













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Bulwark |
| Level / Exp | 42 / 75% |
| Size | big |
| Lifes / Deaths | Killed by Aeridana the elder vampire at level 13 on the 35th Profit 122nd year of Ascendancy at 02:29 0 / 9Killed by Glalrawe the white wolf at level 18 on the 16th Dearth 122nd year of Ascendancy at 12:44 Killed by Velissra the ghoul at level 19 on the 25th Dearth 122nd year of Ascendancy at 13:56 Killed by Urkis, the High Tempest at level 20 on the 26th Dearth 122nd year of Ascendancy at 23:01 Killed by Shasshhiy'Kaish at level 25 on the 27th Stralite 123rd year of Ascendancy at 06:31 Killed by onilug at level 27 on the 37th Stralite 123rd year of Ascendancy at 00:54 Killed by elven mage at level 29 on the 43rd Profit 123rd year of Ascendancy at 21:41 Killed by Vorerama the poison ooze at level 35 on the 19th Steel 124th year of Ascendancy at 11:15 Killed by orc high pyromancer at level 42 on the 17th Profit 124th year of Ascendancy at 20:17 |
Primary Stats
| Strength | 76 (base 60) |
| Dexterity | 62 (base 43) |
| Constitution | 80 (base 60) |
| Magic | 16 (base 12) |
| Willpower | 36 (base 12) |
| Cunning | 55 (base 15) |
Resources
| Life | -105/1905 |
| Mana | 476/476 |
| Stamina | 180/288 |
| Healing Factor | 1.421036632728 |
| Regeneration | 17.988200230293 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 6 |
| See Stealth | 46.586385001155 |
| See Invisible | 46.586385001155 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 130 |
| Accuracy | 60 |
| Crit Chance | 32% |
| APR | 34 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 16 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Mind
| Mindpower | 43 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +18% |
| Blight | +6% |
| Arcane | +25% |
| Cold | +25% |
| All | 0% |
| Lightning | +60% |
| Light | +23% |
| Darkness | +15% |
| Fire | +35% |
| Mind | +26% |
Offense: Damage Penetration
| Lightning | +40% |
| Mind | +10% |
| Arcane | +25% |
| Cold | +25% |
| Fire | +25% |
Defense: Base
| Armour (hardiness) | 68.723073231953 (96.438666929426%) |
| Defense | 38 |
| Ranged Defense | 38 |
| Fatigue | 34 |
| Physical Save | 74 |
| Spell Save | 63 |
| Mental Save | 52 |
Defense: Resistances
| Acid | + 35%( 70%) |
| Blight | + 35%( 70%) |
| Physical | + 28%( 70%) |
| Cold | + 65%( 70%) |
| All | + 15%( 70%) |
| Lightning | + 32%( 70%) |
| Light | + 23%( 70%) |
| Temporal | + 31%( 70%) |
| Mind | + 23%( 70%) |
| Darkness | + 24%( 70%) |
| Fire | + 44%( 70%) |
| Nature | + 55%( 70%) |
Defense: Immunities
| Teleport Resistance | 10% |
| Pinning Resistance | 10% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 45% |
| Silence Resistance | 39% |
| Stun Resistance | 22% |
| Poison Resistance | 23% |
| Knockback Resistance | 30% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 696 life over 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 127 with a minimum range of 15. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 362 damage for 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Warcries | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 5/5 |
| 3/5 |
| 4/5 |
| 2/5 |
| Technique / Shield defense | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Shield offense | 1.50 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 3/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a 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 |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved talent Vision (+1 level(s)). | done |
You failed to protect the injured seer from death by Anigart. Escort: injured seer (level 6 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You failed to protect the lost warrior from death by icy orc wyrmic. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lost warrior from death by poison ivy. Escort: lost warrior (level 2 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the lost warrior from death by skeleton archer. Escort: lost warrior (level 5 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Heart of the Gloom. Escort: repented thief (level 1 of Heart of the Gloom)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Dreadfell. Escort: temporal explorer (level 4 of Dreadfell)As a reward you improved talent Foresight (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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 unlocked the hall of reflections. * 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: 364. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * You've found the needed ice wyrm tooth. * You've found the needed xorn fragment. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed mummified bone. * You've found the needed giant spider spinneret. You have aided Marus of Elvala in creating an elixir of the savior. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed multi-hued wyrm scale. * You've found the needed warg claw. * You've found the needed red crystal shard. Agrimley the hermit has completed an elixir of serendipity without your aid. Agrimley the hermit has completed an elixir of focus without your aid. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed naga tongue. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed bloated horror heart. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
