











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official 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:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Male |
Race | Higher |
Class | Berserker |
Level / Exp | 39 / 48% |
Size | medium |
Lifes / Deaths | Killed by skeleton master archer at level 11 on the 6th Flare 122nd year of Ascendancy at 16:38 / 90Killed by Betunn the blue jelly at level 12 on the 2nd Dusk 122nd year of Ascendancy at 17:36 Killed by Velidhebeth the blue ooze at level 12 on the 3rd Dusk 122nd year of Ascendancy at 04:13 Killed by orc corruptor at level 13 on the 11st Dusk 122nd year of Ascendancy at 03:53 Killed by worm that walks at level 14 on the 22nd Dusk 122nd year of Ascendancy at 22:39 Killed by worm that walks at level 14 on the 22nd Dusk 122nd year of Ascendancy at 23:49 Killed by Chronolith Twin at level 18 on the 47th Dusk 122nd year of Ascendancy at 01:11 Killed by snow giant boulder thrower at level 19 on the 47th Dusk 122nd year of Ascendancy at 21:11 Killed by snow giant boulder thrower at level 19 on the 47th Dusk 122nd year of Ascendancy at 23:00 Killed by fire drake at level 20 on the 35th Haze 122nd year of Ascendancy at 23:29 Killed by Dozing Emelobeth at level 20 on the 36th Haze 122nd year of Ascendancy at 10:40 Killed by Dozing Emelobeth at level 20 on the 36th Haze 122nd year of Ascendancy at 11:27 Killed by War 1 at level 22 on the 62nd Haze 122nd year of Ascendancy at 06:46 Killed by Xuda the giant ice ant at level 24 on the 4th Regrowth 123rd year of Ascendancy at 16:20 Killed by Xuda the giant ice ant at level 24 on the 4th Regrowth 123rd year of Ascendancy at 19:25 Killed by radiant horror at level 24 on the 4th Regrowth 123rd year of Ascendancy at 21:42 Killed by luminous horror at level 24 on the 5th Regrowth 123rd year of Ascendancy at 03:10 Killed by steamgun turret at level 25 on the 19th Regrowth 123rd year of Ascendancy at 08:43 Killed by Arunne the Guardian at level 25 on the 19th Regrowth 123rd year of Ascendancy at 10:16 Killed by multi-hued drake at level 25 on the 19th Regrowth 123rd year of Ascendancy at 15:58 Killed by multi-hued drake at level 25 on the 19th Regrowth 123rd year of Ascendancy at 18:10 Killed by luminous horror at level 25 on the 19th Regrowth 123rd year of Ascendancy at 23:33 Killed by Poryriamira the ritch hunter at level 25 on the 20th Regrowth 123rd year of Ascendancy at 02:56 Killed by Porymina the stone troll at level 25 on the 20th Regrowth 123rd year of Ascendancy at 04:18 Killed by elven cultist at level 25 on the 22nd Regrowth 123rd year of Ascendancy at 20:15 Killed by Poruwe the mean looking elven guard at level 25 on the 23rd Regrowth 123rd year of Ascendancy at 12:26 Killed by ogre guard at level 25 on the 23rd Regrowth 123rd year of Ascendancy at 18:25 Killed by elven blood mage at level 26 on the 24th Regrowth 123rd year of Ascendancy at 15:44 Killed by elven cultist at level 26 on the 24th Regrowth 123rd year of Ascendancy at 17:13 Killed by Adinne the Blightborn at level 27 on the 46th Regrowth 123rd year of Ascendancy at 01:12 Killed by Sleeping Yvethra at level 27 on the 47th Regrowth 123rd year of Ascendancy at 19:47 Killed by Dozing Gloreyavea at level 27 on the 47th Regrowth 123rd year of Ascendancy at 21:33 Killed by Sleeping Yvethra at level 27 on the 47th Regrowth 123rd year of Ascendancy at 23:24 Killed by Dozing Gloreyavea at level 27 on the 48th Regrowth 123rd year of Ascendancy at 01:30 Killed by Dozing Emelobeth at level 27 on the 48th Regrowth 123rd year of Ascendancy at 03:17 Killed by Xulrabeth the skeleton master archer at level 29 on the 54th Regrowth 123rd year of Ascendancy at 22:26 Killed by Xulrabeth the skeleton master archer at level 29 on the 55th Regrowth 123rd year of Ascendancy at 00:19 Killed by The Master at level 29 on the 56th Regrowth 123rd year of Ascendancy at 23:18 Killed by The Master at level 29 on the 57th Regrowth 123rd year of Ascendancy at 00:28 Killed by The Master at level 29 on the 57th Regrowth 123rd year of Ascendancy at 01:57 Killed by elder vampire at level 29 on the 57th Regrowth 123rd year of Ascendancy at 03:23 Killed by elder vampire at level 29 on the 57th Regrowth 123rd year of Ascendancy at 04:56 Killed by The Master at level 29 on the 57th Regrowth 123rd year of Ascendancy at 06:29 Killed by elder vampire at level 29 on the 57th Regrowth 123rd year of Ascendancy at 08:24 Killed by The Master at level 29 on the 57th Regrowth 123rd year of Ascendancy at 12:16 Killed by elder vampire at level 29 on the 57th Regrowth 123rd year of Ascendancy at 13:42 Killed by ghoul at level 29 on the 57th Regrowth 123rd year of Ascendancy at 15:02 Killed by The Master at level 29 on the 57th Regrowth 123rd year of Ascendancy at 16:03 Killed by ghoulking at level 29 on the 57th Regrowth 123rd year of Ascendancy