 123rd year of Ascendancy at 14:01 Killed by Layivena the orc summoner at level 173 on the 29th Regrowth 123rd year of Ascendancy at 09:59 Killed by Runorak at level 173 on the 29th Regrowth 123rd year of Ascendancy at 13:10 Killed by Xeroretha the skeleton master archer at level 200 on the 44th Regrowth 123rd year of Ascendancy at 02:10 Killed by Xeroretha the skeleton master archer at level 200 on the 44th Regrowth 123rd year of Ascendancy at 04:20 Killed by Xeroretha the skeleton master archer at level 200 on the 44th Regrowth 123rd year of Ascendancy at 07:06 Killed by Xeroretha the skeleton master archer at level 200 on the 44th Regrowth 123rd year of Ascendancy at 09:17 Killed by Adobeth the skeleton master archer at level 200 on the 46th Regrowth 123rd year of Ascendancy at 13:01 Killed by Runorak at level 200 on the 46th Regrowth 123rd year of Ascendancy at 14:45 Killed by Fair the shalore at level 200 on the 47th Regrowth 123rd year of Ascendancy at 17:57 Killed by Fair the shalore at level 200 on the 47th Regrowth 123rd year of Ascendancy at 19:18 |
Primary Stats
Strength | 232 (base 100) |
Dexterity | 176 (base 91) |
Constitution | 235 (base 100) |
Magic | 211 (base 100) |
Willpower | 199 (base 100) |
Cunning | 203 (base 43) |
Resources
Mana | 2522/2522 |
Vim | 907/945 |
Life | 11638/11638 |
Stamina | 1226/1226 |
Hate | 58/146 |
Healing Factor | 1.52 |
Regeneration | 18.316 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 14 |
Infravision | 9 |
See Invisible | 20 |
ESP Range | 10 |
ESP Kinds | animal/canine, demon/minor, demon/major |
Offense: Mainhand
Damage | 343 |
Accuracy | 131 |
Crit Chance | 234% |
APR | 1094 |
Speed | 1.00 |
Offense: Offhand
Damage | 255 |
Accuracy | 131 |
Crit Chance | 249% |
APR | 1094 |
Speed | 0.90 |
Offense: Spell
Spellpower | 122.41428571429 |
Crit Chance | 88% |
Speed | 1 |
Cooldown Reduction | 10 |
Offense: Mind
Mindpower | 93.635 |
Crit Chance | 67% |
Speed | 1 |
Offense: Damage Bonus
All | +8% |
Offense: Damage Penetration
All | +100% |
Defense: Base
Armour (hardiness) | 260.14609047273 (100%) |
Defense | 87.722135673074 |
Ranged Defense | 87.722135673074 |
Fatigue | 0 |
Physical Save | 117.23333333333 |
Spell Save | 99.09 |
Mental Save | 104.275 |
Defense: Resistances
All | + 20%( 70%) |
Defense: Immunities
Stun Resistance | 97% |
Confusion Resistance | 47% |
Teleport Resistance | 0% |
Blind Resistance | 12% |
Silence Resistance | 10% |
Bleed Resistance | 40% |
Pinning Resistance | 94% |
Disarm Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 54% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 22 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 1130 damage for 6 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1224 life over 5 turns. Its effects scale with your Cunning stat. |
Class Talents
Corruption / Scourge | 1.00 |
| 1/5 |
| 5/5 |
| 3/5 |
| 2/5 |
Corruption / Heart of Fire | 1.00 |
| 4/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Cursed / Rampage | 1.00 |
| 20/5 |
| 10/5 |
| 11/5 |
| 0/5 |
Technique / Two-handed weapons | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Spell / Enhancement | 1.00 |
| 8/5 |
| 1/5 |
| 8/5 |
| 0/5 |
Corruption / Wrath | 1.00 |
| 7/5 |
| 11/5 |
| 4/5 |
| 20/5 |
Corruption / Torture | 1.00 |
| 19/5 |
| 3/5 |
| 19/5 |
| 9/5 |
Technique / Two-handed assault | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 20/5 |
Corruption / Reaving combat | 1.00 |
| 3/5 |
| 3/5 |
| 1/5 |
| 4/5 |
Corruption / Brutality | 1.00 |
| 2/5 |
| 1/5 |
| 20/5 |
| 2/5 |
Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Slaughter | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 4/5 |
Technique / Combat veteran | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 12/5 |
Generic Talents
Spell / Staff combat | 1.20 |
| 1/5 |
| 1/5 |
| 14/5 |
| 1/5 |
Corruption / Demonic strength | 1.00 |
| 1/5 |
| 3/5 |
| 20/5 |
| 19/5 |
Corruption / Blood spear | 1.00 |
| 19/5 |
| 18/5 |
| 17/5 |
| 7/5 |
Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.20 |
| 7/5 |
| 13/5 |
| 10/5 |
| 11/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Thuggery | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 20/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Blood Spear |
talent | Fiery Hands |
talent | Share the Pain |
talent | Cleave |
talent | Eternal Suffering |
talent | Abyssal Shield |
talent | Berserker |
talent | Shock Hands |
talent | Defensive Posture |
talent | Ruin |
talent | Roll With It |
talent | Total Thuggery |
detrimental effect | The target is using a two handed weapon in a single hand, reducing physical power, spellpower and mindpower by 15% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You feel drawn to the Echoing Cliffs, where strange lights are seen and people go missing. Echoes of the SpellblazeYou have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. There are also rumours of a regenade Shaloren camp to the west. * You must explore the echoing cliffs. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You must explore the renegade Shaloren camp. | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Scintillating Caves. Escort: lone alchemist (level 2 of Scintillating Caves)As a reward you improved talent Channel Staff (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 5 of Dreadfell. Escort: lone alchemist (level 5 of Dreadfell)As a reward you improved Magic by +2. | done |
You failed to protect the lost anorithil from death by cold drake hatchling. Escort: lost anorithil (level 1 of Daikara) | failed |
You successfully escorted the lost anorithil to the recall portal on level 6 of Dreadfell. Escort: lost anorithil (level 6 of Dreadfell)As a reward you improved Magic by +1. | done |
You failed to protect the lost sun paladin from death by Cyrelaith the skeleton archer. Escort: lost sun paladin (level 3 of Trollmire) | failed |