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 your homeland for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou 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 | pair of voratun boots 'Nimbusbutcher' (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +7 Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +5 Fatigue: +4% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 10 Damage when hit (Melee): 4 blight Changes resistances: +17% lightning / +11% temporal Changes resistances penetration: +15% lightning Changes damage: +6% blight Silence immunity: +39% Confusion immunity: +45% Stun/Freeze immunity: +22% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | high-capacity quiver of dragonbone arrows of accuracy (61/61, 52-74 power, 18 apr)Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 52.5 - 73.5 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +18 Armour Penetration: +18 Crit. chance: +3.0% Capacity: 61 When wielded/worn: Ammo reloads per turn: +5 Arrows are used with bows to pierce your foes to death. |
| Light source | IsletiraPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +8 Str / +2 Wil / +2 Cun Changes resistances: +6% cold / +8% temporal Critical mult.: +10.00% Physical save: +3 (+1 eff.) Equilibrium when hit: +0.08 Maximum psi: +20.00 Light radius: +4 Defense after a teleport: +14 Resist all after a teleport: +15% New effects duration reduction after a teleport: +22% A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Arcwyrd (0 def, 5 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 20% chance to reduce damage dealt by 22% Damage when hit (Melee): 10 mind / 8 lightning Changes resistances: +9% mind / +13% cold Changes resistances penetration: +10% mind Changes damage: +6% mind Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Wyrmbreath (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Fire Breath (costing 24 power out of 17/24) : Effective talent level: 2.0 Power cost: 24 out of 17/24. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 283.89 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
| Tool | supercharged dragonbone totem of healing [power 620] (6/19 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to heal yourself and all friendly characters within 10 spaces for 620 Activation puts all charms on cooldown for 19 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | stralite Windborne Azurite ringInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +8 Dex / +7 Wil / +15 Cun Changes resistances: +36% acid / +13% nature / +9% light / +12% blight Changes damage: +18% acid / +9% light / +35% lightning Damage affinity(heal): +20% lightning Poison immunity: +23% Disease immunity: +16% Mindpower: +13 (+4 eff.) Movement speed: +15% Chance to avoid any damage: +8% Rings make your fingers look great! |
| On fingers | Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
| Around neck | voratun amulet 'Poreganne'Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -7% Effects on melee hit: * 20% chance to reduce armor by 19% Damage (Melee): 12 light / 10 darkness Effects when hit in melee: * 12% chance to reduce damage dealt by 22% * 15% chance to blind Changes stats: +8 Dex / +3 Wil / +9 Cun / +8 Con Changes resistances: +16% fire / +20% cold Changes damage: +15% darkness / +12% mind / +14% light Mental save: +3 (+1 eff.) Life regen: +4.00 Stamina each turn: +1.40 Mental crit. chance: +2% Movement speed: +10% Amulets make your neck look great! |
| In main hand | Anmalice (47-66 power, 20 apr)Requires: - Willpower 20 - Strength 32 Infused by psionic forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8 Uses stats: 10% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +20 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * torments the target with many mental effects On weapon kill: * reduces mental save penalty When wielded/worn: Changes damage: +8% mind Mindpower: +9 (+3 eff.) The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
| Around waist | monstrous hardened leather belt of burglaryInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +4 Str / +5 Dex / +4 Cun / +4 Con / +7 Lck Trap disarming bonus: +11 Stealth bonus: +8 Physical save: +11 (+3 eff.) Infravision radius: +4 Size category: +1 A belt that goes around your waist. |
| In off hand | living voratun shield of shrapnel (0 def, 10 armour, 72-87 power, 200.5 block)Requires: - Shield usage training - Strength 48 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 72.5 - 87.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +200 Damage (Melee): +14 nature When wielded/worn: Armour: +10 Fatigue: +8% On shield block: * Cause enemies within radius 6 to bleed for 231 physical damage over 5 turns (1/turn) Changes resistances: +15% nature / +12% blight Talent granted: +1 Block Maximum life: +102.00 Handheld deflection devices. |
