










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Somebody shut that dog up 1.0.5Removes certain ambient sound effects: |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Cornac |
Class | Bulwark |
Level / Exp | 27 / 52% |
Size | medium |
Lifes / Deaths | Killed by Emelemibeth the master vampire at level 20 on the 3rd Allure 123rd year of Ascendancy at 17:01 0 / 8Killed by orc corruptor at level 23 on the 30th Regrowth 123rd year of Ascendancy at 02:48 Killed by Nerynn the ogre rune-spinner at level 26 on the 79th Regrowth 123rd year of Ascendancy at 05:59 Killed by elven cultist at level 26 on the 79th Regrowth 123rd year of Ascendancy at 10:20 Killed by Nerynn the ogre rune-spinner at level 26 on the 79th Regrowth 123rd year of Ascendancy at 10:48 Killed by Ce'Nath the elder vampire at level 26 on the 2nd Pyre 123rd year of Ascendancy at 16:03 Killed by skeleton archer at level 26 on the 15th Pyre 123rd year of Ascendancy at 15:45 Killed by skeleton mage at level 27 on the 16th Pyre 123rd year of Ascendancy at 14:56 |
Primary Stats
Strength | 60 (base 46) |
Dexterity | 31 (base 30) |
Constitution | 52 (base 42) |
Magic | 25 (base 16) |
Willpower | 26 (base 10) |
Cunning | 10 (base 10) |
Resources
Life | -107/896 |
Positive | 37/128 |
Stamina | 116/158 |
Healing Factor | 1.4037837837838 |
Regeneration | 13.681490780417 |
Speed
Mental | -10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 12 |
Infravision | 6 |
Offense: Mainhand
Damage | 83 |
Accuracy | 58 |
Crit Chance | 22% |
APR | 20 |
Speed | 1.11 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 28 |
Crit Chance | 1% |
Speed | 1 |
Offense: Mind
Mindpower | 31 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Nature | +10% |
Acid | +10% |
Light | +23% |
Darkness | +15% |
Blight | +17% |
Physical | +10% |
Mind | +10% |
All | 0% |
Offense: Damage Penetration
Blight | +10% |
Darkness | +30% |
Light | +10% |
Defense: Base
Armour (hardiness) | 54.531877293288 (60%) |
Defense | 40 |
Ranged Defense | 42 |
Fatigue | 16 |
Physical Save | 48 |
Spell Save | 56 |
Mental Save | 23 |
Defense: Resistances
Darkness | + 43%( 70%) |
Light | + 29%( 70%) |
Nature | + 39%( 70%) |
Fire | + 26%( 70%) |
Cold | + 41%( 70%) |
All | + 13%( 70%) |
Defense: Immunities
Knockback Resistance | 57% |
Stun Resistance | 57% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 43 with a minimum range of 15. |
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 179 life over 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 240 life over 5 turns. |
Class Talents
Technique / Combat veteran | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Generic Talents
Celestial / Light | 0.80 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 4/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
talent | Shield Wall |
talent | Precise Strikes |
detrimental effect | The target is on fire, taking 49.62 fire damage per turn. Burning |
beneficial effect | The target is recovering 46 life each turn. Recovery |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. | 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 successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the injured seer to the recall portal on level 5 of Dreadfell. Escort: injured seer (level 5 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost anorithil (level 2 of Ruins of Kor'Pul)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you gained talent category Celestial / Light (at mastery 0.80). | 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 Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved Strength by +2. | done |