You failed to protect the lost sun paladin from death by greater multi-hued wyrm. Escort: lost sun paladin (level 7 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Vitality (+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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 211. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of precision without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of stoneskin, which can be used to permanently increase your armor by four. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed vial of fire wyrm saliva. * You've found the needed length of troll intestine. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within16 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Shadownoon the pair of hardened leather boots (16 def, 11 armour) Shadownoon the pair of hardened leather boots (16 def, 11 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 (+1 eff.) Armour: +11 Defense: +16 (+3 eff.) Fatigue: -13% Effects on melee hit: * 30% chance to inflict damage reduction Changes stats: +16 Str / +4 Dex / +4 Mag / +7 Wil / +12 Cun / +28 Con Changes resistances: +12% light / +11% fire / +3% darkness / +11% cold Changes resistances penetration: +10% mind / +19% physical Changes damage: +8% physical Critical mult.: +20.00% Maximum encumbrance: +66 Physical save: +81 (+12 eff.) Spell save: +28 (+5 eff.) Mental save: +54 (+9 eff.) Stamina each turn: +0.90 Equilibrium when hit: +0.08 Psi when hit: +0.04 Hate when firing a critical mind attack: +3.00 Maximum stamina: +28.00 Lowers spell cool-downs by: 10% Mindpower: +13 (+2 eff.) Infravision radius: +2 Movement speed: +20% Size category: +1 It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 41% chance to completely evade them and granting you 75 defense for 19 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (210 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | dwarven-steel helm 'Ebonyquench' (9 def, 4 armour) dwarven-steel helm 'Ebonyquench' (9 def, 4 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +14 Physical power: +10 (+1 eff.) Armour: +4 Defense: +9 (+2 eff.) Fatigue: +4% Effects on melee hit: * 45% chance to daze Effects when hit in melee: * 16% chance to gain 10% of a turn Damage when hit (Melee): 16 darkness Changes stats: +32 Str / +31 Dex / +1 Mag / +15 Cun / +21 Con Changes resistances: +11% lightning / +11% temporal / +16% light / +17% cold / +22% darkness Changes resistances penetration: +15% arcane / +20% darkness Changes damage: +12% arcane Allows you to breathe in: water Physical save: +22 (+4 eff.) Mental save: +22 (+4 eff.) Spellpower on spell critical (stacks up to 3 times): +6 Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% Skullcracker multiplicator: +6 It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Polobeth the Brightward (0 def, 9 armour) Polobeth the Brightward (0 def, 9 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +20 (+3 eff.) Armour penetration: +15 Armour: +9 Effects on melee hit: * 55% chance to inflict damage reduction Damage (Melee): 10 acid / 10 fire / 25 cold / 5 lightning Changes stats: +5 Str / +8 Dex / +17 Mag / +10 Wil / +14 Cun / +17 Con Changes resistances: +12% lightning / +10% cold / +19% light / +10% darkness Changes resistances penetration: +10% light Changes damage: +3% lightning / +11% cold / +11% arcane / +21% light Talent mastery: +0.20 Technique / Grappling Physical save: +60 (+9 eff.) Spell save: +19 (+3 eff.) Mental save: +45 (+8 eff.) Disarm immunity: +197% Life regen: +3.20 Stamina each turn: +2.00 Maximum life: +80.00 Maximum stamina: +40.00 Light radius: +2 Infravision radius: +2 When used to modify unarmed attacks: Base power: 40.0 - 56.0 Uses stats: 40% Dex, 140% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +33 Armour Penetration: +25 Physical crit. chance: +10.0% Attack speed: 83% When this weapon hits: Disarm (10% chance level 5). When this weapon hits: Perfect Control (10% chance level 5). When this weapon hits: Ice Breath (10% chance level 5). When this weapon hits: Slumber (10% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Juggernaut (20% chance level 2). When this weapon hits: Battle Shout (10% chance level 5). Damage (Melee): +15 ice / +58 physical / +8 light / +26 acid / +29 fire / +16 arcane / +29 lightning Burst (radius 1) on hit: +4 light Burst (radius 2) on crit: +12 ice / +13 arcane / +50 light / +50 darkness It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Attackspeed is 100% for non-Brawlers! Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | dwarven-steel pickaxe 'Aerewen' (dig speed 7 turns) dwarven-steel pickaxe 'Aerewen' (dig speed 7 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Changes stats: +2 Str / +2 Dex Changes resistances: +14% fire / +13% darkness / +1% physical Maximum encumbrance: +30 Physical save: +5 (+1 eff.) Spell save: +9 (+2 eff.) Mental save: +7 (+1 eff.) Stamina each turn: +0.40 Maximum life: +62.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Yvimida the steel ring Yvimida the steel ringPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +49 (+7 eff.) Armour penetration: +23 Physical crit. chance: +1.0% Physical power: +8 (+1 eff.) Defense: +21 (+4 eff.) Fatigue: -2% Effects on melee hit: * 28% chance to cause random gloom Damage (Melee): 22 bleed Effects on ranged hit: * 28% chance to cause random gloom Damage (Ranged): 24 bleed Changes stats: +19 Dex / +6 Mag / +20 Wil / +42 Cun / +12 Con Changes resistances: +28% darkness / +28% acid Changes damage: +14% acid / +12% blight / +9% arcane / +14% darkness Critical mult.: +10.00% Maximum encumbrance: +10 Physical save: +12 (+2 eff.) Spell save: +14 (+2 eff.) Mental save: +9 (+2 eff.) Confusion immunity: +32% Stun/Freeze immunity: +32% Life regen: +2.40 Spellpower on spell critical (stacks up to 3 times): +2 Hate when firing a critical mind attack: +4.00 Maximum stamina: +19.00 Maximum hate: +18.00 Spellpower: +24 (+3 eff.) Mindpower: +27 (+5 eff.) Light radius: +4 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. |
