Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.3 |
Addons | Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Items Vault 1.3.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Shalore |
Class | Bulwark |
Level / Exp | 36 / 59% |
Size | medium |
Lifes / Deaths | Killed by Spellblaze Crystal at level 2 on the 76th Pyre 122nd year of Ascendancy at 08:40 0 / 8Killed by Irdir the thalore at level 18 on the 39th Regrowth 123rd year of Ascendancy at 23:44 Killed by Aeriwe the bone giant at level 22 on the 5th Pyre 123rd year of Ascendancy at 22:58 Killed by Vorokira the elven warrior at level 28 on the 33rd Pyre 123rd year of Ascendancy at 14:17 Killed by Layobreba the elven mage at level 28 on the 33rd Pyre 123rd year of Ascendancy at 23:40 Killed by Xerelaith the orc warrior at level 32 on the 49th Haze 123rd year of Ascendancy at 08:18 Killed by overpowered greater multi-hued wyrm at level 36 on the 7th Decay 123rd year of Ascendancy at 23:57 Killed by Rak'Shor Cultist at level 36 on the 14th Regrowth 124th year of Ascendancy at 20:54 |
Primary Stats
Strength | 65 (base 60) |
Dexterity | 47 (base 39) |
Constitution | 37.625117059647 (base 47) |
Magic | 18 (base 10) |
Willpower | 30 (base 14) |
Cunning | 26 (base 10) |
Resources
Life | -10/837 |
Mana | 290/290 |
Stamina | 158/225 |
Healing Factor | 1.14 |
Regeneration | 72.358560628647 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 5 |
Offense: Mainhand
Damage | 109 |
Accuracy | 37 |
Crit Chance | 23% |
APR | 6 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 18 |
Crit Chance | 11% |
Speed | 1 |
Offense: Mind
Mindpower | 28.7 |
Crit Chance | 19% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 80.454286018843 (91.818181818182%) |
Defense | 0 |
Ranged Defense | 10 |
Fatigue | 38 |
Physical Save | 45.972930323626 |
Spell Save | 32.9 |
Mental Save | 32.3 |
Defense: Resistances
All | + 15%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Stun Resistance | 87% |
Bleed Resistance | 60% |
Knockback Resistance | 57% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 50 with a minimum range of 15. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 10% for 6 turns. Also removes cross-tier effects of the affected types for free. |
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 337 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 352 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Battle tactics | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Technique / Shield offense | 1.30 |
| 3/5 |
| 4/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Chant of Fortress |
talent | Premonition |
talent | Shield Wall |
talent | Secrets of the Eternals |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | The target is attracting all toward it, also dealing fire, light and physical damage each turn.. Irresistible Sun |
beneficial effect | A flow of life spins around the target, regenerating 57.60 life per turn. Regeneration |
beneficial effect | Reduces blight damage received by 12%. Premonition Shield |
beneficial effect | The target is in a zone of necrotic air, granting -40% healing mod. Undead creatures also get +15% to all resistances. Necrotic Air |
beneficial effect | Absorbs 138 damage from the next blockable attack. Blocking |
detrimental effect | The target is infected by a disease, reducing its constitution by 21 and doing 34.99 blight damage per turn. Rotting Disease |
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 |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the injured seer to the recall portal on level 5 of Dreadfell. Escort: injured seer (level 5 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by grave wight. Escort: lost sun paladin (level 1 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Scintillating Caves. Escort: lost sun paladin (level 2 of Scintillating Caves)As a reward you improved talent Chant of Fortress (+1 level(s)). | 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 Vitality (+1 level(s)). | done |
You failed to protect the lost warrior from death by shadowblade. Escort: lost warrior (level 4 of Old Forest) | failed |
You failed to protect the lost warrior from death by skeleton archer. Escort: lost warrior (level 6 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved Constitution by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the 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 notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 244. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
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 AlchemistsYou have aided Stire of Derth in creating an elixir of avoidance. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed giant spider spinneret. * You've found the needed honey tree root. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed vial of squid ink. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed vial of elder vampire blood. * You've found the needed green worm. | 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 failed to protect her when escorting her out of the crypt. | failed |