at 17:05 Killed by ghoul at level 29 on the 57th Regrowth 123rd year of Ascendancy at 18:30 Killed by The Master at level 29 on the 57th Regrowth 123rd year of Ascendancy at 19:00 Killed by Xethra the awoken tentacle tree at level 30 on the 79th Pyre 123rd year of Ascendancy at 08:50 Killed by oozing horror at level 30 on the 79th Pyre 123rd year of Ascendancy at 14:26 Killed by The Master at level 32 on the 2nd Summertide 123rd year of Ascendancy at 19:33 Killed by The Master at level 32 on the 2nd Summertide 123rd year of Ascendancy at 20:48 Killed by The Master at level 32 on the 2nd Summertide 123rd year of Ascendancy at 21:36 Killed by Lord of Skulls (bone giant) at level 32 on the 2nd Summertide 123rd year of Ascendancy at 22:10 Killed by The Master at level 32 on the 3rd Summertide 123rd year of Ascendancy at 00:19 Killed by Mayydabeth the master vampire at level 33 on the 3rd Flare 123rd year of Ascendancy at 01:47 Killed by Cyrumira the bone giant at level 33 on the 3rd Flare 123rd year of Ascendancy at 04:39 Killed by Cyrumira the bone giant at level 33 on the 3rd Flare 123rd year of Ascendancy at 05:45 Killed by Cyrumira the bone giant at level 33 on the 3rd Flare 123rd year of Ascendancy at 07:20 Killed by Celia at level 33 on the 3rd Flare 123rd year of Ascendancy at 11:17 Killed by Celia at level 33 on the 3rd Flare 123rd year of Ascendancy at 14:10 Killed by armoured skeleton warrior at level 33 on the 3rd Flare 123rd year of Ascendancy at 16:05 Killed by Elossra the orc grand master assassin at level 34 on the 10th Flare 123rd year of Ascendancy at 08:14 Killed by Bethidanne the icy orc wyrmic at level 34 on the 10th Flare 123rd year of Ascendancy at 13:47 Killed by Glorurin the orc elite berserker at level 36 on the 9th Dusk 123rd year of Ascendancy at 17:41 Killed by orc berserker at level 36 on the 39th Dusk 123rd year of Ascendancy at 07:06 Killed by orc cryomancer at level 36 on the 39th Dusk 123rd year of Ascendancy at 08:45 Killed by ghoulking at level 36 on the 55th Dusk 123rd year of Ascendancy at 23:46 Killed by orc high pyromancer at level 36 on the 56th Dusk 123rd year of Ascendancy at 21:36 Killed by orc high pyromancer at level 36 on the 56th Dusk 123rd year of Ascendancy at 22:38 Killed by Mayuldatira the orc necromancer at level 37 on the 1st Haze 123rd year of Ascendancy at 22:23 Killed by armoured skeleton warrior at level 38 on the 2nd Haze 123rd year of Ascendancy at 02:18 Killed by Lisavena the orc blood mage at level 38 on the 3rd Haze 123rd year of Ascendancy at 10:59 Killed by Bethygada the orc necromancer at level 38 on the 3rd Haze 123rd year of Ascendancy at 22:02 Killed by Xamira the orc blood mage at level 38 on the 3rd Haze 123rd year of Ascendancy at 23:04 Killed by Xamira the orc blood mage at level 38 on the 4th Haze 123rd year of Ascendancy at 00:23 Killed by Poltergeist Nexus of the Way at level 38 on the 4th Haze 123rd year of Ascendancy at 09:31 Killed by Animated ranger's dragonbone longbow of dexterity () at level 38 on the 4th Haze 123rd year of Ascendancy at 13:49 Killed by Porynn the orc necromancer at level 39 on the 5th Haze 123rd year of Ascendancy at 15:51 Killed by Dozing Layeselle at level 39 on the 5th Haze 123rd year of Ascendancy at 22:47 Killed by ghoul at level 39 on the 6th Haze 123rd year of Ascendancy at 07:40 Killed by Rak'shor, Grand Necromancer of the Pride at level 39 on the 6th Haze 123rd year of Ascendancy at 12:32 Killed by Rak'shor, Grand Necromancer of the Pride at level 39 on the 6th Haze 123rd year of Ascendancy at 13:58 Killed by Rak'shor, Grand Necromancer of the Pride at level 39 on the 6th Haze 123rd year of Ascendancy at 15:13 Killed by Rak'shor, Grand Necromancer of the Pride at level 39 on the 6th Haze 123rd year of Ascendancy at 15:36 Killed by orc assassin at level 39 on the 8th Haze 123rd year of Ascendancy at 02:48 Killed by orc cryomancer at level 39 on the 42nd Haze 123rd year of Ascendancy at 10:08 |
Antimagic | Follower |
Primary Stats
Strength | 72 (base 60) |
Dexterity | 34 (base 24) |
Constitution | 59 (base 51) |
Magic | 13 (base 10) |
Willpower | 63 (base 31) |
Cunning | 46 (base 10) |
Resources
Life | 1400/1400 |
Stamina | 346/346 |
Equilibrium | 0 |
Healing Factor | 1.7551133323991 |
Regeneration | 34.428248017556 |
Speed
Mental | +2.2204460492503E-14% |
Attack | 0% |
Movement | -63.333333333333% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 7 |
Infravision | 6 |
See Stealth | 32.365053558023 |
See Invisible | 49.365053558023 |
Offense: Mainhand
Damage | 169 |
Accuracy | 54 |
Crit Chance | 34% |
APR | 20 |
Speed | 1.00 |
Offense: Spell
Spellpower | 6.5 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 50 |
Crit Chance | 41% |
Speed | 1 |
Offense: Damage Bonus
Acid | +16% |
Darkness | +9% |
Cold | +20% |
Blight | +15% |
Mind | +6% |
Fire | +12% |
All | 0% |