On fingers | Puredredge the stralite ring Puredredge the stralite ringPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +28 (+4 eff.) Armour penetration: +15 Physical power: +56 (+7 eff.) Defense: +51 (+10 eff.) Effects on melee hit: * 18% chance to cause random gloom Damage (Melee): 20 bleed Effects on ranged hit: * 16% chance to cause random gloom Damage (Ranged): 21 bleed Damage when hit (Melee): 4 nature / 12 arcane Changes stats: +23 Str / +10 Dex / +58 Mag / +31 Wil / +64 Cun / +27 Con Changes resistances: +32% darkness / +6% blight / +9% arcane / +42% nature / +36% light Changes resistances penetration: +10% blight Changes damage: +18% light / +6% blight / +16% darkness / +18% nature / +8% all Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 15.00% Spell save: +32 (+5 eff.) Disarm immunity: +44% Pinning immunity: +44% Knockback immunity: +44% Hate when firing a critical mind attack: +2.00 Maximum life: +44.00 Maximum hate: +13.00 Spellpower: +94 (+11 eff.) Mindpower: +30 (+5 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 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 38%. Rings can have magical properties. |
Around neck | Erudar the copper amulet Erudar the copper amuletInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +9% blight / +6% fire / +6% mind Blindness immunity: +12% Cut immunity: +40% Silence immunity: +10% Knockback immunity: +10% Only die when reaching: -40.00 life Infravision radius: +3 Sight radius: +2 See invisible: +6 Healing mod.: +12% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 536 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
In main hand | Burnonslaught (42-50.4 power, 4 apr, cold element) Burnonslaught (42-50.4 power, 4 apr, cold element)Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 42.0 - 50.4 Uses stat: 80% Mag Damage type: Physical Mastery: Blood Spear Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Damage Shield penetration (this weapon only): +30% Damage (Melee): +12 fire / +4 mind / +14 physical When wielded/worn: Accuracy: +14 (+2 eff.) Physical crit. chance: +44.0% Defense: +17 (+3 eff.) Effects on melee hit: * 14% chance to disease Damage (Melee): 27 fire / 66 arcane / 9 % chance of confusion Changes stats: +9 Mag / +13 Wil Changes resistances: +4% blight / +21% cold Changes resistances penetration: +15% arcane Changes damage: +9% blight / +42% cold Talent granted: +1 Command Staff Critical mult.: +46.00% Mana each turn: +0.27 Vim when firing critical spell: +4.00 Spellpower on spell critical (stacks up to 3 times): +8 Maximum mana: +279.00 Maximum vim: +28.00 Spellpower: +96 (+12 eff.) Spell crit. chance: +21% See invisible: +14 Damage Shield penetration: +28% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% It can be used to conjure elemental energy in a radius 6 cone, dealing 370.93 - 445.11 cold damage, putting all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
Around waist | spiritwalker's hardened leather belt of containment spiritwalker's hardened leather belt of containmentPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Mag Mana each turn: +0.34 Maximum life: +94.00 Maximum mana: +104.00 Maximum stamina: +49.00 Maximum hate: +15.00 Maximum psi: +32.00 Maximum vim: +32.00 Maximum pos.energy: +32.00 Maximum neg.energy: +31.00 Reduces paradox anomalies(equivalent to willpower): +15 A belt that goes around your waist. |
In off hand | dwarven-steel longsword 'Brightkarma' (53-74.2 power, 4 apr) dwarven-steel longsword 'Brightkarma' (53-74.2 power, 4 apr)Requires: - Strength 24 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 Base power: 53.0 - 74.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy bonus: +2.0% APR / acc Armour Penetration: +4 Physical crit. chance: +18.5% Attack speed: 111% On weapon hit: * 13% chance to inflict damage reduction * 23% chance to daze * Random elemental explosion * 25% chance to put talents on cooldown * 20% chance to curse the target On weapon crit: * wounds the target reducing their healing * cripple the target When wielded/worn: Accuracy: +37 (+5 eff.) Armour penetration: +11 Physical crit. chance: +42.0% Physical power: +33 (+4 eff.) Damage when hit (Melee): 4 fire Changes stats: +12 Str / +8 Dex / +3 Mag / +4 Wil / +6 Cun / +11 Con Changes resistances penetration: +10% acid / +47% physical / +12% cold / +28% fire / +24% lightning Changes damage: +21% physical Critical mult.: +15.00% Physical save: +10 (+2 eff.) Disarm immunity: +43% Stamina when hit: +3.10 Mana when firing critical spell: +2.00 Maximum life: +20.00 Spellpower: +4 (+0 eff.) Infravision radius: +2 Sharp, long, and deadly. |
Cloak | Naturehunger the elven-silk cloak (10 def, 0 armour) Naturehunger the elven-silk cloak (10 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Damage when hit (Melee): 8 acid Changes stats: +7 Str / +4 Dex / +7 Con Changes resistances: +6% blight / +6% nature / +6% light Changes damage: +9% nature Talent mastery: +0.20 Technique / Combat training Physical save: +13 (+2 eff.) Spell save: -14 (-3 eff.) Stamina each turn: +1.00 Mana each turn: -0.33 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Skyzephyr (20 def, 120 armour) Skyzephyr (20 def, 120 armour)Requires: - Strength 48 - Talent Armour Training Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Physical power: +25 (+3 eff.) Armour: +120 Defense: +20 (+4 eff.) Fatigue: -14% Effects on melee hit: * 45% chance to daze Damage (Melee): 23 acid / 23 fire Damage when hit (Melee): 15 acid / 20 physical / 14 light / 16 fire / 20 darkness / 20 lightning Changes stats: +32 Str / +5 Mag / +16 Wil / +5 Cun / +12 Con Changes resistances: +96% acid / +47% physical / +56% darkness / +53% lightning / +33% blight / +63% cold / +10% mind / +124% fire Changes resistances penetration: +10% lightning / +10% blight Changes damage: +12% blight / +15% lightning Physical save: +38 (+6 eff.) Mental save: +49 (+8 eff.) Life regen: +3.20 Maximum life: +270.00 Spellpower: +25 (+3 eff.) Spell crit. chance: +10% Mindpower: +25 (+4 eff.) Mental crit. chance: +10% Light radius: +4 Healing mod.: +30% It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 50 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
Inventory
