










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Ashes of Urh'Rok 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.0Donators/Buyers bonus! Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Sun Paladin (Fallen) |
| Level / Exp | 50 / 1168% |
| Size | medium |
| Lifes / Deaths | Killed by The One That Hunts at level 50 on the 80th Regrowth 124th year of Ascendancy at 10:03 / 2Killed by Vor, Grand Geomancer of the Pride at level 50 on the 80th Regrowth 124th year of Ascendancy at 21:28 |
Primary Stats
| Strength | 108 (base 60) |
| Dexterity | 60 (base 8) |
| Constitution | 86 (base 39) |
| Magic | 91 (base 60) |
| Willpower | 109 (base 60) |
| Cunning | 57 (base 11) |
Resources
| Life | -174/1706 |
| Mana | 823/943 |
| Hate | 89/113 |
| Positive | 124/223 |
| Healing Factor | 1.4458352098045 |
| Regeneration | 13.373975690692 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 8 |
| Infravision | 14 |
| See Stealth | 23 |
| See Invisible | 39 |
Offense: Mainhand
| Damage | 176 |
| Accuracy | 59 |
| Crit Chance | 53% |
| APR | 65 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 69 |
| Crit Chance | 40% |
| Speed | 1 |
Offense: Mind
| Mindpower | 82 |
| Crit Chance | 45% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +25% |
| Blight | +12% |
| Physical | +10% |
| Cold | +25% |
| All | 0% |
| Darkness | +12% |
| Light | +25% |
| Fire | +25% |
| Lightning | +25% |
Offense: Damage Penetration
| Acid | +40% |
| Mind | +25% |
| Nature | +35% |
| Darkness | +45% |
| Physical | +25% |
| Cold | +30% |
| All | +15% |
Defense: Base
| Armour (hardiness) | 76.551211628464 (73.607947236566%) |
| Defense | 64 |
| Ranged Defense | 64 |
| Fatigue | 20 |
| Physical Save | 47 |
| Spell Save | 46 |
| Mental Save | 65 |
Defense: Resistances
| Acid | + 49%( 70%) |
| Blight | + 35%( 70%) |
| Arcane | + 19%( 70%) |
| Cold | + 44%( 70%) |
| All | + 15%( 70%) |
| Lightning | + 36%( 70%) |
| Light | + 53%( 80%) |
| Temporal | + 15%( 70%) |
| Mind | + 36%( 70%) |
| Darkness | + 68%( 70%) |
| Fire | + 36%( 70%) |
| Nature | + 15%( 70%) |
Defense: Immunities
| Stun Resistance | 40% |
| Confusion Resistance | 100% |
| Fear Resistance | 100% |
| Knockback Resistance | 0% |
| Instadeath Resistance | 100% |
| Blind Resistance | 99% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random mental and physical effect and reduce all damage taken by 43% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 322 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 949% 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 Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 21% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 4 each turn for 4 turns. Its effects scale with your Willpower stat. |
Class Talents
| Cursed / Gloom | 1.50 |
| 4/5 |
| 4/5 |
| 1/5 |
| 4/5 |
| Celestial / Dark Sun | 1.50 |
| 3/5 |
| 3/5 |
| 2/5 |
| 4/5 |
| Celestial / Darkside | 1.50 |
| 3/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| Celestial / Sun | 1.50 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.50 |
| 2/5 |
| 4/5 |
| 3/5 |
| 5/5 |
| Cursed / Crimson Templar | 1.30 |
| 3/5 |
| 4/5 |
| 3/5 |
| 1/5 |
| Cursed / Bloodstained | 1.30 |
| 2/5 |
| 3/5 |
| 2/5 |
| 3/5 |
Generic Talents
| Celestial / Chants | 1.50 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 4/5 |
| 0/5 |
| Celestial / Dirges | 1.50 |
| 3/5 |
| 5/5 |
| 2/5 |
| 1/5 |
| Celestial / Light | 1.50 |
| 3/5 |
| 4/5 |
| 1/5 |
| 5/5 |
| Cursed / Hatred | 1.30 |
| 1/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| beneficial effect | The target will gain a shield upon suffering a detrimental effect Dirge of Pestilence |
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. | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | 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 talent Premonition (+1 level(s)). | done |
You failed to protect the lost defiler from death by snow giant boulder thrower. Escort: lost defiler (level 1 of Daikara) | failed |
You failed to protect the lost defiler from death by ghoulking. Escort: lost defiler (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lost sun paladin from death by Betylrana the ghoul. Escort: lost sun paladin (level 8 of Dreadfell) | failed |
You failed to protect the lost warrior from death by steamgun turret. Escort: lost warrior (level 1 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You failed to protect the repented thief from death by barrow wight. Escort: repented thief (level 7 of Dreadfell) | failed |
You failed to protect the worried loremaster from death by wretchling. Escort: worried loremaster (level 3 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * You are back in Var'Eyal, the Far East as the people from the west call it. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * The fortress shadow has asked that you come back as soon as possible. * 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: 2693. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | active |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of precision without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | 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 |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * You have destroyed Gorbat. | 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 Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Boots of the Hunter (2 def, 12 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+3 eff.) Armour: +12 Defense: +2 (+0 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+4 eff.) Mental save: +10 (+2 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 32 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
| Light source | Healkill the dwarven lanternInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Defense: +10 (+2 eff.) Changes stats: +1 Str / +5 Dex / +4 Con Changes resistances penetration: +10% physical / +20% nature / +15% all Mental save: +12 (+3 eff.) Blindness immunity: +39% Confusion immunity: +30% Maximum life: +80.00 Mindpower: +12 (+3 eff.) Mental crit. chance: +12% Light radius: +13 See stealth: +23 See invisible: +24 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 4.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 24 for 7 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Crown of the Elements (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +10 Fatigue: +5% Damage (Melee): 10 acid / 10 fire / 10 lightning / 10 cold Changes stats: +10 Mag / +10 Wil Changes resistances: +25% acid / +25% fire / +25% cold / +25% lightning Changes damage: +25% acid / +25% fire / +25% cold / +25% lightning Spellpower: +15 (+3 eff.) Mindpower: +15 (+3 eff.) This jeweled crown shimmers with colors. |
