Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Krog |
Class | Marauder |
Level / Exp | 50 / 2356% |
Size | huge |
Lifes / Deaths | Killed by Blackwater Park at level 38 on the 4th Haze 123rd year of Ascendancy at 11:26 / 2Killed by Atamathon the Giant Golem at level 50 on the 52nd Haze 124th year of Ascendancy at 14:29 |
Antimagic | Follower |
Primary Stats
Strength | 197.8 (base 65) |
Dexterity | 79 (base 36) |
Constitution | 75 (base 14) |
Magic | 27 (base 8) |
Willpower | 111.8 (base 60) |
Cunning | 141.8 (base 65) |
Resources
Psi | 182/202 |
Life | -1247/2041 |
Steam | 80/100 |
Stamina | 419/498 |
Equilibrium | 100 |
Healing Factor | 1.8336080386354 |
Regeneration | 61.255132131746 |
Speed
Mental | +10.927882169967% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 13 |
Infravision | 5 |
See Stealth | 83.591157530853 |
See Invisible | 99.591157530853 |
ESP Range | 10 |
ESP Kinds | demon/major, demon/minor, humanoid/orc |
Offense: Mainhand
Damage | 330 |
Accuracy | 78 |
Crit Chance | 126% |
APR | 72 |
Speed | 0.90 |
Offense: Offhand
Damage | 228 |
Accuracy | 78 |
Crit Chance | 130% |
APR | 72 |
Speed | 0.90 |
Offense: Spell
Spellpower | 15.5 |
Crit Chance | 44% |
Speed | 1 |
Offense: Mind
Mindpower | 67 |
Crit Chance | 49% |
Speed | 1 |
Offense: Damage Bonus
Light | +24% |
Nature | +36% |
Blight | +32% |
Physical | +54% |
Fire | +35% |
All | +18% |
Offense: Damage Penetration
Darkness | +10% |
Physical | +89% |
All | 0% |
Defense: Base
Armour (hardiness) | 70.235359554753 (100%) |
Defense | 59 |
Ranged Defense | 61 |
Fatigue | 0 |
Physical Save | 63 |
Spell Save | 41 |
Mental Save | 66 |
Defense: Resistances
Acid | + 45%( 70%) |
Blight | + 45%( 70%) |
Arcane | + 29%( 70%) |
Cold | + 54%( 70%) |
All | + 21%( 70%) |
Darkness | + 45%( 70%) |
Light | -11%( 70%) |
Temporal | + 33%( 70%) |
Lightning | + 57%( 70%) |
Physical | + 56%( 70%) |
Fire | + 70%( 70%) |
Nature | + 49%( 70%) |
Defense: Immunities
Stun Resistance | 72% |
Confusion Resistance | 100% |
Poison Resistance | 30% |
Blind Resistance | 100% |
Disarm Resistance | 100% |
Teleport Resistance | 100% |
Pinning Resistance | 35% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 246% efficiency and cooldown mod of 57%. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 495 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1114% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 25 for 12 turns. While Heroism is active, you will only die when reaching -1229 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Technique / Bloodthirst | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Duelist | 1.20 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.20 |
| 3/5 |
| 3/5 |
| 2/5 |
| 2/5 |
Technique / Battle tactics | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Technique / Throwing knives | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.60 |
| 3/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Technique / Thuggery | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Wild-gift / Antimagic | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Total Thuggery |
talent | Antimagic Shield |
detrimental effect | The target is on fire, taking 145.78 fire damage per turn. Burning |
beneficial effect | The thrill of combat improves the target's maximum life by 11%, life regeneration by 26.46, and stamina regeneration by 5.29. Bloodbath |
beneficial effect | Increases your three highest stats by 22 and keeps you from dying even if your life drops to -1137. Heroism |
detrimental effect | Target is drenched with magical water, halving its stun resistance. Wet |
beneficial effect | Each melee blow landed has a 58% chance to trigger an additional melee blow (up to once per turn for each weapon). Greater Weapon Focus |
beneficial effect | You gain 126% resistance against fire. Resolve |
beneficial effect | All damage you do also trigget a manaburn for 15% of the damage done. Mana Clash |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | Huge cut that bleeds, doing 27.40 physical damage per turn and decreasing all heals received by 78%. Deep Wound |
detrimental effect | The target's light has been drained, reducing light resistance by 58% and damage by 30%. Absorption Strike |
detrimental effect | The target has been splashed with acid, reducing armour by 30% (21). Armor Corroded |
detrimental effect | On death will restore to the source up to 5 times the vim's worth. Bleak Outcome |
detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
beneficial effect | Parrying melee and ranged attacks: Has a 90% chance to deflect up to 47 damage from the next 3.6 attack(s). Parried attacks cannot crit. Parrying |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Dreadfell. Escort: lost anorithil (level 1 of Dreadfell)As a reward you improved talent Conversion (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 5 of Dreadfell. Escort: lost anorithil (level 5 of Dreadfell)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire) | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Daikara. Escort: temporal explorer (level 1 of Daikara)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You failed to protect the temporal explorer from death by ritch flamespitter. Escort: temporal explorer (level 4 of Old Forest) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved Dexterity by +2. | done |
You failed to protect the worried loremaster from death by skeleton magus. Escort: worried loremaster (level 3 of Dreadfell) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge 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. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | 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: 557. | 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. You have been shown a secret entrance to his stronghold. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! 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 | Unbreakable Greaves (8 def, 20 armour) Unbreakable Greaves (8 def, 20 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Physical save: +15 (+4 eff.) Pinning immunity: +25% Knockback immunity: +125% Teleport immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Light source | Daguntir DaguntirInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Defense: +6 (+2 eff.) Ranged Defense: +6 (+1 eff.) Changes resistances: +6% blight / +1% physical Mental save: +10 (+2 eff.) Blindness immunity: +53% Poison immunity: +15% Confusion immunity: +31% Maximum life: +76.00 Light radius: +10 See stealth: +27 See invisible: +29 It can be used to activate talent Track, placing all other charms into a 22 cooldown : Effective talent level: 3.9 Power cost: 22 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 57 for 7 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Eastern Wood Hat (15 def, 0 armour) Eastern Wood Hat (15 def, 0 armour) Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +40 (+8 eff.) Armour penetration: +15 Physical crit. chance: +10.0% Defense: +15 (+4 eff.) Changes stats: +22 Cun / +18 Dex Changes resistances penetration: +15% physical Changes damage: +10% physical Talent masteries: +0.20 Steamtech / Gunslinging +0.20 Steamtech / Bullets mastery Mental save: +15 (+3 eff.) Blindness immunity: +100% Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Steam crit. chance: +15% This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