| Cloak | Ce'Nina the cashmere cloak (2 def, 7 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +2 (+1 eff.) Changes stats: +4 Cun / +4 Wil Changes resistances: +3% acid / +20% cold / +9% nature / +3% lightning Physical save: +11 (+3 eff.) Mental save: +8 (+3 eff.) Pinning immunity: +10% Teleport immunity: +10% Only die when reaching: -50.00 life Mental crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Borfast's Cage (10 def, 20 armour)Requires: - Massive armour training - Strength 35 Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 Defense: +10 (+4 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. |
Inventory
heroism infusion of the titan (die at -878; dur 7; cd 25)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -878 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1756 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution 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 nature talent. |
Rune of Dissipation ( )Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of the Rift (294.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 294.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the psychic (range 6; phase 24; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 24%, your defense is increased by 24 and all your resistances by 24%. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
This item will automatically be transmogrified when you leave the level.manasurge rune of the titan (regen 1702% over 10 turns; mana 85; cd 18) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1702% for 10 turns (0 total) and instantly restoring 85 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
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! |
BelindurInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +5 Dex / +4 Cun / +3 Con Changes resistances: +23% darkness / +23% mind / +29% light Changes damage: +9% physical Blindness immunity: +34% Confusion immunity: +41% Combat speed: +10% Amulets make your neck look great! |
Zemekkys' Broken HourglassPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes resistances: +20% temporal Changes resistances cap: +5% temporal Changes damage: +10% temporal Lowers spell cool-downs by: 10% Activating this item is instant. It can be used to activate talent Time Stop (costing 50 power out of 80/80) : Effective talent level: 1.0 Power cost: 50 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
Zerikan the voratun amuletInfused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +30 (+7 eff.) Armour: +6 Defense: +10 (+4 eff.) Changes stats: +3 Con / +3 Wil Physical save: +12 (+3 eff.) Mental save: +9 (+3 eff.) Confusion immunity: +17% Maximum stamina: +30.00 Mindpower: +11 (+3 eff.) Amulets make your neck look great! |
Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
gold ring 'Freezepiercer'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Dex / +6 Wil / +2 Con Changes resistances penetration: +10% cold Disarm immunity: +26% Pinning immunity: +28% Knockback immunity: +27% Maximum life: +29.00 Light radius: +3 Rings make your fingers look great! |
mule's gold ring of wardingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -5% Changes resistances: +16% acid / +16% fire / +15% lightning / +12% cold Maximum encumbrance: +26 Rings make your fingers look great! |
voratun ring 'Silothra'Powered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 11 light Damage (Ranged): 30 light Changes stats: +17 Mag / +8 Wil / +4 Cun Changes resistances: +12% acid / +32% fire Changes damage: +18% light / +16% fire Spellpower: +12 (+8 eff.) Light radius: +2 Rings make your fingers look great! |
Moon (10-13 power, 0 apr)Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The moon shines alone in a starless sky. Base power: 10.0 - 13.0 Uses stats: 20% Str, 20% Dex Damage type: Darkness Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 125% On weapon hit: * Deal 70 Darkness damage. When wielded/worn: Light radius: -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Star (10-13 power, 0 apr)Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The star shines alone in a moonless sky. Base power: 10.0 - 13.0 Uses stats: 20% Str, 20% Dex Damage type: Light Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 125% On weapon hit: * Deal 70 Light damage. When wielded/worn: Light radius: +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
This item will automatically be transmogrified when you leave the level.thought-forged voratun dagger of enduring (37-48 power, 9 apr) Requires: - Dexterity 48 Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.0 - 48.1 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 18% chance to reduce all saves and defense by 27 Damage (Melee): +15 mind When wielded/worn: Changes stats: +12 Wil / +2 Cun / +12 Con Maximum life: +38.00 Sharp, short and deadly. |