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 sided with Ukllmswwik and killed Slasul. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
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. * 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 | restorative pair of dwarven-steel boots (0 def, 4 armour) restorative pair of dwarven-steel boots (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Life regen: +2.20 Healing mod.: +22% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (84 power, based on Willpower), costing 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | Quasit's Skull (0 def, 12 armour) Quasit's Skull (0 def, 12 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+4 eff.) Stun/Freeze immunity: +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
On hands | Wyrmbreath (0 def, 4 armour) 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 It can be used to activate talent Fire Breath (costing 22 power out of 6/24) : Effective talent level: 2.0 Power cost: 22 out of 6/24. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 209.69 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
Tool | dwarven-steel torque of psychoportation [power 37] (27 cooldown) dwarven-steel torque of psychoportation [power 37] (27 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to teleport randomly (rad 37), putting all charms on cooldown for 27 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | Hettedin HettedinCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +9 (+2 eff.) Changes stats: +7 Str / +2 Dex / +8 Wil / +8 Cun / +7 Con Changes damage: +3% blight Reduces incoming crit damage: 10.00% Physical save: +10 (+3 eff.) Spell save: +11 (+6 eff.) Mental save: +10 (+5 eff.) Mindpower: +6 (+3 eff.) Rings can have magical properties. |
On fingers | wizard's gold ring of warding wizard's gold ring of wardingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Mag Changes resistances: +21% acid / +13% fire / +17% cold / +11% lightning Spell save: +8 (+4 eff.) Rings can have magical properties. |
Around neck | warrior's stralite amulet of healing warrior's stralite amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +8% physical Cut immunity: +60% Stamina each turn: +0.30 Healing mod.: +22% It can be used to activate talent Heal, placing all other charms into a 32 cooldown : Effective talent level: 1.0 Power cost: 32 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 150 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
In main hand | Gluvea (39.5-55.3 power, 6 apr) Gluvea (39.5-55.3 power, 6 apr)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 39.5 - 55.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 7% chance to disease On weapon crit: * splashes the target with acid Damage (Melee): +12 acid / +12 blight / +15 cold / +12 mind Burst (radius 2) on crit: +4 mind When wielded/worn: Damage when hit (Melee): 12 mind Disease immunity: +21% One-handed war axes. |
Around waist | balancing hardened leather belt of dampening balancing hardened leather belt of dampeningInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +6.0% Changes stats: +4 Cun / +5 Dex Changes resistances: +7% acid / +7% fire / +7% cold / +6% lightning Mental crit. chance: +8% A belt that goes around your waist. |
In off hand | stralite shield of resistance (10 def, 2 armour, 49.5-59.4 power, 138 block) stralite shield of resistance (10 def, 2 armour, 49.5-59.4 power, 138 block)Requires: - Strength 35 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 49.5 - 59.4 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +138 When wielded/worn: Armour: +2 Defense: +10 (+0 eff.) Ranged Defense: +10 (+10 eff.) Fatigue: +14% Changes resistances: +6% acid / +7% fire / +8% cold / +8% lightning Talent granted: +4 Block Handheld deflection devices. |
Cloak | Fearfire Mantle (14 def, 0 armour) Fearfire Mantle (14 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +14 (+0 eff.) Damage when hit (Melee): 30 fire Changes resistances: +10% fire / +10% darkness / +10% cold Talent mastery: +0.20 Corruption / Fearfire All nearby enemies take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
Main armor | Harydeneg the Dimrage (15 def, 14 armour) Harydeneg the Dimrage (15 def, 14 armour)Requires: - Strength 38 - Talent Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +14 Defense: +15 (+0 eff.) Fatigue: +16% Damage when hit (Melee): 4 darkness Changes stats: +3 Cun Changes resistances: +23% lightning / +25% cold / +6% fire / +18% blight Mental save: +15 (+8 eff.) A suit of armour made of mail. |
Inventory
heroism infusion of the wizard (+8 for 10 turns, die at -419) heroism infusion of the wizard (+8 for 10 turns, die at -419)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: 21 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 8 for 10 turns. While Heroism is active, you will only die when reaching -419 life. However, when below 0 you cannot see how much life you have left. 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 Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of the Rift (270.00 temporal damage, removed from time 4 turns) Rune of the Rift (270.00 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: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 270.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the titan (range 96) teleportation rune of the titan (range 96)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 96 with a minimum range of 15. 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 ability. |