On hands | Spellhunt Remnants (6 def, 8 armour) Spellhunt Remnants (6 def, 8 armour) Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+2 eff.) Talent granted: +5 Iron Grip Spell save: +15 (+5 eff.) Disarm immunity: +100% Mindpower: +12 (+3 eff.) Mental crit. chance: +5% Light radius: +1 When used to modify unarmed attacks: Base power: 34.0 - 47.6 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Armour Penetration: +18 Crit. chance: +12.0% Attack speed: 83% When this weapon hits: Destroy Magic (100% chance level 5). When this weapon hits: Mana Clash (15% chance level 3). When this weapon hits: Aura of Silence (10% chance level 1). On weapon hit: * 50 arcane resource burn Damage (Melee): +20 silence It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 108.38 arcane damage and stunned), costing 54 power out of 104/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Tool | Yvanne the Growthnigh (dig speed 6 turns) =25 respen 100 life= Yvanne the Growthnigh (dig speed 6 turns) =25 respen 100 life=Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Damage when hit (Melee): 8 lightning Changes stats: +3 Str Changes resistances: +10% fire / +10% darkness / +21% nature Changes resistances penetration: +25% physical Changes damage: +18% nature Only die when reaching: -100.00 life When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
On fingers | Coalsmasher the voratun ring Coalsmasher the voratun ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +13 (+2 eff.) Armour: +4 Effects on melee hit: * 20 arcane resource burn Changes stats: +8 Str / +10 Con Changes resistances: +3% light / +34% fire Changes resistances penetration: +10% darkness Changes damage: +17% fire Poison immunity: +15% Pinning immunity: +10% Knockback immunity: +10% Life regen: +1.30 Maximum life: +81.00 Healing mod.: +17% Rings can have magical properties. |
Around neck | Limmir's Amulet of the Moon Limmir's Amulet of the Moon0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Armour: +4 Damage when hit (Melee): 34 darkness Changes stats: +15 Con Changes resistances: +10% blight / +4% all Changes damage: +9% all Damage affinity(heal): +15% nature Grants telepathy: Demon/Major Demon/Minor Stun/Freeze immunity: +30% Life regen: +2.00 Spellpower: +16 (+4 eff.) Infravision radius: +3 See invisible: +14 Healing mod.: +80% Amulets can have magical properties. |
In main hand | voratun mace 'Lelifang' (60.5-84.7 power, 6 apr) voratun mace 'Lelifang' (60.5-84.7 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 60.5 - 84.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * flashes light on your target dealing 109 damage On weapon crit: * cripple the target When wielded/worn: Armour penetration: +19 Physical crit. chance: +30.0% Physical power: +10 (+1 eff.) Damage when hit (Melee): 8 blight Critical mult.: +35.00% Spell save: +3 (+1 eff.) Blunt and deadly. |
Around waist | Girdle of Preservation Girdle of Preservation Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Wil / +5 Con Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+4 eff.) Spell save: +15 (+5 eff.) Mental save: +15 (+3 eff.) Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
In off hand | Arugen the Dimschism (41-57.4 power, 6 apr) Arugen the Dimschism (41-57.4 power, 6 apr) Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 41.0 - 57.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 28% chance to cause random gloom * flashes light on your target dealing 107 damage * Projects up to 1 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +25 mind When wielded/worn: Armour penetration: +13 Changes stats: +6 Cun / +6 Wil Changes resistances: +6% darkness Changes resistances penetration: +14% physical Changes damage: +11% physical Critical mult.: +15.00% Mental save: +6 (+1 eff.) Mindpower: +2 (+0 eff.) One-handed war axes. |
Cloak | elven-silk cloak 'Poluyarithra' (3 def, 0 armour) elven-silk cloak 'Poluyarithra' (3 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +39 (+8 eff.) Armour penetration: +13 Defense: +3 (+1 eff.) Fatigue: -9% Changes stats: +6 Str / +6 Dex / +3 Cun / +4 Con Changes resistances: +30% lightning Changes damage: +6% blight Grants telepathy: Humanoid/Orc Talent mastery: +0.30 Technique / Combat training Critical mult.: +28.00% Reduces incoming crit damage: 10.00% Stealth bonus: +14 Spell save: -19 (-9 eff.) Stun/Freeze immunity: +50% Stamina each turn: +1.50 Mana each turn: -0.53 Maximum life: +110.00 Maximum stamina: +37.00 Light radius: +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | voratun plate armour 'Glittergrit' (9 def, 34 armour) voratun plate armour 'Glittergrit' (9 def, 34 armour) Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Accuracy: +6 (+1 eff.) Physical power: +14 (+2 eff.) Armour: +34 Defense: +9 (+3 eff.) Fatigue: +26% Changes stats: +10 Str / +10 Dex / +10 Mag / +10 Wil / +10 Cun / +10 Con Changes resistances: +27% cold Changes damage: +6% light Physical save: +6 (+1 eff.) Life regen: +3.40 Maximum life: +100.00 Light radius: +2 Healing mod.: +25% A suit of armour made of metal plates. |
Inventory