voratun longsword 'Cleanseraider' (41-57 power, 6 apr)Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 41.0 - 57.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 darkness / +20 nature Damage (radius 1) on hit: +8 nature Damage (radius 2) on crit: +21 lightning / +24 cold When wielded/worn: Changes resistances: +6% nature Changes resistances penetration: +17% lightning / +30% cold Movement speed: +34% Sharp, long, and deadly. |
voratun longsword 'Lightningnull' (44-62 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: 44.5 - 62.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to reduce armor by 19% Damage (Melee): +24 cold Damage (radius 1) on hit: +20 fire Damage (radius 2) on crit: +8 acid / +16 lightning When wielded/worn: Physical power: +14 (+4 eff.) Changes stats: +6 Con Changes resistances penetration: +12% physical Changes damage: +9% acid Disarm immunity: +22% Sharp, long, and deadly. |
Hathirosta the voratun mace (44-62 power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 44.5 - 62.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Wound the target dealing 231 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +14.0% Physical power: +12 (+3 eff.) Changes resistances: +9% lightning / +5% arcane / +18% light / +6% acid Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.living mindstar of frost (16-17 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 15.5 - 17.1 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +14 Damage (Melee): 16 cold Changes resistances: +17% cold Changes resistances penetration: +12% cold Changes damage: +15% cold Talent granted: +1 Attune Mindstar Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.potent dragonbone magestaff of fate (38-46 power, 6 apr, fire element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 38.0 - 45.6 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +38% fire Talent granted: +1 Command Staff Physical save: +10 (+2 eff.) Spell save: +7 (+2 eff.) Mental save: +10 (+4 eff.) Spellpower: +19 (+11 eff.) Spell crit. chance: +11% Staves designed for wielders of magic, by the greats of the art. |
Dairychak the voratun waraxe (42-58 power, 6 apr)Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 41.5 - 58.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 20 arcane resource burn * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) When wielded/worn: Armour penetration: +4 Physical crit. chance: +2.0% Effects on melee hit: * 10 arcane resource burn Changes resistances: +9% fire Hate when firing a critical mind attack: +1.00 Mental crit. chance: +3% One-handed war axes. |
voratun waraxe 'Lightningedge' (49-69 power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 49.0 - 68.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +20 lightning When wielded/worn: Changes resistances: +12% lightning Changes resistances penetration: +20% lightning / +15% cold Changes damage: +15% lightning One-handed war axes. |
HandurInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +2 Changes stats: +2 Cun / +2 Con Changes resistances penetration: +5% physical Changes damage: +15% physical Physical save: +7 (+2 eff.) Mindpower: +5 (+1 eff.) A belt that goes around your waist. |
drakeskin leather belt 'Salymina'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes stats: +10 Wil Changes resistances: +11% lightning / +10% temporal Critical mult.: +20.00% A belt that goes around your waist. |
reinforced hardened leather belt of shieldingPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +15 Defense: +8 (+3 eff.) Physical save: +15 (+4 eff.) It can be used to create a temporary shield that absorbs 257 damage Activation puts all charms on cooldown for 30 turns. A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.stargazer's silk robe (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +2 Cun Changes resistances: +13% all Changes damage: +14% light / +15% darkness Spellpower: +6 (+5 eff.) Spell crit. chance: +7% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Ravenspire (0 def, 14 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +14 Fatigue: +3% Effects on melee hit: * 20% chance to reduce damage dealt by 22% Changes stats: +4 Dex / +2 Con Changes resistances: +22% darkness / +22% temporal Changes resistances penetration: +16% temporal / +14% darkness / +10% fire Only die when reaching: -80.00 life Defense after a teleport: +19 Resist all after a teleport: +12% New effects duration reduction after a teleport: +15% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots of evasion (7 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +7 (+3 eff.) Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 28% chance to evade melee and ranged attacks and 19 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