Rune of the Rift (946.00 temporal damage, removed from time 4 turns) Rune of the Rift (946.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 1021.68 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Glikira the Blindrage Glikira the BlindragePowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +8 (+1 eff.) Armour: +12 Defense: +26 (+5 eff.) Fatigue: -23% Damage (Melee): 6 light / 7 darkness Effects when hit in melee: * 7% chance to blind * 7% chance to inflict damage reduction Damage when hit (Melee): 20 mind Changes stats: +14 Dex / +10 Wil / +10 Cun / +14 Con / +8 Lck Changes resistances: +15% darkness / +14% fire / +12% cold / +5% arcane / +9% mind Changes resistances cap: +9% all Changes resistances penetration: +30% arcane / +5% mind Changes damage: +7% light / +19% darkness / +18% arcane Talent masteries: +0.15 Corruption / Reaving combat +0.15 Spell / Temporal Physical save: +44 (+7 eff.) Spell save: +13 (+2 eff.) Mental save: +34 (+6 eff.) Blindness immunity: +15% Confusion immunity: +39% Life regen: +4.40 Stamina each turn: +1.10 Mindpower: +21 (+4 eff.) Infravision radius: +4 Sight radius: +2 See invisible: +7 Movement speed: +20% Reduce all damage from unseen attackers: 12% Amulets can have magical properties. |
Gorokalthodig the Carrionbreaker Gorokalthodig the CarrionbreakerPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +6 Physical crit. chance: +5.0% Physical power: +7 (+1 eff.) Armour: +5 Defense: +7 (+1 eff.) Fatigue: -13% Effects on melee hit: * 60% chance to daze * 10% chance to gain 10% of a turn Damage when hit (Melee): 4 arcane Changes stats: +11 Dex / +3 Mag / +3 Wil / +12 Cun / +16 Con Changes resistances: +9% physical / +16% light / +36% cold / +18% nature / +34% fire / +18% mind / +18% darkness Changes resistances cap: +4% all Changes damage: +9% lightning / +18% temporal / +6% light / +13% physical / +6% arcane / +12% nature / +6% darkness Talent masteries: +0.19 Wild-gift / Sand drake aspect +0.19 Celestial / Glyphs Critical mult.: +14.00% Physical save: +56 (+8 eff.) Spell save: +32 (+5 eff.) Mental save: +41 (+7 eff.) Blindness immunity: +32% Confusion immunity: +48% Life regen: +3.10 Stamina each turn: +2.10 Maximum life: +50.00 Spellpower: +4 (+0 eff.) Spell crit. chance: +5% Mindpower: +9 (+2 eff.) Movement speed: +20% Combat speed: +10% Amulets can have magical properties. |
copper amulet 'Sootwake' copper amulet 'Sootwake'Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +18 (+3 eff.) Armour penetration: +15 Physical crit. chance: +12.0% Armour: +12 Defense: +22 (+4 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: -11% Damage when hit (Melee): 4 darkness Changes stats: +10 Dex / +2 Mag / +2 Wil / +10 Cun / +19 Con Changes resistances: +15% blight / +6% temporal / +6% mind Changes resistances cap: +9% all Changes damage: +5% light / +5% temporal / +5% darkness / +5% physical Critical mult.: +35.00% Physical save: +47 (+7 eff.) Mental save: +7 (+1 eff.) Blindness immunity: +32% Confusion immunity: +13% Pinning immunity: +10% Knockback immunity: +20% Teleport immunity: +10% Life regen: +3.10 Stamina each turn: +1.20 Only die when reaching: -125.00 life Maximum life: +80.00 Spellpower: +4 (+0 eff.) Spell crit. chance: +4% Mindpower: +7 (+1 eff.) Infravision radius: +8 Sight radius: +4 See invisible: +13 Movement speed: +20% Amulets can have magical properties. |
copper amulet of dexterity (+2) copper amulet of dexterity (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Dex Amulets can have magical properties. |
grounding copper amulet grounding copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12% lightning Stun/Freeze immunity: +23% Amulets can have magical properties. |
Bilepain the copper ring Bilepain the copper ringInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 12 nature Changes stats: +2 Mag / +7 Wil / +6 Cun Reduces incoming crit damage: 5.00% Mindpower: +6 (+1 eff.) Rings can have magical properties. |
Corrosion CorrosionPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Damage (Melee): 5 acid Damage (Ranged): 5 acid Damage when hit (Melee): 5 acid Changes resistances: +10% acid Changes damage: +10% acid It can be used to activate talent Corrosive Vapour (costing 30 power out of 30/30) : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: 8 Travel Speed: instantaneous Is: a spell Description: Corrosive fumes rise from the ground doing 42.75 acid damage in a radius of 3 each turn for 3 turns. The damage will increase with your Spellpower. This bronze ring has gone soft and green with age. It seems to have become attuned to the power of such corrosion. |
Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+1 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+2 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 59 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
copper ring of the mind (+10%) copper ring of the mind (+10%)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +10% mind Changes damage: +10% mind Rings can have magical properties. |
marksman's copper ring of sensing marksman's copper ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Blindness immunity: +20% Infravision radius: +3 See stealth: +6 See invisible: +5 Rings can have magical properties. |
marksman's steel ring of life marksman's steel ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+1 eff.) Changes stats: +4 Dex Life regen: +1.00 Maximum life: +46.00 Healing mod.: +16% Rings can have magical properties. |
savior's steel ring of fire (+22%) savior's steel ring of fire (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +22% fire Changes damage: +11% fire Physical save: +8 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +7 (+1 eff.) Rings can have magical properties. |
titan's copper ring titan's copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+1 eff.) Rings can have magical properties. |
balanced elm club of daylight (14-19.6 power, 2 apr) balanced elm club of daylight (14-19.6 power, 2 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / club ; tier 1 Base power: 14.0 - 19.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% Damage (Melee): +6 light Damage against: +5% Undead When wielded/worn: Accuracy: +5 (+1 eff.) Defense: +5 (+1 eff.) Disarm immunity: +21% Blunt and deadly. |
Spelldrinker (27-35.1 power, 8 apr) Spelldrinker (27-35.1 power, 8 apr)Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 27.0 - 35.1 Uses stats: 55% Dex, 5% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +8 Physical crit. chance: +9.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: * steals up to 50 mana from the target When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 (+2 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