medical injector implant (efficiency 112% / cooldown 61%) medical injector implant (efficiency 112% / cooldown 61%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 112% efficiency and cooldown mod of 61%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the psychic (efficiency 191% / cooldown 77%) medical injector implant of the psychic (efficiency 191% / cooldown 77%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 191% efficiency and cooldown mod of 77%. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the warrior (efficiency 242% / cooldown 88%) medical injector implant of the warrior (efficiency 242% / cooldown 88%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 242% efficiency and cooldown mod of 88%. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the warrior (efficiency 264% / cooldown 98%) medical injector implant of the warrior (efficiency 264% / cooldown 98%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 264% efficiency and cooldown mod of 98%. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the warrior (heal 547) healing infusion of the warrior (heal 547)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 547 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the psychic (+21 for 10 turns, die at -1066) heroism infusion of the psychic (+21 for 10 turns, die at -1066)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 21 for 10 turns. While Heroism is active, you will only die when reaching -1066 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the sneak (+27 for 12 turns, die at -1038) heroism infusion of the sneak (+27 for 12 turns, die at -1038)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 27 for 12 turns. While Heroism is active, you will only die when reaching -1038 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the sneak (1000% speed; 7 turns) movement infusion of the sneak (1000% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1000% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 1171 over 5 turns) regeneration infusion of the warrior (heal 1171 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1171 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Cyrawen the Infernorot Cyrawen the InfernorotCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +20 Physical power: +8 (+1 eff.) Changes damage: +6% mind / +18% fire Critical mult.: +27.00% Physical save: +30 (+7 eff.) Only die when reaching: -80.00 life Amulets can have magical properties. |
Garkul's Teeth Garkul's TeethCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+4 eff.) Mental save: +18 (+4 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 6 power out of 48/48) : Effective talent level: 4.0 Power cost: 6 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 278.82 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
Radiancespike RadiancespikeInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to disease * 30% chance to blind Changes resistances: +44% light / +26% darkness Changes resistances penetration: +25% light / +20% blight Changes damage: +6% blight Blindness immunity: +44% Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 6 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Adenor the voratun ring Adenor the voratun ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +16 Changes stats: +3 Dex / +10 Wil Critical mult.: +15.00% Mental save: +32 (+8 eff.) Equilibrium when hit: +0.28 Only die when reaching: -60.00 life Healing mod.: +10% Rings can have magical properties. |
Arunor ArunorPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +14 (+2 eff.) Defense: +14 (+4 eff.) Changes stats: +8 Cun / +1 Wil Changes damage: +12% mind Grants telepathy: Humanoid/Orc Critical mult.: +10.00% Disarm immunity: +42% Pinning immunity: +33% Knockback immunity: +34% Hate when firing a critical mind attack: +2.00 Maximum life: +37.00 Spellpower: +13 (+4 eff.) Mindpower: +13 (+3 eff.) Rings can have magical properties. |
Cyryna the Blazespawn =blind= Cyryna the Blazespawn =blind=Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 8 light Changes resistances: +12% fire / +18% mind / +9% light Changes damage: +18% mind / +18% light Light radius: +2 Rings can have magical properties. |
Eridunasin the stralite ring Eridunasin the stralite ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +10 (+1 eff.) Effects on melee hit: * 18% chance to cause random gloom Damage (Melee): 21 bleed Effects on ranged hit: * 16% chance to cause random gloom Damage (Ranged): 21 bleed Changes stats: +5 Cun / +2 Dex Changes resistances: +9% blight Critical mult.: +15.00% Disease immunity: +10% Hate when firing a critical mind attack: +3.00 Maximum life: +40.00 Maximum hate: +11.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 11 cooldown : Effective talent level: 4.8 Power cost: 11 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 169% weapon damage. If the attack hits, the target will bleed for 318% weapon damage over 7 turns, and all healing will be reduced by 73%. Rings can have magical properties. |
Flashweeper FlashweeperPowered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +15 Mag / +12 Wil / +8 Cun Changes resistances: +9% light / +9% temporal Changes resistances penetration: +15% light Changes damage: +3% temporal Silence immunity: +49% Mana each turn: +0.37 Spellpower: +29 (+6 eff.) Rings can have magical properties. |
Mnemonic MnemonicInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+5 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+3 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 16 power out of 30/30) : Effective talent level: 2.0 Power cost: 16 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Writhing Ring of the Hunter Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Physical save: -30 (-9 eff.) Spell save: -30 (-14 eff.) Mental save: -30 (-8 eff.) When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
Perseverance (31-43.4 power, 9 apr) Perseverance (31-43.4 power, 9 apr)Requires: - Willpower 24 - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 It is part of a set of items. It is said perseverance comes hand in hand with dedication. Base power: 31.0 - 43.4 Uses stats: 20% Wil, 90% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +9 Crit. chance: +12.0% Attack speed: 100% On weapon crit: * restore 7 stamina and equilibrium Damage (Melee): +15 manaburn arcane When wielded/worn: Talent mastery: +0.00(-) Race / Krog Spell save: +18 (+6 eff.) Mental save: +0 (+0 eff.) Confusion immunity: +30% Stun/Freeze immunity: +10% It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The sword symbolizes the krogs committment to their task of fighting against the forces of the arcane. With each slash the krog would endevor to continue, until at last their opponents would fall. |
Punae's Blade (46-64.4 power, 4 apr) Punae's Blade (46-64.4 power, 4 apr)Requires: - Strength 30 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 46.0 - 64.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +10.0% Combat speed: +10% Chance to avoid attacks: +10% This very thin sword cuts through the air with ease, allowing remarkably quick movement. |
voratun longsword 'Gloomveil' (43-60.2 power, 6 apr) voratun longsword 'Gloomveil' (43-60.2 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 43.0 - 60.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Random elemental explosion Damage (Melee): +26 cold When wielded/worn: Accuracy: +14 (+3 eff.) Defense: +12 (+3 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes resistances penetration: +16% acid / +10% darkness / +17% fire / +11% lightning / +16% cold Mental save: +20 (+5 eff.) Disarm immunity: +45% Hate when firing a critical mind attack: +4.00 Mindpower: +2 (+0 eff.) Heals friendly targets nearby when you use a nature summon: +20 Sharp, long, and deadly. |