You failed to protect the repented thief from death by giant venus flytrap. Escort: repented thief (level 4 of Old Forest) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Dreadfell. Escort: worried loremaster (level 2 of Dreadfell)As a reward you improved Strength by +2. | 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 Shardskin. * 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 fire dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 81. | 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 needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed sandworm tooth. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Marus of Elvala in creating an elixir of mastery. 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. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed chunk of ghoul flesh. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' | 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! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Goryvon (17 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 (-) Armour: +5 (-) Defense: +17 (+8 eff.) (-) Ranged Defense: +6 (+2 eff.) (-) Fatigue: +1% (-) Changes stats: +3(-) Str / +1(-) Dex Activating this item is instant. It can be used to activate talent Evasion, 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: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 24% chance to evade melee and ranged attacks and 11 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Light source | ![]() Umbraphage Infused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20%(-) darkness Changes resistances penetration: +10%(-) darkness Changes damage: +15%(-) light / +15%(-) darkness Damage affinity(heal): +20%(-) darkness Talent masteries: +0.20(-) Cursed / Shadows Mental save: +10 (+6 eff.) (-) Mindpower: +10 (+5 eff.) (-) Light radius: +10 (-) Absorbs all darkness (power 71, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). It can be used to release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 210.45 darkness damage (based on Mindpower and charge), costing 10 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
On head | ![]() Steel Helm of Garkul (0 def, 6 armour) Requires: - Strength 16 - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 (-) Fatigue: +8% (-) Changes stats: +5(-) Str / +4(-) Wil / +5(-) Con Changes damage: +10%(-) physical Talent masteries: +0.20(-) Technique / Thuggery Physical save: +12 (+4 eff.) (-) Spell save: +12 (+4 eff.) (-) Mental save: +12 (+8 eff.) (-) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
On hands | ![]() Lisildama the dwarven-steel gauntlets (0 def, 2 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 (-) Damage (Melee): 10(-) light Damage when hit (Melee): 20(-) blight Changes stats: +3(-) Wil Changes resistances: +7%(-) light Changes resistances penetration: +10%(-) blight Changes damage: +8%(-) light / +9%(-) blight Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() Gunelathasin the Glowbright (dig speed 16 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +4 (-) Physical power: +7 (+2 eff.) (-) Effects on melee hit: * 30% chance to blind Damage (Melee): 0(-30) item light blind Changes stats: +2(-) Str Changes resistances: +12%(-) light Changes resistances penetration: +10%(-) light / +20%(-) darkness Critical mult.: +14.00% (-) Light radius: +2 (-) When carried: Talents granted: +1.00(-) Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() conjurer's steel ring of pilfering Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) (-) Armour penetration: +8 (-) Defense: +7 (+3 eff.) (-) Changes stats: +5(-) Wil / +5(-) Mag Spellpower: +7 (+3 eff.) (-) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 108% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. Tap to cycle through comparison choices |
On fingers | ![]() Bloodcaller Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +0 (+0 eff.) (-8 (-2 eff.)) Armour penetration: +0 (-8) Defense: +0 (+0 eff.) (-7 (-3 eff.)) Fatigue: -5% Changes stats: +0(-5) Wil / +0(-5) Mag Mental save: -7 (-3 eff.) Spellpower: +0 (+0 eff.) (-7 (-3 eff.)) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. Tap to cycle through comparison choices |
Around neck | ![]() The Black Core Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15%(-) darkness Talent masteries: +0.20(-) Corruption / Black-magic Blindness immunity: +100% (-) Only die when reaching: -100.00 life (-) Spellpower: +5 (+2 eff.) (-) Infravision radius: +6 (-) Shadow Power: +5 (-) Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