Offense: Damage Penetration
Blight | +15% |
Physical | +24% |
Fire | +15% |
Defense: Base
Armour (hardiness) | 36.08934837382 (81.151787968034%) |
Defense | 30 |
Ranged Defense | 30 |
Fatigue | 6 |
Physical Save | 40 |
Spell Save | 44 |
Mental Save | 44 |
Defense: Resistances
Acid | + 46%( 70%) |
Blight | + 39%( 70%) |
Arcane | + 21%( 70%) |
Cold | + 58%( 70%) |
All | + 15%( 70%) |
Darkness | + 30%( 70%) |
Light | + 15%( 70%) |
Temporal | + 37%( 70%) |
Lightning | + 42%( 70%) |
Fire | + 56%( 70%) |
Nature | + 46%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Blind Resistance | 15% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 295 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 687% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 187 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Berserker's strength | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 1/5 |
Technique / Bloodthirst | 1.30 |
| 2/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Superiority | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 3/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 2/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | 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. | active |
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 |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers but not in time to save any of the captive Krogs. | failed |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the lone alchemist from death by War 1. Escort: lone alchemist (level 7 of Dreadfell) | failed |
You failed to protect the lost defiler from death by Xaldana the rogue. Escort: lost defiler (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved spell save by +12. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You failed to protect the temporal explorer from death by black mamba. Escort: temporal explorer (level 3 of Old Forest) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: worried loremaster (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Disarm (+1 level(s)). | done |
You failed to protect the worried loremaster from death by skeleton archer. Escort: worried loremaster (level 4 of Dreadfell) | failed |
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 fire 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * 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 precision. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed vampire lord fang. * You've found the needed bloated horror heart. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You 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 Slasul and killed Ukllmswwik. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 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* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 Fatigue: +3% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +6 Str / +3 Dex / +3 Wil / +7 Cun Changes resistances: +9% acid / +6% temporal / +8% cold / +9% fire / +10% lightning Reduces incoming crit damage: 15.00% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() Requires: - Dexterity 16 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 2 Base power: 27.0 - 32.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +11.5% Capacity: 23 On weapon hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 181 physical damage On weapon crit: * Wound the target dealing 254 physical damage across 5 turns and reducing healing by 50% Travel speed: +200% Damage (Ranged): +32 lightning Damage (radius 1) on hit: +8 lightning Damage (radius 2) on crit: +7 lightning Shots are used with slings to pummel your foes to death. |
Light source | ![]() Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 58% * 10% chance to reduce armor by 12% Damage when hit (Melee): 2 fire Changes resistances penetration: +15% fire Changes damage: +6% fire Maximum life: +40.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +10 Cun / +4 Wil Changes resistances: +10% lightning / +20% temporal / +3% blight / +12% fire / +27% acid Changes damage: +16% acid Mental save: +19 (+7 eff.) Mental crit. chance: +6% It can be used to activate talent Hateful Whisper, placing all other charms into a 15 cooldown : Effective talent level: 4.0 Power cost: 15 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 175 Mind damage and spreads amongst your foes, dealing damage and feeding you 4.2 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 30% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
Tool | ![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 58% Changes stats: +3 Str / +2 Mag / +5 Wil Changes resistances penetration: +24% physical Reduces incoming crit damage: 10.00% Light radius: +3 See invisible: +15 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +14 (+7 eff.) Damage when hit (Melee): 4 blight Changes stats: +7 Cun Changes resistances: +6% blight / +27% fire / +12% lightning Changes resistances penetration: +15% blight Changes damage: +15% blight / +6% fire Rings make your fingers look great! |