Dedication (31-43.4 power, 6 apr) Dedication (31-43.4 power, 6 apr)Requires: - Strength 24 - Cunning 24 Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 3 It is part of a set of items. It is said perseverance comes hand in hand with dedication. Base power: 31.0 - 43.4 Uses stats: 90% Str, 20% Cun Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +20.0% Attack speed: 100% Burst (radius 2) on crit: +50 manaburn arcane When wielded/worn: Changes resistances: +15% arcane / +20% blight Talent mastery: +0.00(-) Race / Krog Mental save: +0 (+0 eff.) It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The mace symbolizes the krogs willingness to endure until the final blow is struck against the arcane. Commonly the mace would be used to batter a mage senseless, thus preventing them from being able to cast their spells. |
Nature's Vengeance (40-56 power, 4 apr) Nature's Vengeance (40-56 power, 4 apr)Requires: - Strength 42 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 3 Base power: 40.0 - 56.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +9.0% Attack speed: 100% Damage (Melee): +10 silence / +18 nature When wielded/worn: Accuracy: +6 (+1 eff.) Changes resistances: +0% all It can be used to activate talent Rush (costing 8 power out of 25/25) : Effective talent level: 3.9 Power cost: 8 out of 25/25. Range: 9 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. This thick-set mace was used by the Spellhunter Vorlan, who crafted it from the wood of an ancient oak that was uprooted during the Spellblaze. Many were the wizards and witches felled by this weapon, brought to justice for the crimes they committed against nature. |
voratun mace 'Glowvengeance' (61-85.4 power, 6 apr) voratun mace 'Glowvengeance' (61-85.4 power, 6 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 61.0 - 85.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 35% chance to cause random gloom Damage (Melee): +24 mind When wielded/worn: Armour penetration: +13 Physical crit. chance: +11.0% Damage when hit (Melee): 12 light Changes stats: +3 Mag / +8 Wil / +6 Cun Changes resistances penetration: +10% light Critical mult.: +17.00% Vim when firing critical spell: +3.00 Blunt and deadly. |
Awakened Staff of Absorption (60-72 power, 60 apr, cold element) Awakened Staff of Absorption (60-72 power, 60 apr, cold element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Wil / +10 Mag Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+10 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 107 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Dazzlearc the voratun waraxe (40-56 power, 6 apr) Dazzlearc the voratun waraxe (40-56 power, 6 apr)Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 40.0 - 56.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 34% chance to daze at end of turn Burst (radius 1) on hit: +8 light When wielded/worn: Effects on melee hit: * 30% chance to blind Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +3 Cun / +4 Con Changes resistances: +3% light Changes resistances penetration: +15% lightning Changes damage: +9% light / +18% darkness Grants telepathy: Humanoid/Orc See invisible: +9 One-handed war axes. |
Razorblade, the Cursed Waraxe (58-81.2 power, 16 apr) Razorblade, the Cursed Waraxe (58-81.2 power, 16 apr)Requires: - Strength 42 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 58.0 - 81.2 Uses stat: 100% Str Damage type: Physical bleed Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +16 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Str / +4 Dex Changes damage: +10% physical See invisible: +5 This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
Whip of Urh'Rok (55-60.5 power, 0 apr) Whip of Urh'Rok (55-60.5 power, 0 apr)Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 5 Base power: 55.0 - 60.5 Uses stat: 100% Dex Damage type: Fire repulsion Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +0 Crit. chance: +9.0% Attack speed: 125% When this weapon hits: Bone Nova (20% chance level 4). When this weapon hits: Blood Boil (15% chance level 3). When wielded/worn: Changes damage: +20% blight / +20% fire Grants telepathy: Demon/Minor Demon/Major Spellpower: +15 (+4 eff.) See invisible: +2 When carried: Changes damage: +8% blight With this unbearably bright whip of flame, the demon master Urh'Rok has become known for never having lost in combat. |
drakeskin leather belt 'Weepstrike' drakeskin leather belt 'Weepstrike'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +15 (+2 eff.) Effects on melee hit: * Slows global speed by 30% * 15% chance to blind Changes stats: +6 Str / +7 Dex / +7 Wil / +6 Cun Changes resistances: +6% nature / +6% light Changes damage: +6% nature Critical mult.: +13.00% Physical save: +16 (+4 eff.) Spell save: +32 (+11 eff.) Mental save: +17 (+4 eff.) Light radius: +3 Size category: +1 A belt that goes around your waist. |
Cloak of Daggers (10 def, 0 armour) Cloak of Daggers (10 def, 0 armour)Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Physical power: +5 (+1 eff.) Defense: +10 (+3 eff.) Changes stats: +6 Cun Physical save: +10 (+2 eff.) Has a 50% chance each turn to slash an adjacent enemy for 214 physical damage (based on Cunning), making them bleed. This cloak seems to incorporate a series of blades attached to various spring mechanisms. Apparently the designer believed that the best defense was an active one. |
Cloth of Dreams (10 def, 0 armour) Cloth of Dreams (10 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Mindpower: +6 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 6 power out of 25/25) : Effective talent level: 3.0 Power cost: 6 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 66 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Frozen Shroud (12 def, 0 armour) Frozen Shroud (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+3 eff.) Damage when hit (Melee): 60 ice Changes stats: +7 Mag Changes resistances: -15% fire / +25% cold / +8% all It can be used to release a radius 4 chilling blast, instantly dealing 101.24 cold damage and condensing the air into freezing vapors that deal 33.75 cold damage (based on Magic) each turn for 10 turns, costing 16 power out of 30/30. All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