In main hand | ![]() Skullcleaver (120% power, 4 apr) Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Power: 121% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 (-) Crit. chance: +12.0% (-) Attack speed: 100% (-) When this weapon hits: Greater Weapon Focus (10% chance level 2). Lifesteal (this weapon only): +10% (-) Damage conversion: 25%(-) blight When wielded/worn: Changes damage: +8%(-) blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Around waist | ![]() insulating rough leather belt of life Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6%(-) cold / +5%(-) fire Life regen: +0.60 (-) Healing mod.: +12% (-) A belt that goes around your waist. |
In off hand | ![]() Coral Spray (8 def, 8 armour, 100% power, 48 block) Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Power: 117% Range: 1.4x Uses stat: 140% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +2.0% (-) Block value: +48 (-) Damage (Melee): +10(-) cold When wielded/worn: Armour: +8 (-) Defense: +8 (+3 eff.) (-) Fatigue: +12% (-) Changes resistances: +10%(-) fire / +15%(-) cold Talents granted: +2.00(-) Block Maximum air capacity: +20.00 (-) Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Cloak | ![]() thick linen cloak (1 def, 6 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 (-) Defense: +1 (+0 eff.) (-) Changes resistances: +11%(-) cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Spider-Silk Robe of Spydrë (10 def, 15 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 (-) Armour Hardiness: +30% (-) Defense: +10 (+4 eff.) (-) Damage when hit (Melee): 20(-) poison / 20(-) nature slow Changes stats: +4(-) Wil / +5(-) Con Changes resistances: +30%(-) nature Changes damage: +10%(-) acid / +10%(-) nature / +10%(-) mind Physical save: +10 (+3 eff.) (-) Spell save: +10 (+3 eff.) (-) Mindpower: +10 (+5 eff.) (-) Mental crit. chance: +5% (-) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 254.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() copper amulet of constitution (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +0%(-15%) darkness Talent mastery: +0.00(-0.20) Corruption / Black-magic Blindness immunity: +0% (-100%) Only die when reaching: +0.00 life (+100.00 life) Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) Infravision radius: +0 (-6) Shadow Power: +0 (-5) Amulets can have magical properties. |
![]() Earthen Beads Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Changes resistances: +0%(-15%) darkness Damage affinity(heal): +15% nature Talent mastery: +0.00(-0.20) Corruption / Black-magic Blindness immunity: +0% (-100%) Life regen: +0.20 Only die when reaching: +0.00 life (+100.00 life) Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) Mindpower: +5 (+2 eff.) Infravision radius: +0 (-6) Shadow Power: +0 (-5) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 40 power out of 40/40) : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 193 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
![]() restful steel amulet of magic (+2) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +2 Mag Changes resistances: +0%(-15%) darkness Talent mastery: +0.00(-0.20) Corruption / Black-magic Blindness immunity: +0% (-100%) Life regen: +1.20 Only die when reaching: +0.00 life (+100.00 life) Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) Infravision radius: +0 (-6) Shadow Power: +0 (-5) Amulets can have magical properties. |
![]() savior's copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-8 (-2 eff.)) Armour penetration: +0 (-8) Defense: +0 (+0 eff.) (-7 (-3 eff.)) Changes stats: +0(-5) Wil / +0(-5) Mag Physical save: +6 (+2 eff.) Spell save: +7 (+3 eff.) Mental save: +8 (+4 eff.) Spellpower: +0 (+0 eff.) (-7 (-3 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