crushing iron dagger of erosion (12.5-16.25 power, 5 apr) crushing iron dagger of erosion (12.5-16.25 power, 5 apr)Requires: - Dexterity 11 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 12.5 - 16.3 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.2% dam / acc Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Damage (Melee): +4 nature / +4 temporal Sharp, short and deadly. |
gifted elm greatclub of life (17.5-26.25 power, 1 apr) gifted elm greatclub of life (17.5-26.25 power, 1 apr)Requires: - Strength 11 Infused by nature 5.00 Encumbrance. Type: weapon / greatclub ; tier 1 It must be held with both hands. Base power: 17.5 - 26.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +0.5% Attack speed: 100% When wielded/worn: Life regen: +0.72 Maximum life: +14.00 Mindpower: +4 (+1 eff.) Massive two-handed clubs. |
balanced iron greatsword of dampening (14.5-23.2 power, 1 apr) balanced iron greatsword of dampening (14.5-23.2 power, 1 apr)Requires: - Strength 11 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 14.5 - 23.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +7 (+1 eff.) Defense: +7 (+1 eff.) Changes resistances: +12% acid / +12% fire / +12% lightning / +10% cold Spell save: +7 (+1 eff.) Disarm immunity: +28% Massive two-handed swords. |
iron longsword (11-15.4 power, 2 apr) iron longsword (11-15.4 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.0 - 15.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
iron longsword (12-16.8 power, 2 apr) iron longsword (12-16.8 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
Splendourmalice (62-86.8 power, 6 apr) Splendourmalice (62-86.8 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Base power: 62.0 - 86.8 Uses stat: 100% Str Damage type: Light Mastery: Weapons Mastery Accuracy bonus: +0.8% crit.pwr / acc Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target On weapon crit: * wounds the target reducing their healing Damage (Melee): +20 nature / +20 temporal When wielded/worn: Armour penetration: +30 Physical crit. chance: +29.0% Physical power: +14 (+2 eff.) Effects on melee hit: * 47% chance to blind Changes stats: +2 Mag Changes resistances penetration: +13% physical / +15% mind / +15% darkness Changes damage: +9% physical Critical mult.: +17.00% Spell save: +6 (+1 eff.) Mana when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +8 Spell crit. chance: +2% Light radius: +3 Blunt and deadly. |
Yvurimira the Morningking (21-29.4 power, 4 apr) Yvurimira the Morningking (21-29.4 power, 4 apr)Requires: - Magic 20 - Constitution 20 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / sceptre ; tier 3 Base power: 21.0 - 29.4 Uses stats: 84% Mag, 50% Con Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% When this weapon hits: Poison Storm (10% chance level 4). When this weapon hits: Echoes From The Past (10% chance level 4). When this weapon hits: Blastwave (10% chance level 3). When this weapon hits: Rigor Mortis (10% chance level 4). When this weapon hits: Blood Boil (10% chance level 4). When this weapon hits: Nova (10% chance level 4). Burst (radius 1) on hit: +26 blight / +21 physical Damage conversion: 19% darkness / 19% fire burn / 18% dazing lightning / 19% crippling poison / 16% infective blight / 19% temporal slow Damage against: +19% Animal / +13% Aquatic When wielded/worn: Physical crit. chance: +15.0% Physical power: +11 (+1 eff.) Damage when hit (Melee): 8 light Changes stats: +7 Str / +15 Dex / +3 Mag / +10 Con Changes resistances penetration: +16% lightning / +11% physical / +13% darkness / +5% light / +16% blight / +15% fire / +16% nature / +16% temporal Changes damage: +16% blight / +16% physical / +12% mind Grants telepathy: Humanoid/Orc Critical mult.: +22.00% Reduces incoming crit damage: 10.00% Disarm immunity: +24% Spellpower on spell critical (stacks up to 3 times): +16 Spellpower: +9 (+1 eff.) Spell crit. chance: +21% Light radius: +2 Infravision radius: +5 See invisible: +6 It can be used to project an attack as arcane damage doing 100% weapon damage, putting all charms on cooldown for 6 turns. Blunt and deadly. |
Apprentice Staff (10-12 power, 0 apr, arcane element) Apprentice Staff (10-12 power, 0 apr, arcane element)Requires: - Magic 15 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 100% Mag Damage type: Arcane Mastery: Blood Spear Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes resistances: +10% lightning / +10% fire / +10% arcane / +10% cold Changes damage: +10% lightning / +10% fire / +10% arcane / +10% cold Talent masteries: +0.20 Spell / Ordered hedgemagic +0.20 Spell / Force Talent granted: +1 Command Staff Spellpower: +5 (+1 eff.) Spell crit. chance: +0% A staff that has been carefully constructed for novices of the Art. |
Kilnstrike (10-12 power, 2 apr, blight element) Kilnstrike (10-12 power, 2 apr, blight element)Requires: - Magic 11 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Blood Spear Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Damage (Melee): +16 blight When wielded/worn: Physical crit. chance: +15.0% Damage (Melee): 21 arcane / 19 fire Damage when hit (Melee): 12 blight Changes stats: +2 Mag / +2 Wil Changes resistances: +5% blight / +3% fire Changes damage: +10% blight / +6% fire Talent granted: +1 Command Staff Critical mult.: +31.00% Mana each turn: +0.16 Mana when firing critical spell: +2.00 Vim when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +11 Maximum mana: +70.00 Spellpower: +28 (+3 eff.) Spell crit. chance: +8% See invisible: +8 It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
Lustrewrecker (35-42 power, 5 apr, lightning element) Lustrewrecker (35-42 power, 5 apr, lightning element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 35.0 - 42.0 Uses stat: 80% Mag Damage type: Physical Mastery: Blood Spear Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +4 light When wielded/worn: Physical crit. chance: +13.0% Armour: +19 Armour Hardiness: +18% Damage (Melee): 39 arcane / 28 fire Changes resistances: +18% lightning / +18% temporal / +18% cold / +18% fire / +3% nature / +18% arcane Changes damage: +35% lightning / +35% fire / +35% arcane / +35% cold Talent granted: +1 Command Staff Critical mult.: +35.00% Physical save: +20 (+3 eff.) Blindness immunity: +5% Silence immunity: +25% Disarm immunity: +5% Confusion immunity: +10% Teleport immunity: +5% Mana each turn: +0.61 Spellpower on spell critical (stacks up to 3 times): +10 Maximum mana: +88.00 Spellpower: +101 (+12 eff.) Spell crit. chance: +8% Light radius: +1 See invisible: +17 It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