vision rune of the wizard (radius 11; dur 19; see dragon) vision rune of the wizard (radius 11; dur 19; see dragon)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (11 radius) and to allow you to see invisible and stealthed creatures (power 22) for 19 turns. Your mind will become more receptive for 19 turns, allowing you to sense any dragon around. Its effects scale with your Magic 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 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. |
Anotar AnotarInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour Damage when hit (Melee): 8 arcane / 4 acid Changes resistances: +23% lightning / +9% acid Changes resistances penetration: +15% arcane Stun/Freeze immunity: +44% Amulets can have magical properties. |
Arcbright the copper amulet Arcbright the copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 4 lightning Changes resistances: +6% lightning Talent mastery: +0.12 Technique / Combat techniques Amulets can have magical properties. |
Boryromichak BoryromichakInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +12 (+5 eff.) Defense: +20 (+0 eff.) Fatigue: -9% Effects on melee hit: * 10 arcane resource burn Changes stats: +18 Lck Changes resistances: +3% fire / +30% light / +26% darkness Grants telepathy: Dragon Spell save: +6 (+3 eff.) Blindness immunity: +42% Life regen: +4.50 Psi when hit: +0.12 Mental crit. chance: +1% Reduce all damage from unseen attackers: 19% Amulets can have magical properties. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Xerotta the Tempestlady Xerotta the TempestladyInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 8 lightning Changes resistances: +6% lightning / +18% fire / +14% cold / +6% acid Changes resistances penetration: +20% acid Changes damage: +3% lightning Amulets can have magical properties. |
clarifying gold amulet of healing clarifying gold amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +10% mind Cut immunity: +40% Confusion immunity: +22% Healing mod.: +13% It can be used to activate talent Heal, placing all other charms into a 32 cooldown : Effective talent level: 1.0 Power cost: 32 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 150 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
cleansing copper amulet cleansing copper amuletInfused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% nature / +10% blight Poison immunity: +21% Disease immunity: +20% Amulets can have magical properties. |
savior's gold amulet savior's gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical save: +11 (+4 eff.) Spell save: +10 (+5 eff.) Mental save: +12 (+6 eff.) Amulets can have magical properties. |
savior's gold amulet of magic (+4) savior's gold amulet of magic (+4)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Mag Physical save: +11 (+4 eff.) Spell save: +15 (+7 eff.) Mental save: +13 (+6 eff.) Amulets can have magical properties. |
stabilizing steel amulet of the eclipse stabilizing steel amulet of the eclipsePowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage (Melee): 6 light / 7 darkness Effects when hit in melee: * 6% chance to blind * 6% chance to inflict damage reduction Changes resistances: +12% temporal Changes damage: +6% light / +5% darkness Pinning immunity: +20% Knockback immunity: +20% Amulets can have magical properties. |
starlit copper amulet of manastreaming starlit copper amulet of manastreamingPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Mag Changes resistances: +10% light / +10% darkness Blindness immunity: +20% Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +20.00 Amulets can have magical properties. |
Beigar BeigarCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 8 arcane Changes resistances: +5% arcane Changes resistances penetration: +5% arcane / +5% mind Disarm immunity: +29% Pinning immunity: +31% Knockback immunity: +28% Maximum life: +30.00 Rings can have magical properties. |
Bethylema BethylemaInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Dex / +2 Wil Mental save: +4 (+2 eff.) Rings can have magical properties. |
Daimehir the steel ring Daimehir the steel ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+0 eff.) Effects on melee hit: * 20% chance to disease Changes stats: +3 Cun / +2 Con Changes resistances: +24% light Changes damage: +12% light / +12% blight Spell save: +12 (+6 eff.) Maximum stamina: +17.00 Rings can have magical properties. |