![]() Nightsong Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-8 (-2 eff.)) Armour penetration: +0 (-8) Defense: +6 (+3 eff.) (-1 (+0 eff.)) Fatigue: -7% Changes stats: +0(-5) Mag / +0(-5) Wil / +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+7 eff.) Maximum stamina: +25.00 Spellpower: +0 (+0 eff.) (-7 (-3 eff.)) 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 19 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. Tap to cycle through comparison choices |
![]() steel ring of pilfering Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) (-) Armour penetration: +7 (-1) Defense: +7 (+3 eff.) (-) Changes stats: +0(-5) Wil / +0(-5) Mag Spellpower: +0 (+0 eff.) (-7 (-3 eff.)) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 108% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. Tap to cycle through comparison choices |
![]() Genocide (152% power, 4 apr) Requires: - Willpower 20 - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 152% (+32%) Range: 1.6x (+0.2x) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 (-) Crit. chance: +18.0% (+6.0%) Attack speed: 100% (-) When this weapon hits: Greater Weapon Focus (10% chance level 2). Lifesteal (this weapon only): +0% (-10%) Damage conversion: 0%(-25%) blight Damage against: +25% Orc When wielded/worn: Changes stats: +7 Str / +7 Dex / +7 Con Changes damage: +0%(-8%) blight Reduced damage from: +15% Orc Grants telepathy: Humanoid/Orc Life regen: +0.50 Stamina each turn: +1.00 Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
![]() stralite greatsword 'Lelydokan' (177% power, 13 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 177% (+57%) Range: 1.6x (+0.2x) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +13 (+9) Crit. chance: +4.5% (-7.5%) Attack speed: 100% (-) When this weapon hits: Greater Weapon Focus (10% chance level 2). On weapon crit: + splashes the target with acid Damage Shield penetration (this weapon only): +40% Lifesteal (this weapon only): +0% (-10%) Damage (Melee): +24 acid Damage conversion: 0%(-25%) blight When wielded/worn: Armour penetration: +4 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Damage when hit (Melee): 12 physical Changes damage: +0%(-8%) blight Massive two-handed swords. |
![]() Nerylenne the steel mace (109% power, 11 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 2 Power: 109% (-12%) Range: 1.4x (+0.0x) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +11 (+7) Crit. chance: +1.0% (-11.0%) Attack speed: 100% (-) When this weapon hits: Greater Weapon Focus (10% chance level 2). Damage Shield penetration (this weapon only): +10% Lifesteal (this weapon only): +0% (-10%) Damage (Melee): +8 cold Damage conversion: 0%(-25%) blight When wielded/worn: Physical crit. chance: +2.0% Changes stats: +3 Wil / +2 Mag Changes resistances: +6% blight Changes damage: +0%(-8%) blight Physical save: +3 (+1 eff.) Life regen: +0.20 Spellpower: +6 (+3 eff.) Blunt and deadly. |
![]() stralite mace 'Zubarivena' (144% power, 5 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 4 Power: 145% (+24%) Range: 1.4x (+0.0x) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 (+1) Crit. chance: +2.5% (-9.5%) Attack speed: 100% (-) When this weapon hits: Greater Weapon Focus (10% chance level 2). Lifesteal (this weapon only): +0% (-10%) Damage (Melee): +37 insidious poison / +10 temporal / +7 nature Damage conversion: 0%(-25%) blight When wielded/worn: Accuracy: +11 (+3 eff.) Defense: +5 (+2 eff.) Damage when hit (Melee): 16 physical Changes stats: +3 Str Changes damage: +0%(-8%) blight Disarm immunity: +23% Only die when reaching: -40.00 life Blunt and deadly. |
![]() Cloudraven the stralite waraxe (142% power, 5 apr) Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 142% (+21%) Range: 1.4x (+0.0x) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 (+1) Crit. chance: +6.5% (-5.5%) Attack speed: 100% (-) When this weapon hits: Greater Weapon Focus (10% chance level 2). On weapon hit: * 20% chance to disease (+20%) + Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Lifesteal (this weapon only): +0% (-10%) Burst (radius 2) on crit: +8 blight Damage conversion: 0%(-25%) blight When wielded/worn: Effects on melee hit: * 20% chance to disease Changes resistances penetration: +10% lightning / +10% blight Changes damage: +9% lightning / +0%(-8%) blight One-handed war axes. |