On fingers | ![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
Around waist | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +15 (+5 eff.) Mental crit. chance: +15% The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
In main hand | ![]() Requires: - Strength 35 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 80.0 - 112.0 Uses stat: 140% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 100% When this weapon hits: Water Bolt (40% chance level 3). Damage (Melee): +20 nature / +15 cold When wielded/worn: Accuracy: +10 (+4 eff.) Changes resistances: +25% cold Changes damage: +20% cold Spell save: +18 (+6 eff.) See invisible: +2 Talent on hit(spell): Water Bolt (20% chance level 3). It can be used to activate talent Freeze (costing 60 power out of 150/150) : Effective talent level: 3.0 Power cost: 60 out of 150/150. Range: 10 Travel Speed: instantaneous Is: a spell Description: Condenses ambient water on a target, freezing it for 5 turns and damaging it for 95.35. If this is used on a friendly target the cooldown is reduced by 33%. The damage will increase with your Spellpower. The power of the tides rush through this trident. Tridents require the exotic weapons mastery talent to use correctly. |
On hands | ![]() Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +3 Effects when hit in melee: * 23 arcane resource burn Changes stats: +2 Str Spell save: +11 (+3 eff.) 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. |
Main armor | ![]() Requires: - Massive armour training - Strength 26 Infused by nature Crafted by a master 12.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +12 Defense: +4 (+2 eff.) Fatigue: +14% Changes stats: +3 Dex / +3 Wil / +3 Con Changes resistances: +18% cold / +18% darkness / +18% nature Healing mod.: +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
Cloak | ![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 4 mind Changes stats: +4 Wil Changes resistances: +19% nature / +19% blight Critical mult.: +15.00% Physical save: +15 (+5 eff.) Mental save: +24 (+8 eff.) Life regen: +11.00 Only die when reaching: -50.00 life Maximum life: +60.00 Mental crit. chance: +2% Healing mod.: +18% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +3 Dex / +4 Wil / +5 Cun / +5 Con Changes damage: +6% mind / +9% darkness Life regen: +3.00 Stamina each turn: +0.80 Mindpower: +15 (+5 eff.) Mental crit. chance: +6% Movement speed: +10% Amulets make your neck look great! |
Inventory
![]() healing infusion of the psychic (heal 182; cd 10) 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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 182 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() heroism infusion of the warrior (die at -511; dur 7; cd 34) 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: 34 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 -511 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 511 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 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: 34 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 6 turns. While Heroism is active, you will only die when reaching -201 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 201 life, 6 duration) 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 nature talent. |
![]() 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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 547% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 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 402.00 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. |
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Mag / +2 Cun / +5 Con Changes resistances: +9% light Changes resistances penetration: +15% lightning Spell save: +12 (+4 eff.) Maximum stamina: +18.00 Light radius: +1 Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes stats: +3 Con Changes damage: +6% all Spell save: +12 (+4 eff.) Maximum stamina: +22.00 Spell crit. chance: +3% Mental crit. chance: +3% Rings make your fingers look great! |
![]() Requires: - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 30.0 - 45.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +15 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * inflicts either shocked or wet, chosen at random Damage (Melee): +15 lightning / +15 cold When wielded/worn: Changes damage: +12% lightning / +12% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
![]() stralite dagger (29-38 power, 9 apr) Requires: - Dexterity 35 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 29.0 - 37.7 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Sharp, short and deadly. |