Elemental Fury Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Elysenne the Starnail Elysenne the StarnailPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 8 darkness Changes resistances: +15% blight / +6% darkness Changes resistances penetration: +10% light Changes damage: +15% blight / +9% light Light radius: +3 Rings can have magical properties. |
Void Orb Void OrbPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+5 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+6 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 6 power out of 6/6) : Effective talent level: 4.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful bolt doing 77.94 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
copper ring copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings can have magical properties. |
copper ring 'Mayytha' copper ring 'Mayytha'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +1 Mag Changes resistances: +20% acid Changes damage: +10% acid Grants telepathy: Dragon Rings can have magical properties. |
copper ring of blight (+11%) copper ring of blight (+11%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +11% blight Changes damage: +11% blight Rings can have magical properties. |
copper ring of fire (+22%) copper ring of fire (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% fire Changes damage: +11% fire Rings can have magical properties. |
gladiator's stralite ring of nature (+28%) gladiator's stralite ring of nature (+28%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +6 Str / +6 Con Changes resistances: +28% nature Changes damage: +14% nature Rings can have magical properties. |
mule's gold ring of corrosion (+26%) mule's gold ring of corrosion (+26%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -6% Changes resistances: +26% acid Changes damage: +13% acid Maximum encumbrance: +26 Rings can have magical properties. |
psionicist's gold ring of frost (+20%) psionicist's gold ring of frost (+20%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Wil Changes resistances: +20% cold Changes damage: +10% cold Mental save: +8 (+4 eff.) Rings can have magical properties. |
psionicist's steel ring of fire (+20%) psionicist's steel ring of fire (+20%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% fire Changes damage: +10% fire Mental save: +6 (+3 eff.) Rings can have magical properties. |
rogue's gold ring of tenacity rogue's gold ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +8 (+0 eff.) Changes stats: +4 Cun Disarm immunity: +28% Pinning immunity: +25% Knockback immunity: +29% Maximum life: +27.00 Rings can have magical properties. |
rogue's stralite ring of the mountain (+13%) rogue's stralite ring of the mountain (+13%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +12 (+0 eff.) Changes stats: +6 Cun Changes resistances: +13% physical Changes damage: +13% physical Rings can have magical properties. |
savage's stralite ring of speed savage's stralite ring of speedCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +8 (+4 eff.) Defense: +8 (+0 eff.) Changes stats: +3 Con Spell save: +16 (+8 eff.) Maximum stamina: +22.00 Movement speed: +14% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 36 cooldown : Effective talent level: 5.2 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 46% for 5 turns. Rings can have magical properties. |
solipsist's steel ring of tenacity solipsist's steel ring of tenacityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Cun / +4 Wil Disarm immunity: +27% Pinning immunity: +22% Knockback immunity: +21% Maximum life: +26.00 Mindpower: +6 (+3 eff.) Rings can have magical properties. |
steel ring steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings can have magical properties. |
steel ring of life steel ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Life regen: +0.70 Maximum life: +40.00 Healing mod.: +16% Rings can have magical properties. |
steel ring of misery steel ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 11% chance to cause random gloom Damage (Melee): 8 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 9 bleed Changes stats: +2 Cun Hate when firing a critical mind attack: +2.00 Maximum hate: +8.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 5.2 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 171% weapon damage. If the attack hits, the target will bleed for 322% weapon damage over 7 turns, and all healing will be reduced by 51%. Rings can have magical properties. |
steel ring of tenacity steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Disarm immunity: +26% Pinning immunity: +22% Knockback immunity: +20% Maximum life: +27.00 Rings can have magical properties. |
titan's copper ring of perseverance titan's copper ring of perseveranceInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+2 eff.) Stun/Freeze immunity: +21% Life regen: +0.80 Rings can have magical properties. |
titan's steel ring of frost (+24%) titan's steel ring of frost (+24%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +24% cold Changes damage: +12% cold Physical save: +6 (+2 eff.) Rings can have magical properties. |
blurring hardened leather belt blurring hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +11 (+0 eff.) Stealth bonus: +7 A belt that goes around your waist. |