![]() Umbral Razor (129% power, 10 apr) Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Power: 129% (+8%) Range: 1.3x (-0.1x) Uses stats: 45% Str, 10% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 (+6) Crit. chance: +9.0% (-3.0%) Attack speed: 100% (-) When this weapon hits: Greater Weapon Focus (10% chance level 2). Lifesteal (this weapon only): +0% (-10%) Damage conversion: 50% darkness / 0%(-25%) blight When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness / +0%(-8%) blight Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 8 power out of 10/10) : Effective talent level: 2.0 Power cost: 8 out of 10/10. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 88.73 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. Tap to cycle through comparison choices |
![]() The Untouchable (14 def, 12 armour) Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 (-3) Armour Hardiness: +0% (-30%) Defense: +14 (+6 eff.) (+4 (+2 eff.)) Damage when hit (Melee): 0(-20) nature slow / 0(-20) poison Changes stats: +0(-4) Wil / +8 Cun / +0(-5) Con Changes resistances: +0%(-30%) nature Changes damage: +0%(-10%) acid / +0%(-10%) nature / +0%(-10%) mind Physical save: +0 (+0 eff.) (-10 (-3 eff.)) Spell save: +0 (+0 eff.) (-10 (-3 eff.)) Mindpower: +0 (+0 eff.) (-10 (-5 eff.)) Mental crit. chance: +0% (-5%) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
![]() Rope Belt of the Thaloren Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Changes resistances: +0%(-6%) cold / +0%(-5%) fire Talent mastery: +0.20 Wild-gift / Harmony Life regen: +0.00 (-0.60) Mindpower: +12 (+6 eff.) Healing mod.: +0% (-12%) The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
![]() Gloves of the Firm Hand (0 def, 8 armour) Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 (+6) Damage (Melee): 0(-10) light Damage when hit (Melee): 0(-20) blight Changes stats: +0(-3) Wil / +4 Con Changes resistances: +0%(-7%) light Changes resistances penetration: +0%(-10%) blight Changes damage: +0%(-8%) light / +0%(-9%) blight Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
![]() blighted iron gauntlets of magic (+2) (0 def, 1 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 (-1) Damage (Melee): 6 blight / 0(-10) light Damage when hit (Melee): 0(-20) blight Changes stats: +0(-3) Wil / +2 Mag Changes resistances: +5% blight / +0%(-7%) light Changes resistances penetration: +0%(-10%) blight Changes damage: +4%(-5%) blight / +4% arcane / +0%(-8%) light Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Fists of the Desert Scorpion (8 def, 4 armour) Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 (+2) Defense: +8 (+3 eff.) Damage (Melee): 0(-10) light Damage when hit (Melee): 0(-20) blight Changes stats: +3 Str / +3(-) Wil / +3 Cun Changes resistances: +0%(-7%) light Changes resistances penetration: +0%(-10%) blight Changes damage: +0%(-9%) blight / +8% physical / +0%(-8%) light Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 (+1 eff.) 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. 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. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / 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. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / 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. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() ethereal brass lantern of clarity Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Mag Changes resistances: +0%(-20%) darkness Changes resistances penetration: +0%(-10%) darkness Changes damage: +0%(-15%) light / +0%(-15%) darkness Damage affinity(heal): +0%(-20%) darkness Talent mastery: +0.00(-0.20) Cursed / Shadows Mental save: +6 (+4 eff.) (-4 (-2 eff.)) Spellpower: +6 (+3 eff.) Mindpower: +0 (+0 eff.) (-10 (-5 eff.)) Light radius: +4 (-6) See stealth: +6 See invisible: +6 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. |