![]() Requires: - Strength 24 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 41.5 - 62.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% Damage (radius 1) on hit: +20 light When wielded/worn: Accuracy: +13 (+5 eff.) Defense: +10 (+5 eff.) Damage when hit (Melee): 2 light / 2 darkness Changes stats: +1 Con Changes damage: +3% darkness Disarm immunity: +36% Massive two-handed mauls. |
![]() Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 85.5 - 128.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to reduce all saves and defense by 31 When wielded/worn: Accuracy: +30 (+9 eff.) Physical power: +15 (+4 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 5 Maximum stamina: +20.00 Massive two-handed mauls. |
![]() Requires: - Willpower 20 - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 42.0 - 67.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +18.0% Attack speed: 100% Damage against: +25% Orc When wielded/worn: Changes stats: +7 Str / +7 Dex / +7 Con Reduced damage from: +15% Orc Grants telepathy: Humanoid/Orc Life regen: +0.50 Stamina each turn: +1.00 Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
![]() Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 60.0 - 96.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +19 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 10% chance to send the wielder into a killing frenzy Damage against: +20% Living When wielded/worn: Changes stats: +15 Str / +5 Dex / +15 Con Reduced damage from: +20% Living Talent masteries: +0.30 Technique / Berserker's strength +0.20 Technique / Two-handed weapons +0.20 Technique / Two-handed maiming +0.20 Technique / Two-handed assault A blood-etched greatsword, it has seen many foes. From the inside. |
![]() balanced stralite greatsword of ruin (52-82 power, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 51.5 - 82.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +19 (+6 eff.) Armour penetration: +14 Physical crit. chance: +13.0% Defense: +12 (+6 eff.) Critical mult.: +23.00% Disarm immunity: +60% Massive two-handed swords. |
![]() Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 50.0 - 80.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 2) on crit: +7 fire When wielded/worn: Physical crit. chance: +7.0% Changes resistances penetration: +7% fire Global speed: +6% Massive two-handed swords. |
![]() Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 46.5 - 74.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +6 Effects on melee hit: * 20% chance to reduce armor by 12% Changes resistances: +4% physical Changes damage: +6% arcane Vim when firing critical spell: +1.00 Only die when reaching: -60.00 life Massive two-handed swords. |
![]() stormbringer's dwarven-steel waraxe of erosion (18-26 power, 4 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 18.5 - 25.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +7 nature Damage (radius 2) on crit: +28 lightning / +14 cold When wielded/worn: Changes resistances penetration: +13% lightning / +11% cold Movement speed: +33% One-handed war axes. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +8 (+4 eff.) Changes resistances: +15% light Physical save: +5 (+1 eff.) Mental save: +15 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+5 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) Mindpower: +6 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 10 power out of 25/25) : Effective talent level: 3.0 Power cost: 10 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 51 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +8 Defense: +17 (+8 eff.) Changes stats: +1 Mag / +3 Con Changes resistances: +12% cold Changes damage: +3% arcane Critical mult.: +30.00% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature 2.00 Encumbrance. [Cosmetic Item] Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% blight / +7% all Life regen: +1.70 Maximum life: +42.00 Healing mod.: +11% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Effects on melee hit: * 20% chance to reduce damage dealt by 25% Changes resistances: +5% fire / +3% darkness / +9% cold Changes resistances penetration: +10% acid / +5% cold Changes damage: +3% darkness / +3% cold A pair of boots made of leather. |
![]() Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Effects on melee hit: * 12% chance to reduce all saves and defense by 31 Damage (Melee): 18 mind / 20 darkness Changes stats: +3 Str / +3 Dex / +3 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +12 (+4 eff.) Mental save: -8 (-2 eff.) Mindpower: +5 (+2 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +4 (+2 eff.) Armour penetration: +5 Physical power: +6 (+1 eff.) Armour: +2 Effects when hit in melee: * 22 arcane resource burn Changes resistances: +5% blight Spell save: +20 (+6 eff.) 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. |