grounding hardened leather belt of dampening grounding hardened leather belt of dampeningInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +7% acid / +7% temporal / +7% fire / +13% lightning / +7% cold A belt that goes around your waist. |
rough leather belt of unlife rough leather belt of unlifePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
dreamer's cashmere robe of darkness (+30%) (2 def, 0 armour) dreamer's cashmere robe of darkness (+30%) (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +30% darkness / +15% mind Changes damage: +12% darkness Physical save: +12 (+4 eff.) Spell save: +12 (+6 eff.) Mental save: +23 (+10 eff.) 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. |
miner's pair of rough leather boots of evasion (11 def, 5 armour) miner's pair of rough leather boots of evasion (11 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Defense: +11 (+0 eff.) Fatigue: +1% Infravision radius: +1 It can be used to activate talent Evasion, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 25% chance to completely evade them and granting you 13 defense for 8 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
Storm Bringer's Gauntlets (0 def, 3 armour) Storm Bringer's Gauntlets (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Mag Changes resistances: +15% lightning Changes resistances cap: +5% lightning Changes damage: +10% lightning Critical mult.: +20.00% Spell crit. chance: +5% It can be used to activate talent Chain Lightning (costing 15 power out of 16/16) : Effective talent level: 3.0 Power cost: 15 out of 16/16. Range: 10 Travel Speed: instantaneous Is: a spell Description: Invokes a forking beam of lightning doing 19.79 to 59.36 damage and forking to another target. It can hit up to 6 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Crown of Burning Pain (11 def, 0 armour) Crown of Burning Pain (11 def, 0 armour)Requires: - Cunning 25 Powered by arcane forces 4.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +0 Defense: +11 (+0 eff.) Fatigue: +4% Changes stats: +5 Cun / +5 Wil Changes resistances: +30% fire Changes damage: +30% fire It can be used to activate talent Meteor Rain (costing 27 power out of 50/50) : Effective talent level: 2.0 Power cost: 27 out of 50/50. Range: 5 Travel Speed: instantaneous Is: a spell Description: Uses arcane forces to summon 3 meteors that fall on the ground, smashing all around in a radius 2 for 61.67 fire and 44.85 physical damage. The hit zone will also turn into lava for 8 turns. The effects will increase with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
cleansing linen wizard hat of frost (+6%) (1 def, 0 armour) cleansing linen wizard hat of frost (+6%) (1 def, 0 armour)Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +6% blight / +16% cold / +6% nature Changes damage: +11% cold A pointy cloth hat, very wizardly... |
drakeskin leather cap 'Rhydig' (0 def, 5 armour) drakeskin leather cap 'Rhydig' (0 def, 5 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +6 Physical power: +4 (+1 eff.) Armour: +5 Fatigue: +5% Changes stats: +2 Str / +3 Dex / +4 Wil / +6 Cun / +3 Con Changes damage: +18% arcane Maximum mana: +60.00 Mindpower: +5 (+2 eff.) Damage Shield penetration: +10% A cap made of leather. |
reinforced leather armour 'Zubytta' (15 def, 7 armour) reinforced leather armour 'Zubytta' (15 def, 7 armour)Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +15 (+0 eff.) Ranged Defense: +8 (+8 eff.) Fatigue: +8% Damage (Melee): 8 lightning Damage (Ranged): 7 lightning Damage when hit (Melee): 10 light Changes stats: +4 Wil Changes resistances: +42% lightning / +17% darkness / +13% blight / +22% cold / +6% mind / +3% nature Blindness immunity: +15% Pinning immunity: +25% Light radius: +2 A suit of armour made of leather. |
volcanic cured leather armour of delving (2 def, 10 armour) volcanic cured leather armour of delving (2 def, 10 armour)Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +10 Defense: +2 (+0 eff.) Fatigue: +7% Damage (Melee): 5 fire Damage (Ranged): 6 fire Changes stats: +6 Str Changes resistances: +22% physical / +12% darkness / +12% fire Light radius: +2 It can be used to activate talent Track, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 21 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
Fire Dragon Shield (16 def, 9 armour, 58-69.6 power, 220 block) Fire Dragon Shield (16 def, 9 armour, 58-69.6 power, 220 block)Requires: - Strength 28 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 58.0 - 69.6 Uses stat: 100% Str Damage type: Fire Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +220 When wielded/worn: Armour: +9 Defense: +16 (+0 eff.) Ranged Defense: +15 (+12 eff.) Fatigue: +20% Damage when hit (Melee): 17 fire Changes resistances: +35% fire Talent granted: +5 Block This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