elven-silk cloak 'Seartrial' (10 def, 11 armour) elven-silk cloak 'Seartrial' (10 def, 11 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +11 Defense: +10 (+3 eff.) Effects on melee hit: * Slows global speed by 15% Changes resistances: +25% fire / +18% cold / +3% nature / +23% light Changes damage: +15% fire Stealth bonus: +10 Maximum life: +47.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk robe 'Beredig' (14 def, 0 armour) elven-silk robe 'Beredig' (14 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +12 (+2 eff.) Defense: +14 (+4 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +3 Str / +3 Dex Changes resistances: +26% darkness / +22% physical / +29% mind / +6% cold Changes resistances penetration: +20% darkness / +20% physical Changes damage: +19% darkness / +34% physical Physical save: +20 (+5 eff.) Spell save: +20 (+7 eff.) Mental save: +39 (+9 eff.) Stamina each turn: +0.20 Maximum hate: +13.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Erelikath the Shinesnake (0 def, 11 armour) =blind 30, armor= Erelikath the Shinesnake (0 def, 11 armour) =blind 30, armor=Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +11 Fatigue: +3% Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 12 darkness Changes resistances: +12% light Changes damage: +12% light / +15% darkness Light radius: +3 Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Shimmerbliss the pair of voratun boots (0 def, 5 armour) Shimmerbliss the pair of voratun boots (0 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -5% Effects on melee hit: * 15% chance to daze at end of turn Changes stats: +4 Cun / +3 Dex Changes resistances: +6% fire / +3% nature / +9% darkness Physical save: +11 (+3 eff.) Spell save: +22 (+7 eff.) Mental save: +15 (+3 eff.) Stamina each turn: +0.60 Maximum life: +50.00 Movement speed: +10% It can be used to activate talent Disengage, placing all other charms into a 8 cooldown : Effective talent level: 1.3 Power cost: 8 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 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 116% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Shoes of Slowly Moving Quickly (0 def, 0 armour) Shoes of Slowly Moving Quickly (0 def, 0 armour)Powered by unknown forces Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +0 Defense: +0 (+0 eff.) Fatigue: +6% Changes stats: +8 Dex / +8 Mag / +8 Wil / +8 Cun Physical save: +0 (+0 eff.) Pinning immunity: +575% Knockback immunity: +100% Teleport immunity: +0% Spellpower: +5 (+2 eff.) Steampower: +5 (+1 eff.) Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. You move 3 spaces at once. It can be used to activate talent Tornado (costing 8 power out of 20/20) : Effective talent level: 3.0 Power cost: 8 out of 20/20. Range: 4 Travel Speed: 400% of base Is: a nature gift and a mind power Description: Summons a tornado that moves slowly toward its target, following it if it changes position. Any foe caught in its path takes 46.97 lightning damage. When it reaches its target, it explodes in a radius of 3 for 84.54 lightning damage and 110.33 physical damage. All affected creatures will be knocked back, and the targeted creature will be stunned for 5 turns. The blast will ignore the talent user. The tornado will last for 4 turns, or until it reaches its target. Damage will increase with your Mindpower, and the stun chance is based on your Mindpower vs target Physical Save. Each point in storm drake talents also increases your lightning resistance by 1%. A wonder of footwear! You can set a shoe to stay in place while the other one goes very fast, spinning around to create tornados! |
Steam Powered Boots (8 def, 15 armour) Steam Powered Boots (8 def, 15 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +15 Defense: +8 (+2 eff.) Fatigue: +8% Changes stats: +8 Str / +10 Dex Changes damage: +10% fire Physical save: +0 (+0 eff.) Pinning immunity: +50% Knockback immunity: +0% Teleport immunity: +0% Generate 3 steam each time you walk. Boots. But with steam power! |
Adyna the drakeskin leather gloves (6 def, 3 armour) Adyna the drakeskin leather gloves (6 def, 3 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +19 (+4 eff.) Armour: +3 Defense: +6 (+2 eff.) Ranged Defense: +6 (+1 eff.) Effects on melee hit: * 25% chance to cause random gloom Damage (Melee): 59 darkness / 40 mind Damage when hit (Melee): 8 blight Changes stats: +6 Cun Changes resistances: +29% darkness Changes resistances penetration: +20% blight Changes damage: +10% darkness Spell save: +3 (+1 eff.) Mental save: -5 (-2 eff.) Vim when firing critical spell: +3.00 Mindpower: +10 (+2 eff.) Infravision radius: +4 When used to modify unarmed attacks: Base power: 26.0 - 28.6 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +14 Armour Penetration: +5 Crit. chance: +16.0% Attack speed: 100% When this weapon hits: Reproach (10% chance level 5). When this weapon crits: Dominate (10% chance level 5). On weapon hit: * 15% chance to inflict 15% damage reduction Damage (Melee): +29 darkness It can be used to activate talent Ruined Earth, placing all other charms into a 11 cooldown : Effective talent level: 3.0 Power cost: 11 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Steam Powered Gauntlets (0 def, 12 armour) Steam Powered Gauntlets (0 def, 12 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +12 Changes stats: +6 Str / +6 Dex Changes damage: +8% all Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 83% Gauntlets. But with steam power! |
drakeskin leather gloves 'Aladin' (0 def, 16 armour) drakeskin leather gloves 'Aladin' (0 def, 16 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +2 (+0 eff.) Physical crit. chance: +20.0% Armour: +16 Damage (Melee): 11 physical Changes stats: +5 Con Changes damage: +13% physical Critical mult.: +15.00% Physical save: +21 (+5 eff.) Spell save: +4 (+1 eff.) Mental save: +6 (+1 eff.) Disarm immunity: +36% Only die when reaching: -80.00 life Spell crit. chance: +14% Mental crit. chance: +18% When used to modify unarmed attacks: Base power: 36.5 - 40.2 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +15.0% Attack speed: 100% When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Sand Breath (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). Damage Shield penetration (this weapon only): +10% Damage (Melee): +25 physical Burst (radius 1) on hit: +11 physical Burst (radius 2) on crit: +12 physical Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 16 cooldown : Effective talent level: 4.0 Power cost: 16 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 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Belamima the dwarven-steel helm (0 def, 4 armour) Belamima the dwarven-steel helm (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +8 (+1 eff.) Armour: +4 Fatigue: +4% Changes stats: +7 Str / +5 Dex / +5 Mag / +5 Wil / +2 Con Changes resistances: +12% mind / +8% physical Physical save: +8 (+2 eff.) Infravision radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Brass Goggles (10 def, 0 armour) Brass Goggles (10 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Accuracy: +20 (+4 eff.) Armour penetration: +15 Defense: +10 (+3 eff.) Changes stats: +20 Cun Changes resistances: +20% fire Talent masteries: +0.20 Steamtech / Physics +0.20 Steamtech / Chemistry Blindness immunity: +100% Infravision radius: +3 Sight radius: +1 Steampower: +5 (+1 eff.) Steam crit. chance: +5% No self respecting craftsman would be caught without them! |