druid's yew vilestaff of illumination (20-24 power, 4 apr, darkness element) druid's yew vilestaff of illumination (20-24 power, 4 apr, darkness element)Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Blood Spear Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Damage conversion: 30% nature When wielded/worn: Defense: +10 (+2 eff.) Effects on melee hit: * 6% chance to blind Changes stats: +1 Wil Changes resistances penetration: +9% nature Changes damage: +20% darkness / +13% nature Talent granted: +1 Command Staff Spellpower: +9 (+1 eff.) Spell crit. chance: +3% Light radius: +2 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 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 201.24 light damage. Staves designed for wielders of magic, by the greats of the art. |
Radhedir the Obsidianspitter (32.5-45.5 power, 2 apr) Radhedir the Obsidianspitter (32.5-45.5 power, 2 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 32.5 - 45.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy bonus: +2.0% APR / acc Armour Penetration: +2 Physical crit. chance: +11.5% Attack speed: 100% On weapon hit: * 20% chance to inflict damage reduction * 20% chance to corrode armour * 20% chance to cause random gloom * 25% chance for lightning to arc to a second target On weapon crit: * cripple the target * splashes the target with acid Damage (Melee): +8 acid / +8 lightning / +8 cold / +36 mind When wielded/worn: Armour penetration: +21 Physical crit. chance: +21.0% Damage when hit (Melee): 4 darkness / 8 mind Changes stats: +2 Str / +3 Mag Changes resistances penetration: +14% physical Changes damage: +14% physical Critical mult.: +12.00% Reduces incoming crit damage: 21.00% It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. One-handed war axes. |
balanced iron waraxe (11.5-16.1 power, 2 apr) balanced iron waraxe (11.5-16.1 power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +5 (+1 eff.) Defense: +6 (+1 eff.) Disarm immunity: +20% One-handed war axes. |
insulating rough leather belt of transcendence insulating rough leather belt of transcendenceCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% fire / +6% cold Physical save: +5 (+1 eff.) Mindpower: +2 (+0 eff.) A belt that goes around your waist. |
rough leather belt of life rough leather belt of lifeInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Life regen: +0.60 Healing mod.: +10% A belt that goes around your waist. |
resilient linen cloak (1 def, 0 armour) resilient linen cloak (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Maximum life: +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak of Iron Throne (1 def, 0 armour) resilient linen cloak of Iron Throne (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Str / +2 Con Maximum life: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Brightbane the silk robe (95 def, 0 armour) Brightbane the silk robe (95 def, 0 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +95 (+18 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn Damage when hit (Melee): 4 mind Changes stats: +8 Str / +31 Mag / +39 Wil Changes resistances: +13% lightning / +15% physical / +27% light / +18% mind / +42% fire / +8% arcane / +13% cold Changes resistances penetration: +43% physical / +14% darkness / +15% fire / +17% mind / +36% temporal Changes damage: +15% lightning / +52% temporal / +15% darkness / +18% fire / +17% all / +77% physical / +39% mind / +17% cold / +6% arcane / +18% light Spell save: +27 (+5 eff.) Mental save: +78 (+13 eff.) Silence immunity: +44% Mana each turn: +0.34 Psi each turn: +0.86 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +66.00 Maximum hate: +13.00 Maximum psi: +34.00 Spellpower: +68 (+8 eff.) Spell crit. chance: +18% Mindpower: +18 (+3 eff.) Mental crit. chance: +10% Healing mod.: +49% Chance to avoid any damage: +19% Reduces paradox anomalies(equivalent to willpower): +30 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Burnhunter the silk robe (130 def, 0 armour) Burnhunter the silk robe (130 def, 0 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Physical crit. chance: +14.0% Physical power: +19 (+2 eff.) Defense: +130 (+24 eff.) Damage when hit (Melee): 28 fire Changes stats: +16 Mag / +52 Wil / +9 Cun / +9 Con Changes resistances: +43% acid / +18% physical / +24% fire / +17% mind / +17% cold Changes resistances penetration: +13% temporal / +10% darkness / +30% physical Changes damage: +17% temporal / +17% darkness / +22% fire / +13% nature / +34% acid / +44% physical / +13% cold / +18% arcane / +17% mind Talent cooldown: Refit Golem (-5 turns) Critical mult.: +38.00% Physical save: +32 (+5 eff.) Mental save: +121 (+20 eff.) Poison immunity: +44% Disease immunity: +44% Mana each turn: +0.34 Psi each turn: +0.31 Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +6.00 Psi when firing a critical mind attack: +5.00 Maximum mana: +90.00 Maximum hate: +13.00 Mindpower: +9 (+2 eff.) Mental crit. chance: +5% Healing mod.: +72% Chance to avoid any damage: +32% Reduces paradox anomalies(equivalent to willpower): +15 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe 'Sparkblood' (4 def, 3 armour) linen robe 'Sparkblood' (4 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Armour: +3 Defense: +4 (+1 eff.) Damage when hit (Melee): 4 temporal Changes resistances: +15% temporal / +16% cold Changes resistances penetration: +10% lightning Changes damage: +11% cold Physical save: +17 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Arcwilter (25 def, 5 armour) Arcwilter (25 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +25 (+5 eff.) Fatigue: -6% Damage when hit (Melee): 4 mind Changes stats: +8 Dex / +23 Mag / +13 Wil / +8 Cun / +6 Con Changes resistances: +26% fire / +3% light / +30% cold Changes resistances penetration: +10% physical Changes damage: +9% blight / +24% lightning Maximum encumbrance: +50 Physical save: +30 (+5 eff.) Spell save: +61 (+10 eff.) Mental save: +35 (+6 eff.) Stamina each turn: +1.30 Mana each turn: +0.08 Hate when firing a critical mind attack: +1.00 Maximum stamina: +40.00 Maximum vim: +20.00 Spellpower: +11 (+1 eff.) Lowers spell cool-downs by: 20% Mindpower: +8 (+1 eff.) Movement speed: +20% Heals friendly targets nearby when you use a nature summon: +10 Damage Shield penetration: +30% It can be used to blink to a nearby random location (rad 49), putting all charms on cooldown for 25 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