Searquarry (10 def, 2 armour, 43.5-52.2 power, 138 block) Searquarry (10 def, 2 armour, 43.5-52.2 power, 138 block)Requires: - Strength 35 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 43.5 - 52.2 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +138 Damage (Melee): +8 fire Burst (radius 2) on crit: +8 temporal When wielded/worn: Armour: +2 Defense: +10 (+0 eff.) Ranged Defense: +10 (+10 eff.) Fatigue: +14% Damage when hit (Melee): 4 fire Changes resistances: +27% cold Changes resistances penetration: +5% temporal Changes damage: +6% temporal Talent granted: +4 Block Handheld deflection devices. |
Titanic (20 def, 18 armour, 48-57.6 power, 320 block) Titanic (20 def, 18 armour, 48-57.6 power, 320 block)Requires: - Strength 37 - Talent Armour Training (level 2) 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 Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +320 When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 (+0 eff.) Ranged Defense: +10 (+10 eff.) Fatigue: +30% Talent granted: +4 Block This shield made of the darkest stralite is huge, heavy and very solid. |
Unsetting Sun (16 def, 20 armour, 50-60 power, 280 block) Unsetting Sun (16 def, 20 armour, 50-60 power, 280 block)Requires: - Strength 40 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 It is part of a set of items. Glows brightly in the light of dawn. When used to attack (with talents): Base power: 50.0 - 60.0 Uses stat: 100% Str Damage type: Light Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +280 When wielded/worn: Armour: +20 Defense: +16 (+0 eff.) Ranged Defense: +17 (+14 eff.) Fatigue: +14% Changes resistances: +30% blight / +30% darkness Talent granted: +5 Block Spell save: +19 (+9 eff.) Light radius: +2 When Elmio Panason, captain of the Vanguard, first sought shelter for his shipwrecked crew, he reflected the last rays of the setting sun off his shield. Where the beam hit they rested and built the settlement that would become the Sunwall. In the dark days that followed the shield became a symbol of hope for a better future. |
corrosive stralite shield (10 def, 2 armour, 54.5-65.4 power, 131.5 block) corrosive stralite shield (10 def, 2 armour, 54.5-65.4 power, 131.5 block)Requires: - Strength 35 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 54.5 - 65.4 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +132 Damage (Melee): +17 acid When wielded/worn: Armour: +2 Defense: +10 (+0 eff.) Ranged Defense: +10 (+10 eff.) Fatigue: +14% Effects when hit in melee: * 15% chance to corrode armour Changes stats: +2 Con Changes resistances: +12% acid Talent granted: +4 Block Handheld deflection devices. |
cosmic stralite shield of radiance (10 def, 2 armour, 46-55.2 power, 134.5 block) cosmic stralite shield of radiance (10 def, 2 armour, 46-55.2 power, 134.5 block)Requires: - Strength 35 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 46.0 - 55.2 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +134 Damage (Melee): +10 light Burst (radius 2) on crit: +16 light / +22 darkness When wielded/worn: Armour: +2 Defense: +10 (+0 eff.) Ranged Defense: +10 (+10 eff.) Fatigue: +14% Effects when hit in melee: * 32% chance to blind Changes stats: +5 Con / +2 Mag Changes resistances: +18% light / +9% darkness Talent granted: +4 Block Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Handheld deflection devices. |
7 agate 7 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. |
126 alchemist agate 126 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. |
7 onyx 7 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. |
11 aquamarine 11 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. |
11 lapis lazuli 11 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+0 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+0 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 opal 11 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. |
10 sapphire 10 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+0 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+0 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz 7 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
10 emerald 10 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. |
5 jade 5 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. |
6 spinel 6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 turquoise 4 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Eldritch Pearl Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+3 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+7 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 72 power out of 150/150) : Effective talent level: 4.0 Power cost: 72 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 10.01 cold damage and 8.01 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Blood-Runed Athame Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
Eternity's Counter Eternity's CounterPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: +15% temporal / +12% all Reduce damage by fixed amount: +10 all Changes damage: +15% temporal / +0% all Movement speed: +16% Combat speed: -12% Casting speed: -12% Mental speed: -12% Offers either offensive or defensive benefits, depending on the position of the sands. It can be used to flip the hourglass (sands currently flowing towards stability), costing 18 power out of 20/20. This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 9 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 Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