pair of iron boots of phasing (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +2 Mag / +2 Wil It can be used to blink to a nearby random location (rad 7) Activation puts all charms on cooldown for 25 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Fists of the Desert Scorpion (8 def, 4 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+3 eff.) Changes stats: +3 Str / +3 Wil / +3 Cun Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Mindhook (costing 16 power out of 24/24) : Effective talent level: 4.0 Power cost: 16 out of 24/24. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
brawler's drakeskin leather gloves of regeneration (0 def, 3 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Changes stats: +4 Str / +4 Dex / +4 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +15 (+4 eff.) Life regen: +5.70 Stamina each turn: +0.80 Psi each turn: +0.28 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
The Face of Fear (8 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +6 Cun / +8 Wil Talent mastery: +0.20 Cursed / Fears Fear immunity: +60% Mindpower: +16 (+5 eff.) It can be used to activate talent Instill Fear (costing 18 power out of 45/45) : Effective talent level: 2.0 Power cost: 18 out of 45/45. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 17.01 mind and 15.53 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 16% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 15. Terrified: Deals 3.78 mind and 3.45 darkness damage per turn and increases cooldowns by 24%. Haunted: Causes the target to suffer 6.68 mind and 6.09 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
hardened leather cap 'Scorchnoon' (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +3 Fatigue: +3% Changes stats: +3 Str / +6 Con Changes resistances: +6% cold / +6% fire / +13% darkness / +13% light Changes resistances penetration: +5% cold Changes damage: +6% fire A cap made of leather. |
Lightfist (20 def, 22 armour)Requires: - Heavy armour training - Strength 48 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour penetration: +6 Armour: +22 Defense: +20 (+7 eff.) Fatigue: +12% Changes stats: +2 Con Changes resistances: +33% acid Changes damage: +6% light A suit of armour made of mail. |
voratun mail armour 'Xerydann' (5 def, 10 armour)Requires: - Heavy armour training - Strength 48 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +12% Changes stats: +4 Str / +2 Dex / +3 Wil / +2 Cun Changes resistances: +6% lightning / +23% fire / +12% darkness A suit of armour made of mail. |
Elenandil the Murkrot (20 def, 8 armour)Requires: - Strength 20 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+7 eff.) Fatigue: +8% Effects on melee hit: * 20% chance to reduce all saves and defense by 27 Changes resistances: +27% lightning / +6% blight / +9% nature / +7% mind / +5% arcane Mental save: +20 (+7 eff.) A suit of armour made of leather. |
Bindings of Eternal Night (12 def, 12 armour)Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 4 It is part of a set of items. A complementing item would be your crowning glory. When wielded/worn: Armour: +12 Defense: +12 (+4 eff.) Damage when hit (Melee): 10 darkness Changes stats: +5 Wil / +5 Mag Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +15% cold / +15% arcane / +20% darkness Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 Light radius: -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
Black Mesh (8 def, 2 armour, 40-48 power, 120 block)Requires: - Shield usage training - Strength 20 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 40.0 - 48.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +120 When wielded/worn: Armour: +2 Defense: +8 (+3 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +6% On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Changes stats: +5 Wil Changes resistances: +25% blight / +25% darkness Talent granted: +1 Block Special effect on block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
Titanic (20 def, 18 armour, 48-58 power, 320 block)Requires: - Shield usage training - Strength 37 Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 48.0 - 57.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +320 When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 (+7 eff.) Ranged Defense: +10 (+4 eff.) Fatigue: +30% Talent granted: +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness Activation costs 100 power out of 100/100. The very essence of bearness! |
10 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
141 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. |
8 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
14 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
brutal voratun pickaxe (dig speed 11 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +6 Physical power: +7 (+2 eff.) Changes stats: +3 Str Critical mult.: +10.00% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
5 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
CarrionripInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +3% blight / +3% darkness / +3% nature / +9% lightning Changes damage: +15% nature / +6% fire Mental save: +7 (+3 eff.) Light radius: +4 See stealth: +7 See invisible: +14 A normal brass lantern, enhanced by alchemy to make it brighter. |
UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+4 eff.) Mindpower: +10 (+3 eff.) Light radius: +5 Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). It can be used to release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 165.60 darkness damage (based on Mindpower and charge) Activation costs 10 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
This item will automatically be transmogrified when you leave the level.dwarven lantern 'Turaladar' Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +6 Str / +4 Con Changes resistances: +1% physical / +11% light / +12% darkness Changes damage: +9% darkness / +11% light Damage affinity(heal): +5% darkness / +5% light Only die when reaching: -80.00 life Light radius: +10 Infravision radius: +4 It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 67.60 light damage. At talent level 3 you gain 12% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +12 Defense: +12 (+4 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 18 power out of 35/35) : Effective talent level: 2.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 18 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
4 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 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 Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification 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) Activation costs 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. |
Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+3 eff.) Mindpower: +3 (+1 eff.) It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 59 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
stralite torque of mindblast [power 295] (6/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to blast the opponent's mind dealing 372 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
Poliwyn the elven-wood totem of healing [power 386] (6/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes damage: +9% arcane / +3% mind Equilibrium when hit: +0.12 Maximum psi: +40.00 Mental crit. chance: +3% It can be used to heal yourself and all friendly characters within 10 spaces for 386 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 24% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level.soothing dragonbone totem of summon tentacle [power 375] (6/25 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to summon a resilient tentacle up to 5 spaces away for 11 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 970 Base Damage: 390 Armor: 27 All Resist: 35 Activation puts all charms on cooldown for 25 turns. When used: * Heal for 60. Natural totems are made by powerful wilders to store nature power. |
7 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
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. |
3 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+4 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) When used to imbue an object: Defense: +10 (+4 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 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. |
3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Anigart the Dwarf Bulwark level 35
5th Iron 124th year of Ascendancy at 07:22 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Anigart the Dwarf Bulwark level 19
20th Dearth 122nd year of Ascendancy at 13:35 see stats
Against all odds
Killed Ukruk in the ambush.By Anigart the Dwarf Bulwark level 35
3rd Iron 124th year of Ascendancy at 15:34 see stats
Are you out of your mind?!
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Anigart the Dwarf Bulwark level 38
10th Profit 124th year of Ascendancy at 00:51 see stats
Brave new world
Went to the Far East and took part in the war.By Anigart the Dwarf Bulwark level 38
38th Stralite 124th year of Ascendancy at 21:59 see stats
Bringer of Doom
Killed a Bringer of Doom.By Anigart the Dwarf Bulwark level 21
40th Dearth 122nd year of Ascendancy at 21:23 see stats
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By Anigart the Dwarf Bulwark level 25
25th Stralite 123rd year of Ascendancy at 23:08 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Anigart the Dwarf Bulwark level 6
24th Voratun 122nd year of Ascendancy at 21:31 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Anigart the Dwarf Bulwark level 37
18th Stralite 124th year of Ascendancy at 14:39 see stats
Exterminator
Killed 1000 creatures.By Anigart the Dwarf Bulwark level 18
18th Dearth 122nd year of Ascendancy at 17:11 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Anigart the Dwarf Bulwark level 20
30th Dearth 122nd year of Ascendancy at 14:57 see stats
Fear me not!
Survived the Fearscape!By Anigart the Dwarf Bulwark level 29
44th Profit 123rd year of Ascendancy at 20:45 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Anigart the Dwarf Bulwark level 19
20th Dearth 122nd year of Ascendancy at 12:49 see stats
I cleared the room of death and all I got was this lousy achievement!