![]() Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +7 (+3 eff.) Armour penetration: +11 Armour: +3 Fatigue: +5% Changes stats: +2 Str / +6 Dex / +4 Mag / +4 Wil / +6 Cun Changes damage: +15% physical Reduces incoming crit damage: 10.00% Light radius: +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 25% Changes stats: +3 Wil Changes resistances: +3% mind Changes resistances penetration: +25% darkness Changes damage: +3% mind Physical save: +5 (+1 eff.) A pointy cloth hat, very wizardly... |
![]() Requires: - Heavy armour training - Cunning 25 Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +4% Changes stats: +3 Con / +10 Wil Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Cunning / Survival Mindpower: +5 (+2 eff.) Activating this item is instant. It can be used to activate talent Indomitable (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 2 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
![]() Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+4 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +10 Fatigue: +4% Changes stats: +10 Str / +10 Con Changes resistances: +15% light / +25% darkness Changes resistances cap: +10% darkness Changes damage: +15% light Light radius: -2 Sight radius: -2 Reduce all damage from unseen attackers: 33% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. It can be used to lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early. Activation costs 40 power out of 40/40. The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +15% lightning / +5% temporal / +3% nature / +6% light Mental save: +6 (+2 eff.) Confusion immunity: +10% Life regen: +2.00 A pointy cloth hat, very wizardly... |
![]() Requires: - Heavy armour training Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +6% blight / +10% cold / +8% nature Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() stabilizing hardened leather cap of absorption (0 def, 3 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Physical save: +15 (+5 eff.) Stamina when hit: +0.70 Equilibrium when hit: +0.70 A cap made of leather. |
![]() Requires: - Heavy armour training - Strength 14 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +5 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +6% acid / +5% cold Allows you to breathe in: water A suit of armour made of mail. |
![]() Cuirass of the Thronesmen (20 def, 32 armour) Requires: - Massive armour training - Strength 44 Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +32 Armour Hardiness: +10% Defense: +20 (+10 eff.) Fatigue: +15% Changes stats: +6 Con Changes resistances: +25% darkness / +25% fire Physical save: +40 (+13 eff.) Stun/Freeze immunity: +40% Knockback immunity: +40% Healing mod.: -30% This heavy dwarven-steel armour was created in the deepest forges of the Iron Throne. While it grants incomparable protection, it demands that you rely only on your own strength. |
![]() Requires: - Massive armour training - Strength 48 Infused by nature Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +16 Fatigue: +22% Changes stats: +5 Cun / +5 Wil Changes resistances: +8% acid / +9% cold Allows you to breathe in: water Mental save: +14 (+5 eff.) A suit of armour made of metal plates. |
![]() Requires: - Massive armour training - Strength 28 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Changes stats: +1 Cun Changes resistances: +17% acid Changes resistances penetration: +15% mind Changes damage: +9% cold Critical mult.: +5.00% Maximum hate: +6.00 A suit of armour made of metal plates. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: 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. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+4 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. |
![]() 0.00 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. |
![]() Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +12% acid / +9% cold / +19% nature Changes damage: +7% fire / +8% mind / +7% nature Spell save: +3 (+1 eff.) Mental save: +6 (+2 eff.) Maximum life: +26.00 Maximum stamina: +20.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+4 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+4 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body and corrupted in the mark of the spellblaze altar. You could ... consume it, should you feel mad enough. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +4 Changes stats: +3 Str / +3 Wil Changes damage: +9% mind Spell save: +3 (+1 eff.) Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 43.85 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 43.85 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(120 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+4 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 12 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 9 power out of 9/9) : Effective talent level: 2.0 Power cost: 9 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 64.02 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