10 garnet 10 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. |
7 ruby 7 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 (2/2) Rod of Recall (2/2)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 180 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
dwarven-steel torque of thermal psionic shield 'Issetir' [power 63] (18 cooldown) dwarven-steel torque of thermal psionic shield 'Issetir' [power 63] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 3 When wielded/worn: Armour: +2 Changes resistances: +2% physical Maximum wards: +3 physical / +4 mind / +2 darkness Talent granted: +2 Ward Only die when reaching: -40.00 life It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 63 for 7 turns, putting all charms on cooldown for 18 turns. When used: 100% chance to regenerate 4 hate. Torques are made by powerful psionics to store psionic powers. |
steel torque of charged psionic shield [power 47] (18 cooldown) steel torque of charged psionic shield [power 47] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 47 for 7 turns, putting all charms on cooldown for 18 turns. Torques are made by powerful psionics to store psionic powers. |
supercharged iron torque of kinetic psionic shield [power 35] (23 cooldown) supercharged iron torque of kinetic psionic shield [power 35] (23 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 35 for 7 turns, putting all charms on cooldown for 23 turns. Torques are made by powerful psionics to store psionic powers. |
warded dwarven-steel torque of clear mind [power 2] (9 cooldown) warded dwarven-steel torque of clear mind [power 2] (9 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Maximum wards: +1 physical / +1 mind / +2 darkness Talent granted: +1 Ward It can be used to absorb and nullify at most 2 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 9 turns. Torques are made by powerful psionics to store psionic powers. |
warded voratun torque of charged psionic shield [power 153] (18 cooldown) warded voratun torque of charged psionic shield [power 153] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Maximum wards: +1 physical / +2 mind / +3 darkness Talent granted: +1 Ward It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 153 for 7 turns, putting all charms on cooldown for 18 turns. Torques are made by powerful psionics to store psionic powers. |
elven-wood totem of cure ailments [power 3] (9 cooldown) elven-wood totem of cure ailments [power 3] (9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to remove up to 3 poisons or diseases from a target within range 7 (Willpower), putting all charms on cooldown for 9 turns. Natural totems are made by powerful wilders to store nature power. |
overpowered yew totem of healing [power 210] (30 cooldown) overpowered yew totem of healing [power 210] (30 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to heal a target within range 7 (Willpower) for 210, putting all charms on cooldown for 30 turns. Natural totems are made by powerful wilders to store nature power. |
supercharged ash totem of cure ailments [power 2] (13 cooldown) supercharged ash totem of cure ailments [power 2] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to remove up to 2 poisons or diseases from a target within range 7 (Willpower), putting all charms on cooldown for 13 turns. Natural totems are made by powerful wilders to store nature power. |
supercharged elven-wood totem of thorny skin [power 91] (24 cooldown) supercharged elven-wood totem of thorny skin [power 91] (24 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to harden the skin for 7 turns increasing armour by 91 and armour hardiness by 60%, putting all charms on cooldown for 24 turns. Natural totems are made by powerful wilders to store nature power. |
13 amethyst 13 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. |
Aeriradig [power 379] (9 cooldown) Aeriradig [power 379] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 4 When wielded/worn: Changes stats: +3 Cun / +2 Mag Maximum wards: +3 lightning / +2 temporal / +2 blight / +4 fire / +2 cold Talents granted: +1 Ward +4 Volcano Light radius: +3 It can be used to fire a bolt of a random element (dam 190-379), putting all charms on cooldown for 9 turns. When used: 100% chance to regenerate 7 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Vorolena [power 12] (6 cooldown) Vorolena [power 12] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Grants telepathy: Demon/Minor Demon/Major Equilibrium when hit: +0.04 Psi when hit: +0.12 Mental crit. chance: +1% It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 12), putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 5 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elm wand of trap destruction [power 18] (14 cooldown) elm wand of trap destruction [power 18] (14 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to disarm traps (18 disarm power, Magic) along a range 2 line, putting all charms on cooldown for 14 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quick elm wand of clairvoyance [power 8] (5 cooldown) quick elm wand of clairvoyance [power 8] (5 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 8), putting all charms on cooldown for 5 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