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Anigart the Dwarf Bulwark level 40
11st Profit 124th year of Ascendancy at 11:40 see stats
Level 10
Got a character to level 10.By Anigart the Dwarf Bulwark level 10
26th Profit 122nd year of Ascendancy at 04:49 see stats
Level 20
Got a character to level 20.By Anigart the Dwarf Bulwark level 20
26th Dearth 122nd year of Ascendancy at 21:08 see stats
Level 30
Got a character to level 30.By Anigart the Dwarf Bulwark level 30
17th Wealth 123rd year of Ascendancy at 10:20 see stats
Level 40
Got a character to level 40.By Anigart the Dwarf Bulwark level 40
11st Profit 124th year of Ascendancy at 05:01 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Anigart the Dwarf Bulwark level 22
27th Shortage 122nd year of Ascendancy at 18:38 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Anigart the Dwarf Bulwark level 28
39th Stralite 123rd year of Ascendancy at 13:45 see stats
Size matters
Did over 600 damage in one attack.By Anigart the Dwarf Bulwark level 27
33rd Stralite 123rd year of Ascendancy at 06:54 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Anigart the Dwarf Bulwark level 37
25th Stralite 124th year of Ascendancy at 05:03 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Anigart the Dwarf Bulwark level 5
18th Voratun 122nd year of Ascendancy at 11:50 see stats
Tales of the Spellblaze
Learned the eight chapters of the Spellblaze Chronicles.By Anigart the Dwarf Bulwark level 19
20th Dearth 122nd year of Ascendancy at 13:35 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Anigart the Dwarf Bulwark level 19
20th Dearth 122nd year of Ascendancy at 13:35 see stats
The Restless Dead
Disturbed an old battlefield and survived the consequences.By Anigart the Dwarf Bulwark level 29
45th Profit 123rd year of Ascendancy at 05:54 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Anigart the Dwarf Bulwark level 29
34th Profit 123rd year of Ascendancy at 03:34 see stats
The secret city
Discovered the truth about mages.By Anigart the Dwarf Bulwark level 19
24th Dearth 122nd year of Ascendancy at 15:35 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Anigart the Dwarf Bulwark level 29
33rd Profit 123rd year of Ascendancy at 08:14 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Anigart the Dwarf Bulwark level 25
26th Stralite 123rd year of Ascendancy at 17:23 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Anigart the Dwarf Bulwark level 21
41st Dearth 122nd year of Ascendancy at 04:01 see stats
Unstoppable
Returned from the dead.By Anigart the Dwarf Bulwark level 29
43rd Profit 123rd year of Ascendancy at 21:41 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Anigart the Dwarf Bulwark level 33
24th Shortage 123rd year of Ascendancy at 22:46 see stats
Log
Vor, Grand Geomancer of the Pride's cleansing fire area effect hits Anigart for 23 fire damage.
Anigart uses Stone Walking.
Anigart become impervious to physical effects.
Anigart resists the punch!
Talent Shattering Shout is ready to use.
Burning from Vor, Grand Geomancer of the Pride hits Anigart for 60 fire damage.
Something hits Anigart for 61 fire damage.
Orc high pyromancer's cleansing fire area effect hits Anigart for 29 fire damage.
Anigart uses Shattering Shout.
Anigart hits Orc high pyromancer for 92 fire, 85 cold, 99 lightning, 85 arcane (362 total damage).
Orc high pyromancer uses Pride of the Orcs.
Orc high pyromancer receives 242 healing from Pride of the Orcs.
Orc high pyromancer casts Fireflash.
Talent Assault is ready to use.
Burning from Vor, Grand Geomancer of the Pride hits Anigart for 0 fire damage.
Orc high pyromancer's cleansing fire area effect hits Anigart for 29 fire damage.
Vor, Grand Geomancer of the Pride hits Vor, Grand Geomancer of the Pride for (10 to time), 0 fire (0 total damage).
Vor, Grand Geomancer of the Pride casts Flame.
Anigart resists the stun!
Lava floor burns Anigart!
Vor, Grand Geomancer of the Pride hits Anigart for 192 fire, 143 fire, 78 physical, 238 fire (651 total damage).
Lava floor hits Anigart for 66 fire damage.
Orc high pyromancer casts Flame.
Orc high pyromancer roars triumphantly.
Orc high pyromancer's Fireflash hits Anigart for 271 fire damage.
Orc high pyromancer hits Anigart for 117 fire damage.
Anigart the level 42 dwarf bulwark was combusted to death by an orc high pyromancer on level 3 of Vor Pride.
































































































