Omniscience (7 def, 0 armour) Omniscience (7 def, 0 armour)Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+2 eff.) Changes stats: +0 Cun Changes resistances: +15% mind Changes resistances cap: +10% mind Changes resistances penetration: +10% mind Mental save: +25 (+6 eff.) Confusion immunity: +40% Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +20 (+5 eff.) Mental crit. chance: +9% Infravision radius: +5 It can be used to reveal the surrounding area (range 20), costing 16 power out of 30/30. This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
Steam Powered Helm (3 def, 12 armour) Steam Powered Helm (3 def, 12 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +12 Defense: +3 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +0 Cun / +5 Con Changes resistances: +10% all Mental save: +0 (+0 eff.) Blindness immunity: +50% A Helmet. But with steam power! |
Gygrim (5 def, 10 armour) Gygrim (5 def, 10 armour)Requires: - Strength 48 - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Armour: +10 Defense: +5 (+2 eff.) Fatigue: +16% Damage when hit (Melee): 16 physical Changes stats: +4 Dex / +7 Wil / +5 Cun Changes resistances: +6% light Spell save: +30 (+10 eff.) Mental save: +16 (+4 eff.) Only die when reaching: -60.00 life Maximum life: +31.00 A suit of armour made of mail. |
Borfast's Cage (10 def, 20 armour) Borfast's Cage (10 def, 20 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 Defense: +10 (+3 eff.) Fatigue: +24% Changes stats: +5 Con Changes resistances: -15% acid / +15% physical Reduces opponents crit chance: 20% Physical save: +15 (+4 eff.) Knockback immunity: +30% Life regen: +2.00 Maximum life: +50.00 Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
220 alchemist agate 220 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Zubyrin the voratun pickaxe (dig speed 4 turns) Zubyrin the voratun pickaxe (dig speed 4 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str Changes resistances: +9% acid / +12% fire / +9% darkness / +9% lightning Spell save: +12 (+4 eff.) Confusion immunity: +10% Pinning immunity: +10% Maximum life: +68.00 Maximum stamina: +53.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 43 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Forbidden Tome: "Home, Horrific Home" Forbidden Tome: "Home, Horrific Home"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 5 It can be used to read the book. A tome of lost knowledge. Touching it you feel both sick and yet strangely at peace. |
Heart of Poosh Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 54 power out of 57/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
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 (158 power, based on Willpower), costing 6 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+2 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 11 power out of 25/25) : Effective talent level: 2.4 Power cost: 11 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 14 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
3 bloodstone 3 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 fire opal 3 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (3/3) Rod of Recall (3/3)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 108 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (5/5) Rod of Spydric Poison (5/5)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 230.38 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 14 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
amazing fiery salve [power 56] amazing fiery salve [power 56]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 246% efficiency and 57% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (56% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 14 turns. Medical salve. |
amazing frost salve [power 56] amazing frost salve [power 56]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 246% efficiency and 57% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (56% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 14 turns. Medical salve. |
amazing healing salve [power 801] amazing healing salve [power 801]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 246% efficiency and 57% cooldown modifier. It can be used to heal 801, putting Talent Medical Injector on cooldown for 8 turns. Medical salve. |
amazing water salve [power 56] amazing water salve [power 56]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 246% efficiency and 57% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (56% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 14 turns. Medical salve. |
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. |
great air recycler great air recyclerPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'head' When attach to an other item: Silence immunity: +40% Returns 4 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
great second skin great second skinPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'body' When attach to an other item: Poison immunity: +60% Disease immunity: +60% Cut immunity: +60% Life regen: +8.00 Tinkers can be attached to normal items to improve them with steam power! |
mastercraft focus lens mastercraft focus lensPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'head' When attach to an other item: Infravision radius: +8 Sight radius: +2 See stealth: +20 See invisible: +20 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Tinkers can be attached to normal items to improve them with steam power! |
mastercraft poison groove mastercraft poison groovePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item of type 'weapon' Deals stacking poison damage. Tinkers can be attached to normal items to improve them with steam power! |
mastercraft poison groove mastercraft poison groovePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item of type 'weapon' Deals stacking poison damage. Tinkers can be attached to normal items to improve them with steam power! |
stralite toxic cannister launcher stralite toxic cannister launcherPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +4 Toxic Cannister Launcher Tinkers can be attached to normal items to improve them with steam power! |