![]() Powered 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / 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. |
![]() 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) 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. |
![]() Requires: - Dexterity 11 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 13.0 - 15.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +4.0% Capacity: 16 On weapon hit: * 20% chance to slow global speed by 58% Damage (Ranged): +8 lightning / +4 cold Damage (radius 1) on hit: +4 nature Damage (radius 2) on crit: +6 lightning / +8 cold Shots are used with slings to pummel your foes to death. |
![]() Tree of Life Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+3 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns Activation costs 10 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / 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. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +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. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By War 1 the Higher Berserker level 33
2nd Flare 123rd year of Ascendancy at 05:35 see stats
By War 1 the Higher Berserker level 29
62nd Pyre 123rd year of Ascendancy at 04:32 see stats
By War 1 the Higher Berserker level 13
11st Dusk 122nd year of Ascendancy at 04:48 see stats
By War 1 the Higher Berserker level 37
64th Dusk 123rd year of Ascendancy at 12:21 see stats
By War 1 the Higher Berserker level 36
13rd Dusk 123rd year of Ascendancy at 05:09 see stats
By War 1 the Higher Berserker level 20
61st Dusk 122nd year of Ascendancy at 15:52 see stats
By War 1 the Higher Berserker level 34
3rd Dusk 123rd year of Ascendancy at 06:42 see stats
By War 1 the Higher Berserker level 19
47th Dusk 122nd year of Ascendancy at 14:54 see stats
By War 1 the Higher Berserker level 21
49th Haze 122nd year of Ascendancy at 09:34 see stats
By War 1 the Higher Berserker level 36
18th Dusk 123rd year of Ascendancy at 00:30 see stats
By War 1 the Higher Berserker level 29
62nd Pyre 123rd year of Ascendancy at 02:38 see stats
By War 1 the Higher Berserker level 38
2nd Haze 123rd year of Ascendancy at 10:51 see stats
By War 1 the Higher Berserker level 31
7th Mirth 123rd year of Ascendancy at 19:20 see stats
By War 1 the Higher Berserker level 10
2nd Flare 122nd year of Ascendancy at 00:57 see stats
By War 1 the Higher Berserker level 20
48th Dusk 122nd year of Ascendancy at 03:12 see stats
By War 1 the Higher Berserker level 30
79th Pyre 123rd year of Ascendancy at 05:03 see stats
By War 1 the Higher Berserker level 27
48th Regrowth 123rd year of Ascendancy at 15:42 see stats
By War 1 the Higher Berserker level 35
3rd Dusk 123rd year of Ascendancy at 08:56 see stats
By War 1 the Higher Berserker level 29
62nd Pyre 123rd year of Ascendancy at 04:32 see stats
By War 1 the Higher Berserker level 25
19th Regrowth 123rd year of Ascendancy at 23:20 see stats
By War 1 the Higher Berserker level 29
62nd Pyre 123rd year of Ascendancy at 04:32 see stats
By War 1 the Higher Berserker level 13
22nd Dusk 122nd year of Ascendancy at 04:08 see stats
By War 1 the Higher Berserker level 23
10th Decay 122nd year of Ascendancy at 05:19 see stats
By War 1 the Higher Berserker level 28
52nd Regrowth 123rd year of Ascendancy at 17:42 see stats
By War 1 the Higher Berserker level 21
49th Haze 122nd year of Ascendancy at 11:23 see stats
By War 1 the Higher Berserker level 32
3rd Summertide 123rd year of Ascendancy at 01:42 see stats
Log
War 1 receives 6 healing from Bloodcaller.
Orc cryomancer's cold repulsion area effect hits Iceblock for 29 cold, 24 physical (52 total damage).
Orc cryomancer's ice storm area effect hits War 1 for 28 cold damage.
Orc cryomancer's ice storm area effect hits Orc cryomancer for (19 to ice), 29 cold (29 total damage).
Orc cryomancer's ice storm area effect hits Orc cryomancer for 63 cold damage.
Orc cryomancer's ice storm area effect hits Warmaster Gnarg for 48 cold damage.
War 1 the level 39 higher berserker was cooled to death by an orc cryomancer on level 2 of Vor Armoury.
War 1's rage subsides!
War 1 no longer revels in blood quite so much.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Orc cryomancer's ice storm area effect killed War 1!
Saving game...
Saving done.
Resting starts...
Talent Death Dance is ready to use.
Talent Shattering Blow is ready to use.
Talent Vitality is ready to use.
Talent Stunning Blow is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Berserker Rage is ready to use.
Talent Onslaught is ready to use.
Talent Rush is ready to use.
Talent Warshout is ready to use.
Talent Precise Strikes is ready to use.
Talent Unstoppable is ready to use.
Rested for 38 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).