dreamer's pair of hardened leather boots of rushing (0 def, 3 armour) dreamer's pair of hardened leather boots of rushing (0 def, 3 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Str / +3 Con Physical save: +11 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +11 (+2 eff.) It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rushes toward your target with incredible speed. If the target is reached, you get a free attack doing 120% weapon damage. If the attack hits, the target is dazed for 3 turns. You must rush from at least 2 tiles away. A pair of boots made of leather. |
traveler's pair of rough leather boots (0 def, 1 armour) traveler's pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -4% Maximum encumbrance: +20 Physical save: +5 (+1 eff.) A pair of boots made of leather. |
traveler's pair of rough leather boots of uncanny dodging (3 def, 1 armour) traveler's pair of rough leather boots of uncanny dodging (3 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: -3% Maximum encumbrance: +22 Physical save: +6 (+1 eff.) A pair of boots made of leather. |
rough leather gloves (0 def, 1 armour) rough leather gloves (0 def, 1 armour)1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 When used to modify unarmed attacks: Base power: 7.0 - 7.7 Uses stats: 140% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 100% Attackspeed is 100% for non-Brawlers! Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Demonkin (0 def, 3 armour) Demonkin (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Armour: +3 Fatigue: +5% Effects on melee hit: * 15% chance to inflict damage reduction Damage when hit (Melee): 8 nature / 8 darkness Changes stats: +7 Lck / +3 Con Changes resistances: +7% acid / +6% darkness / +6% cold / +6% fire / +6% nature / +7% lightning Changes resistances penetration: +10% darkness Changes damage: +3% darkness Spell crit. chance: +3% Mental crit. chance: +3% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Unragaldir (0 def, 5 armour) Unragaldir (0 def, 5 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +5 Fatigue: +5% Changes stats: +27 Str / +27 Dex / +30 Wil / +16 Con Changes resistances: +15% acid / +15% lightning / +21% darkness / +23% mind / +25% blight / +38% fire / +15% nature / +44% cold Grants telepathy: Dragon Spell save: +10 (+2 eff.) Mental save: +60 (+10 eff.) Confusion immunity: +44% Maximum life: +110.00 Light radius: +3 Infravision radius: +9 Healing mod.: +30% Skullcracker multiplicator: +3 A cap made of leather. |
linen wizard hat of frost (+16%) (1 def, 0 armour) linen wizard hat of frost (+16%) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +16% cold Changes damage: +11% cold A pointy cloth hat, very wizardly... |
rough leather cap of strength (+3) (0 def, 1 armour) rough leather cap of strength (+3) (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: +3 Str A cap made of leather. |
Daydeath (20 def, 30 armour) Daydeath (20 def, 30 armour)Requires: - Strength 48 - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +30 Defense: +20 (+4 eff.) Fatigue: +16% Effects on melee hit: * 45% chance to blind Damage (Melee): 23 acid / 16 fire Damage when hit (Melee): 16 acid / 20 physical / 16 fire Changes stats: +6 Cun / +17 Str Changes resistances: +43% acid / +42% physical / +26% light / +59% darkness / +69% fire / +9% lightning / +40% cold Changes resistances penetration: +15% blight / +10% mind Changes damage: +6% mind Mental save: +22 (+4 eff.) Light radius: +7 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 50 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
reinforced leather armour 'Sootbliss' (13 def, 29 armour) reinforced leather armour 'Sootbliss' (13 def, 29 armour)Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 4 When wielded/worn: Armour: +29 Defense: +13 (+3 eff.) Fatigue: +8% Damage (Melee): 9 fire Damage (Ranged): 9 fire Damage when hit (Melee): 4 darkness Changes stats: +18 Str / +9 Dex / +3 Cun Changes resistances: +79% acid / +35% physical / +18% darkness / +9% blight / +52% cold / +53% fire Changes damage: +15% darkness / +6% mind Allows you to breathe in: water Critical mult.: +15.00% Physical save: +17 (+3 eff.) Mental save: +12 (+2 eff.) Life regen: +35.70 Maximum life: +52.00 Maximum hate: +8.00 Mindpower: +2 (+0 eff.) Light radius: +2 Healing mod.: +75% It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 50 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
rough leather armour (1 def, 2 armour) rough leather armour (1 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% A suit of armour made of leather. |
voratun plate armour 'Belimira' (23 def, 64 armour) voratun plate armour 'Belimira' (23 def, 64 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical crit. chance: +20.0% Physical power: +49 (+6 eff.) Armour: +64 Defense: +23 (+5 eff.) Fatigue: +19% Damage (Melee): 89 acid / 89 fire Damage when hit (Melee): 56 acid / 4 temporal / 4 blight / 59 fire / 12 mind Changes stats: +50 Str / +20 Mag / +20 Wil / +6 Cun / +28 Con Changes resistances: +36% lightning / +15% physical / +3% light / +55% temporal / +126% fire / +114% acid / +55% darkness Changes resistances penetration: +5% mind Physical save: +37 (+6 eff.) Spell save: +22 (+4 eff.) Mental save: +29 (+5 eff.) Equilibrium when hit: +0.08 Vim when firing critical spell: +5.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +292.00 Spellpower: +50 (+6 eff.) Spell crit. chance: +23% Mindpower: +54 (+9 eff.) Mental crit. chance: +24% Light radius: +2 Heals friendly targets nearby when you use a nature summon: +40 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 50 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