voratun grapple voratun grapplePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +5 Spring Grapple Tinkers can be attached to normal items to improve them with steam power! |
voratun razor edge voratun razor edgePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item of type 'weapon' When attach to an other item: Armour Penetration: +20 Crit. chance: +20.0% Tinkers can be attached to normal items to improve them with steam power! |
voratun razor edge voratun razor edgePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item of type 'weapon' When attach to an other item: Armour Penetration: +20 Crit. chance: +20.0% Tinkers can be attached to normal items to improve them with steam power! |
voratun rocket boots voratun rocket bootsPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'feet' When attach to an other item: Talent granted: +5 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
voratun spike attachment voratun spike attachmentPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'body' When attach to an other item: Armour: +20 Fatigue: +1% Damage when hit (Melee): 50 physical Tinkers can be attached to normal items to improve them with steam power! |
Grinodunathel the steel torque of mindblast [power 129] (4 cooldown) =80 life= Grinodunathel the steel torque of mindblast [power 129] (4 cooldown) =80 life=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes resistances: +3% blight / +6% fire / +12% light Talent cooldown: Silence (-1 turn) Talent granted: +2 Silence Critical mult.: +3.00% Only die when reaching: -80.00 life It can be used to fire a blast of psionic energies in a range 10 beam dealing 41.86 to 83.72 mind damage, putting all charms on cooldown for 4 turns. Torques are made by powerful psionics to store psionic powers. |
Murksweeper the voratun torque of charged psionic shield [power 159] (11 cooldown) =90 life 20hm= Murksweeper the voratun torque of charged psionic shield [power 159] (11 cooldown) =90 life 20hm=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Physical power: +6 (+1 eff.) Damage when hit (Melee): 16 physical Changes stats: +3 Dex Changes resistances penetration: +10% darkness Life regen: +0.80 Stamina each turn: +0.40 Only die when reaching: -40.00 life Maximum life: +50.00 Healing mod.: +20% It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 159 for 7 turns, putting all charms on cooldown for 11 turns. When used: 100% chance to regenerate 11 psi. Torques are made by powerful psionics to store psionic powers. |
Searweeper [power 58] (16 cooldown) Searweeper [power 58] (16 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Damage when hit (Melee): 12 nature / 12 fire Changes resistances: +3% nature Changes damage: +9% fire Talent cooldown: Silence (-1 turn) Talent granted: +2 Silence It can be used to teleport randomly (rad 58), putting all charms on cooldown for 16 turns. When used: 100% chance to regenerate 10 hate. Torques are made by powerful psionics to store psionic powers. |
Sootire [power 131] (11 cooldown) Sootire [power 131] (11 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Effects on melee hit: * 31% chance to inflict 15% damage reduction * 31% chance to blind Damage when hit (Melee): 20 darkness Changes resistances: +12% darkness Changes resistances penetration: +20% darkness / +10% light Changes damage: +9% darkness Light radius: +2 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 131 for 7 turns, putting all charms on cooldown for 11 turns. Torques are made by powerful psionics to store psionic powers. |
Bregetar [power 2] (6 cooldown) Bregetar [power 2] (6 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +3 Physical crit. chance: +4.0% Changes stats: +6 Str / +4 Con Maximum wards: +3 acid / +3 nature / +3 light Changes damage: +9% physical Talent granted: +1 Ward It can be used to remove up to 2 poisons or diseases from a target within range 10 (based on Willpower), putting all charms on cooldown for 6 turns. Natural totems are made by powerful wilders to store nature power. |
Persistant Will Persistant WillInfused by arcane disrupting forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +8 Wil Changes damage: +12% mind Mindpower: +10 (+2 eff.) It can be used to convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower), costing 14 power out of 25/25. During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When they found the perpetrators, they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
Tree of Life Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +6 Con / +7 Wil Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+1 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns, costing 6 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
dragonbone totem of cure ailments 'Glitterdare' [power 4] (6 cooldown) =5 web :)= dragonbone totem of cure ailments 'Glitterdare' [power 4] (6 cooldown) =5 web :)=Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Armour: +2 Changes stats: +2 Str Changes resistances: +3% light / +1% physical Maximum wards: +10 acid / +5 nature / +10 light Changes resistances penetration: +20% physical Talent cooldown: Lay Web (-1 turn) Talents granted: +5 Lay Web +2 Ward Only die when reaching: -40.00 life It can be used to remove up to 4 poisons or diseases from a target within range 10 (based on Willpower), putting all charms on cooldown for 6 turns. Natural totems are made by powerful wilders to store nature power. |
yew totem of thorny skin 'Aerynarihell' [power 44] (11 cooldown) yew totem of thorny skin 'Aerynarihell' [power 44] (11 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes resistances: +24% acid / +21% fire Talent cooldown: Lay Web (-1 turn) Talent granted: +3 Lay Web Spell save: +12 (+4 eff.) It can be used to harden the skin for 7 turns increasing armour by 44 and armour hardiness by 50%, putting all charms on cooldown for 11 turns. Natural totems are made by powerful wilders to store nature power. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
10 diamond 10 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
moonstone moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) 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. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By Blackwater Park the Krog Marauder level 38
79th Dusk 123rd year of Ascendancy at 06:58 see stats
By Blackwater Park the Krog Marauder level 24
78th Regrowth 123rd year of Ascendancy at 22:03 see stats
By Blackwater Park the Krog Marauder level 38
54th Dusk 123rd year of Ascendancy at 17:47 see stats
By Blackwater Park the Krog Marauder level 19
69th Haze 122nd year of Ascendancy at 21:36 see stats
By Blackwater Park the Krog Marauder level 43
18th Haze 123rd year of Ascendancy at 09:18 see stats