![]() Tooth of the Mouth (dig speed 12 turns) Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 (+1) Physical power: +0 (+0 eff.) (-7 (-2 eff.)) Damage (Melee): 0(-30) item light blind Damage when hit (Melee): 15 blight Changes stats: +0(-2) Str Changes resistances: +0%(-12%) light Changes resistances penetration: +0%(-10%) light / +0%(-20%) darkness Changes damage: +4% blight Critical mult.: +0.00% (-14.00%) Light radius: +0 (-2) When carried: Talents granted: +1.00(-) Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() iron pickaxe of endurance (dig speed 37 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +0 (-4) Physical power: +0 (+0 eff.) (-7 (-2 eff.)) Fatigue: -4% Damage (Melee): 0(-30) item light blind Changes stats: +2(-) Str Changes resistances: +0%(-12%) light Changes resistances penetration: +0%(-10%) light / +0%(-20%) darkness Critical mult.: +0.00% (-14.00%) Light radius: +0 (-2) When carried: Talents granted: +1.00(-) Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 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. |
![]() Infused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
By Ikhilvarr the Cornac Bulwark level 16
38th Dusk 122nd year of Ascendancy at 05:49 see stats
By Ikhilvarr the Cornac Bulwark level 20
11st Haze 122nd year of Ascendancy at 04:16 see stats
By Ikhilvarr the Cornac Bulwark level 24
63rd Regrowth 123rd year of Ascendancy at 11:40 see stats
By Ikhilvarr the Cornac Bulwark level 18
61st Dusk 122nd year of Ascendancy at 14:53 see stats
By Ikhilvarr the Cornac Bulwark level 23
62nd Regrowth 123rd year of Ascendancy at 20:54 see stats
By Ikhilvarr the Cornac Bulwark level 16
39th Dusk 122nd year of Ascendancy at 21:28 see stats
By Ikhilvarr the Cornac Bulwark level 10
7th Flare 122nd year of Ascendancy at 02:16 see stats
By Ikhilvarr the Cornac Bulwark level 20
64th Dusk 122nd year of Ascendancy at 13:04 see stats
By Ikhilvarr the Cornac Bulwark level 20
64th Dusk 122nd year of Ascendancy at 14:49 see stats
By Ikhilvarr the Cornac Bulwark level 26
15th Pyre 123rd year of Ascendancy at 19:04 see stats
By Ikhilvarr the Cornac Bulwark level 8
1st Mirth 122nd year of Ascendancy at 15:05 see stats
By Ikhilvarr the Cornac Bulwark level 20
23rd Haze 122nd year of Ascendancy at 20:17 see stats
By Ikhilvarr the Cornac Bulwark level 20
42nd Haze 122nd year of Ascendancy at 14:51 see stats
By Ikhilvarr the Cornac Bulwark level 18
61st Dusk 122nd year of Ascendancy at 08:37 see stats
By Ikhilvarr the Cornac Bulwark level 26
15th Pyre 123rd year of Ascendancy at 15:45 see stats
Log
Ikhilvarr is recovering from the damage!
Armoured skeleton warrior uses Overpower.
Armoured skeleton warrior performs a melee critical strike against Ikhilvarr!
Armoured skeleton warrior slows down.
Armoured skeleton warrior performs a melee critical strike against Ikhilvarr!
Ikhilvarr resists the knockback!
Skeleton archer uses Bone Armour.
A shield forms around skeleton archer.
Skeleton mage uses Bone Armour.
A shield forms around skeleton mage.
Ikhilvarr leeches life from Armoured skeleton warrior!
Skeleton mage hits Skeleton mage for 216 arcane damage.
Skeleton mage hits Ikhilvarr for 189 arcane damage.
Ikhilvarr hits Armoured skeleton warrior for 23 blight, 22 nature, 4 nature, 23 blight, 22 nature, 4 nature, 23 blight, 22 nature, 4 nature (147 total damage).
Skeleton mage hits Ikhilvarr for 197 arcane damage.
Armoured skeleton warrior hits Ikhilvarr for (128 blocked), 22 physical, (19 blocked), 0 physical, 28 lightning, 10 healing, 9 healing, 2 healing, (31 blocked), 0 physical, 28 lightning, 9 healing (79 total damage) [30 healing].
Poison from Ikhilvarr hits The Master for 5 nature damage.
Ikhilvarr receives 64 healing.
The Master casts Manathrust.
The Master leeches life from Ikhilvarr!
The Master receives 23 healing from Ikhilvarr.
The Master hits Ikhilvarr for 144 arcane damage.
Skeleton mage casts Flame.
Skeleton mage's spell attains critical power!
Ikhilvarr is on fire!
Skeleton mage uses Bone Armour.
A shield forms around skeleton mage.
Skeleton archer shoots!
Skeleton mage casts Manathrust.
Saving game...