255 alchemist agate 255 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
6 onyx 6 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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. |
3 aquamarine 3 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli 4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal 4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
4 sapphire 4 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz 6 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
soldier's iron pickaxe (dig speed 18 turns) soldier's iron pickaxe (dig speed 18 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour: +2 Defense: +4 (+1 eff.) Changes stats: +1 Str Changes resistances: +6% physical When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
6 emerald 6 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
jade jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 spinel 3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 turquoise 4 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 7 (based on Magic) detrimental mental effects, costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It is part of a set of items. When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) It can be used to combine with a weapon (makes a non enchanted into an artifact) , costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
4 garnet 4 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of 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. |
4 amethyst 4 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 quartz 4 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
ametrine ametrine0.00 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. |
5 citrine 5 citrine0.00 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. |
6 zircon 6 zircon0.00 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. |
Fists of the Desert Scorpion (8 def, 4 armour) Fists of the Desert Scorpion (8 def, 4 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+2 eff.) Changes stats: +3 Str / +3 Cun / +3 Wil Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 (+1 eff.) When used to modify unarmed attacks: Base power: 25.0 - 35.0 Uses stats: 40% Cun, 40% Dex, 140% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +10.0% Attack speed: 87% When this weapon hits: Poisonous Bite (20% chance level 3). When this weapon hits: Perfect Control (5% chance level 1). When this weapon hits: Quick as Thought (5% chance level 3). When this weapon hits: Implode (5% chance level 1). It can be used to activate talent Mindhook (costing 16 power out of 24/24) : Effective talent level: 4.0 Power cost: 16 out of 24/24. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. Attackspeed is 100% for non-Brawlers! These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Achievements
By Runorak the Ogre Adventurer level 200
49th Regrowth 123rd year of Ascendancy at 16:30 see stats
By Runorak the Ogre Adventurer level 200
47th Regrowth 123rd year of Ascendancy at 05:53 see stats
By Runorak the Ogre Adventurer level 16
6th Flare 122nd year of Ascendancy at 17:42 see stats
By Runorak the Ogre Adventurer level 99
74th Dusk 122nd year of Ascendancy at 08:45 see stats
By Runorak the Ogre Adventurer level 59
59th Dusk 122nd year of Ascendancy at 01:42 see stats
By Runorak the Ogre Adventurer level 9
5th Mirth 122nd year of Ascendancy at 08:08 see stats
By Runorak the Ogre Adventurer level 159
68th Haze 122nd year of Ascendancy at 18:13 see stats
By Runorak the Ogre Adventurer level 10
5th Mirth 122nd year of Ascendancy at 11:39 see stats
By Runorak the Ogre Adventurer level 20
16th Dusk 122nd year of Ascendancy at 02:39 see stats
By Runorak the Ogre Adventurer level 30
44th Dusk 122nd year of Ascendancy at 02:33 see stats
By Runorak the Ogre Adventurer level 40
50th Dusk 122nd year of Ascendancy at 06:09 see stats
By Runorak the Ogre Adventurer level 50
51st Dusk 122nd year of Ascendancy at 11:26 see stats
By Runorak the Ogre Adventurer level 147
61st Haze 122nd year of Ascendancy at 06:08 see stats
By Runorak the Ogre Adventurer level 134
48th Haze 122nd year of Ascendancy at 22:51 see stats
By Runorak the Ogre Adventurer level 117
15th Haze 122nd year of Ascendancy at 07:47 see stats
By Runorak the Ogre Adventurer level 170
77th Haze 122nd year of Ascendancy at 01:53 see stats
By Runorak the Ogre Adventurer level 97
72nd Dusk 122nd year of Ascendancy at 22:13 see stats
By Runorak the Ogre Adventurer level 78
69th Dusk 122nd year of Ascendancy at 08:21 see stats
By Runorak the Ogre Adventurer level 145
60th Haze 122nd year of Ascendancy at 21:33 see stats
By Runorak the Ogre Adventurer level 19
16th Dusk 122nd year of Ascendancy at 01:06 see stats
By Runorak the Ogre Adventurer level 7
3rd Mirth 122nd year of Ascendancy at 17:25 see stats
By Runorak the Ogre Adventurer level 106
77th Dusk 122nd year of Ascendancy at 05:08 see stats
By Runorak the Ogre Adventurer level 18
15th Dusk 122nd year of Ascendancy at 20:22 see stats
By Runorak the Ogre Adventurer level 49
51st Dusk 122nd year of Ascendancy at 10:10 see stats
By Runorak the Ogre Adventurer level 200
46th Regrowth 123rd year of Ascendancy at 20:30 see stats
By Runorak the Ogre Adventurer level 106
77th Dusk 122nd year of Ascendancy at 01:39 see stats
By Runorak the Ogre Adventurer level 200
46th Regrowth 123rd year of Ascendancy at 09:19 see stats
Log
You don't see how to get there...
You don't see how to get there...
Runorak uses Whirlwind.
Runorak casts Destroyer.
Runorak turns into a demon!
Runorak uses Rampage.
Runorak begins rampaging!
Your movements fuel your rampage! (+1 duration)
Runorak is no longer rampaging.
Talent Whirlwind is ready to use.
Runorak is no longer transformed.
Runorak deactivates Cleave.
Runorak deactivates Blood Spear.
Runorak deactivates Berserker.
Runorak deactivates Shock Hands.
Runorak deactivates Defensive Posture.
Runorak deactivates Eternal Suffering.
Runorak deactivates Abyssal Shield.
Runorak deactivates Total Thuggery.
Runorak deactivates Fiery Hands.
Runorak deactivates Roll With It.
Runorak deactivates Share the Pain.
Runorak deactivates Ruin.