By Blackwater Park the Krog Marauder level 43
22nd Haze 123rd year of Ascendancy at 19:57 see stats
By Blackwater Park the Krog Marauder level 50
40th Regrowth 124th year of Ascendancy at 09:47 see stats
By Blackwater Park the Krog Marauder level 50
46th Dusk 124th year of Ascendancy at 03:45 see stats
By Blackwater Park the Krog Marauder level 41
14th Haze 123rd year of Ascendancy at 21:01 see stats
By Blackwater Park the Krog Marauder level 11
36th Dusk 122nd year of Ascendancy at 04:53 see stats
By Blackwater Park the Krog Marauder level 46
48th Haze 123rd year of Ascendancy at 16:12 see stats
By Blackwater Park the Krog Marauder level 40
11st Haze 123rd year of Ascendancy at 14:46 see stats
By Blackwater Park the Krog Marauder level 38
4th Haze 123rd year of Ascendancy at 03:04 see stats
By Blackwater Park the Krog Marauder level 30
68th Pyre 123rd year of Ascendancy at 03:56 see stats
By Blackwater Park the Krog Marauder level 50
35th Haze 124th year of Ascendancy at 03:42 see stats
By Blackwater Park the Krog Marauder level 19
6th Decay 122nd year of Ascendancy at 18:58 see stats
By Blackwater Park the Krog Marauder level 26
9th Pyre 123rd year of Ascendancy at 18:35 see stats
By Blackwater Park the Krog Marauder level 35
9th Mirth 123rd year of Ascendancy at 05:45 see stats
By Blackwater Park the Krog Marauder level 50
70th Dusk 124th year of Ascendancy at 19:53 see stats
By Blackwater Park the Krog Marauder level 46
48th Haze 123rd year of Ascendancy at 21:34 see stats
By Blackwater Park the Krog Marauder level 50
25th Dusk 124th year of Ascendancy at 02:09 see stats
By Blackwater Park the Krog Marauder level 24
78th Regrowth 123rd year of Ascendancy at 21:32 see stats
By Blackwater Park the Krog Marauder level 45
23rd Haze 123rd year of Ascendancy at 20:31 see stats
By Blackwater Park the Krog Marauder level 32
75th Pyre 123rd year of Ascendancy at 21:06 see stats
By Blackwater Park the Krog Marauder level 10
26th Dusk 122nd year of Ascendancy at 13:22 see stats
By Blackwater Park the Krog Marauder level 20
7th Decay 122nd year of Ascendancy at 18:07 see stats
By Blackwater Park the Krog Marauder level 30
62nd Pyre 123rd year of Ascendancy at 16:40 see stats
By Blackwater Park the Krog Marauder level 40
8th Haze 123rd year of Ascendancy at 23:39 see stats
By Blackwater Park the Krog Marauder level 50
34th Regrowth 124th year of Ascendancy at 09:49 see stats
By Blackwater Park the Krog Marauder level 50
69th Dusk 124th year of Ascendancy at 10:40 see stats
By Blackwater Park the Krog Marauder level 16
23rd Haze 122nd year of Ascendancy at 08:12 see stats
By Blackwater Park the Krog Marauder level 50
44th Pyre 124th year of Ascendancy at 07:48 see stats
By Blackwater Park the Krog Marauder level 50
10th Mirth 124th year of Ascendancy at 21:01 see stats
By Blackwater Park the Krog Marauder level 30
62nd Pyre 123rd year of Ascendancy at 22:49 see stats
By Blackwater Park the Krog Marauder level 41
11st Haze 123rd year of Ascendancy at 16:31 see stats
By Blackwater Park the Krog Marauder level 50
35th Haze 124th year of Ascendancy at 03:41 see stats
By Blackwater Park the Krog Marauder level 24
78th Regrowth 123rd year of Ascendancy at 22:03 see stats
By Blackwater Park the Krog Marauder level 18
51st Haze 122nd year of Ascendancy at 21:58 see stats
By Blackwater Park the Krog Marauder level 6
20th Dusk 122nd year of Ascendancy at 07:15 see stats
By Blackwater Park the Krog Marauder level 24
78th Regrowth 123rd year of Ascendancy at 22:03 see stats
By Blackwater Park the Krog Marauder level 50
35th Haze 124th year of Ascendancy at 03:42 see stats
By Blackwater Park the Krog Marauder level 50
45th Dusk 124th year of Ascendancy at 02:59 see stats
By Blackwater Park the Krog Marauder level 47
55th Haze 123rd year of Ascendancy at 15:05 see stats
By Blackwater Park the Krog Marauder level 21
48th Regrowth 123rd year of Ascendancy at 01:24 see stats
By Blackwater Park the Krog Marauder level 16
11st Haze 122nd year of Ascendancy at 09:55 see stats
By Blackwater Park the Krog Marauder level 38
4th Haze 123rd year of Ascendancy at 11:26 see stats
By Blackwater Park the Krog Marauder level 37
53rd Dusk 123rd year of Ascendancy at 19:24 see stats
By Blackwater Park the Krog Marauder level 50
45th Dusk 124th year of Ascendancy at 07:18 see stats
Log
Greater Weapon Focus from Blackwater Park performs a melee critical strike against Atamathon the Giant Golem!
Blackwater Park is invigorated by the attack!
Blackwater Park leeches life from Atamathon the Giant Golem!
Atamathon the Giant Golem hits Atamathon the Giant Golem for 5 healing, 5 healing, 5 healing (0 total damage) [14 healing].
Atamathon the Giant Golem hits Blackwater Park for 18 healing, (121 antimagic), 24 fire, 18 healing, (121 antimagic), 24 fire, (121 antimagic), 24 fire (71 total damage) [37 healing].
Mana Clash hits Atamathon the Giant Golem for 0 arcane, 0 arcane, 0 arcane, 0 arcane, 0 arcane, 0 arcane, 0 arcane, 0 arcane, 0 arcane, 0 arcane, 0 arcane (0 total damage).
Greater Weapon Focus from Blackwater Park hits Atamathon the Giant Golem for 399 physical, 0 arcane, 0 arcane, 24 physical, 0 arcane (423 total damage).
Blackwater Park hits Atamathon the Giant Golem for 911 physical, 0 arcane, 0 arcane, 24 physical, 0 arcane, 0 arcane, 386 physical, 0 arcane, 0 arcane, 24 physical, 0 arcane (1346 total damage).
Blackwater Park uses Whirlwind.
Blackwater Park becomes a whirlwind of weapons!
Atamathon the Giant Golem returns to normal.
Atamathon the Giant Golem casts Absorption Strike.
Atamathon the Giant Golem performs a melee critical strike against Blackwater Park!
Blackwater Park's mind surges with critical power!
Blackwater Park is invigorated by the attack!
Atamathon the Giant Golem shrugs off the critical damage!
Blackwater Park is cut deeply.
Blackwater Park is drained from light!
Atamathon the Giant Golem receives 610 healing.
Atamathon the Giant Golem hits Blackwater Park for (121 antimagic), 3067 cold (3067 total damage).
Mana Clash hits Atamathon the Giant Golem for 0 arcane, 0 arcane, 0 arcane, 0 arcane (0 total damage).
Blackwater Park hits Atamathon the Giant Golem for 0 arcane, 0 lightning, 4 darkness, 0 blight (4 total damage).
Blackwater Park performs a melee critical strike against Atamathon the Giant Golem!
Blackwater Park is invigorated by the attack!
Greater Weapon Focus from Blackwater Park performs a melee critical strike against Atamathon the Giant Golem!
Blackwater Park's mind surges with critical power!
Blackwater Park is invigorated by the attack!
Blackwater Park performs a melee critical strike against Atamathon the Giant Golem!
Atamathon the Giant Golem resists the mind attack!
Saving game...