void elven-wood wand of trap destruction [power 72] (14 cooldown) void elven-wood wand of trap destruction [power 72] (14 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Talent cooldown: Void Blast (+6 turn) Talent granted: +2 Void Blast It can be used to disarm traps (72 disarm power, Magic) along a range 2 line, putting all charms on cooldown for 14 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
diamond 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. |
13 quartz 13 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. |
3 amber 3 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. |
10 ametrine 10 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. |
6 citrine 6 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 zircon 10 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
By Valor the Shalore Bulwark level 32
45th Haze 123rd year of Ascendancy at 14:56 see stats
By Valor the Shalore Bulwark level 27
25th Pyre 123rd year of Ascendancy at 08:15 see stats
By Valor the Shalore Bulwark level 36
7th Decay 123rd year of Ascendancy at 13:24 see stats
By Valor the Shalore Bulwark level 34
67th Haze 123rd year of Ascendancy at 07:28 see stats
By Valor the Shalore Bulwark level 13
20th Haze 122nd year of Ascendancy at 06:35 see stats
By Valor the Shalore Bulwark level 35
3rd Decay 123rd year of Ascendancy at 22:48 see stats
By Valor the Shalore Bulwark level 33
55th Haze 123rd year of Ascendancy at 12:51 see stats
By Valor the Shalore Bulwark level 16
2nd Allure 123rd year of Ascendancy at 13:40 see stats
By Valor the Shalore Bulwark level 19
56th Regrowth 123rd year of Ascendancy at 23:45 see stats
By Valor the Shalore Bulwark level 28
55th Pyre 123rd year of Ascendancy at 23:14 see stats
By Valor the Shalore Bulwark level 10
19th Dusk 122nd year of Ascendancy at 09:05 see stats
By Valor the Shalore Bulwark level 20
58th Regrowth 123rd year of Ascendancy at 05:50 see stats
By Valor the Shalore Bulwark level 30
7th Mirth 123rd year of Ascendancy at 15:33 see stats
By Valor the Shalore Bulwark level 11
35th Dusk 122nd year of Ascendancy at 11:47 see stats
By Valor the Shalore Bulwark level 33
54th Haze 123rd year of Ascendancy at 10:01 see stats
By Valor the Shalore Bulwark level 34
55th Haze 123rd year of Ascendancy at 16:40 see stats
By Valor the Shalore Bulwark level 31
35th Dusk 123rd year of Ascendancy at 10:17 see stats
By Valor the Shalore Bulwark level 18
29th Regrowth 123rd year of Ascendancy at 04:01 see stats
By Valor the Shalore Bulwark level 9
14th Dusk 122nd year of Ascendancy at 21:54 see stats
By Valor the Shalore Bulwark level 18
28th Regrowth 123rd year of Ascendancy at 12:21 see stats
By Valor the Shalore Bulwark level 29
66th Pyre 123rd year of Ascendancy at 07:54 see stats
By Valor the Shalore Bulwark level 19
57th Regrowth 123rd year of Ascendancy at 15:07 see stats
By Valor the Shalore Bulwark level 26
23rd Pyre 123rd year of Ascendancy at 14:38 see stats
Log
Carrion worm mass's blight area effect hits Rak'Shor Cultist for 26 blight damage.
Carrion worm mass's blight area effect hits Doomed Shade of Valor for 21 blight damage.
Doomed Shade of Valor uses Assault.
Doomed Shade of Valor misses Valor.
Doomed Shade of Valor hits Valor for 23 fire, 41 light, 31 physical (95 total damage).
Doomed Shade of Valor receives 27 healing.
Rak'Shor Cultist uses Pride of the Orcs.
Rak'Shor Cultist stops burning.
Rak'Shor Cultist misses Valor.
Valor is free from the weakness disease.
You are no longer encumbered.
Burning from Valor hits Rak'Shor Cultist for 24 fire damage.
Valor hits Rak'Shor Cultist for 74 fire, 74 light, 54 physical (202 total damage).
Valor hits Doomed Shade of Valor for 18 fire, 38 light, 36 physical (91 total damage).
Rotting Disease from Rak'Shor Cultist hits Valor for 19 blight damage.
Rak'Shor Cultist receives 92 healing from Pride of the Orcs.
Valor uses Block.
Carrion worm mass's blight area effect hits Valor for 19 blight damage.
Carrion worm mass's blight area effect hits Rak'Shor Cultist for 27 blight damage.
Carrion worm mass's blight area effect hits Doomed Shade of Valor for 16 blight damage.
Carrion worm mass's blight area effect hits Valor for 18 blight damage.
Carrion worm mass's blight area effect hits Rak'Shor Cultist for 26 blight damage.
Carrion worm mass's blight area effect hits Doomed Shade of Valor for 15 blight damage.
Doomed Shade of Valor is no longer attracting creatures.
Doomed Shade of Valor uses Infusion: Regeneration.
Doomed Shade of Valor starts regenerating health quickly.
Doomed Shade of Valor receives 27 healing.
Rak'Shor Cultist casts Blood Grasp.
Saving game...