| Tool | Gloyalle the ash totem of stinging [power 188] (15 cooldown) =red heal=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Defense: +30 (+7 eff.) Changes resistances: +5% arcane / +3% blight Blindness immunity: +20% Life regen: +4.00 Maximum life: +100.00 It can be used to sting an enemy dealing 188 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Talent granted: +1 Draconic Will You have set the ring to grant you Draconic Will! A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
| On fingers | Manegokhad the FrozenpanicCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +16 (+4 eff.) Armour penetration: +16 Physical power: +15 (+4 eff.) Defense: +16 (+4 eff.) Changes stats: +8 Str / +18 Wil / +8 Cun / +8 Con Changes resistances: +6% darkness / +9% cold Changes resistances penetration: +15% cold Changes damage: +12% blight / +12% darkness Mental save: +20 (+5 eff.) Spellpower: +5 (+1 eff.) Mindpower: +12 (+3 eff.) Damage Shield penetration: +30% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 102% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| Around waist | balancing hardened leather belt of containmentPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +7.0% Changes stats: +3 Cun / +4 Dex Maximum life: +53.00 Maximum mana: +54.00 Maximum stamina: +38.00 Maximum hate: +13.00 Maximum psi: +22.00 Maximum vim: +23.00 Maximum pos.energy: +26.00 Maximum neg.energy: +25.00 Mental crit. chance: +6% Reduces paradox anomalies(equivalent to willpower): +15 A belt that goes around your waist. |
| In main hand | Warmaster Gnarg's Murderblade (172% power, 19 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 172% Range: 1.6x 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 assault +0.20 Technique / Two-handed maiming +0.20 Technique / Two-handed weapons A blood-etched greatsword, it has seen many foes. From the inside. This item has been sent to the Item's Vault. |
| On hands | Dakhtun's Gauntlets (0 def, 6 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
| Main armor | Plate of the Blackened Mind (15 def, 40 armour)Requires: - Massive armour training - Strength 48 Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +40 Defense: +15 (+4 eff.) Fatigue: +17% Effects when hit in melee: * 20% chance to cause random gloom Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +15% light / +20% blight / +25% mind / +20% darkness Talent mastery: +0.20 Cursed / Gloom Physical save: +15 (+5 eff.) Mental save: +25 (+6 eff.) Confusion immunity: +100% Fear immunity: +100% Mindpower: +10 (+2 eff.) Light radius: -2 Infravision radius: +4 It can be used to activate talent Dominate (costing 15 power out of 25/25) : Effective talent level: 2.0 Power cost: 15 out of 25/25. Range: 2 Travel Speed: instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 17 Armour, 24 Defense and your attacks will gain 31% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This talent will also attack with your shield, if you have one equipped. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
| Cloak | Radiance (15 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +15 (+4 eff.) Damage when hit (Melee): 30 blinding light Changes stats: +10 Cun / +10 Mag Changes resistances: +30% light / +30% darkness Changes resistances cap: +10% light Changes damage: +25% light Talent category bonus: +0.20 Celestial Spellpower: +20 (+5 eff.) This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. |
| Around neck | DusksorrowInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Effects on melee hit: * 24% chance to reduce all saves and defense by 43 Changes stats: +10 Str / +27 Dex / +10 Wil / +10 Cun / +9 Con Changes resistances: +6% darkness Changes resistances penetration: +25% acid / +30% darkness / +10% mind Blindness immunity: +40% Life regen: +5.00 Stamina each turn: +1.50 Infravision radius: +10 Sight radius: +2 See invisible: +15 Movement speed: +10% Amulets make your neck look great! |
Inventory
healing infusion of the wizard (heal 247; cd 13)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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 247 then cleanse 1 wound, poison, and disease effect. 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. |
movement infusion of the titan (speed 963%; cd 13)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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 963% 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 Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the wizard (heal 503; 13 cd)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: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 503 life over 5 turns. 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. |
Rune of Dissipation ( )Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 495; dur 4; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 495 damage for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
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! |
Taint of Purging (5 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / taint ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the taint to purge your body of physical afflictions for 5 turns. Each turn the purge will attempt to cleanse 1 physical debuff from you, and if one is removed, increase its duration by 1. It can be used to inscribe your skin with the taint. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+5 eff.) Spell save: +15 (+5 eff.) Mental save: -7 (-2 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Mirror ShardsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate, 332 strength, based on Magic) for 5 turns Activation costs 24 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
The Far-HandPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 36 power out of 36/36) : Effective talent level: 4.0 Power cost: 36 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (169). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
VoxPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Silence immunity: +100% Maximum mana: +50.00 Maximum vim: +50.00 Spellpower: +9 (+2 eff.) Spell crit. chance: +4% See invisible: +20 Casting speed: +15% No force can hope to silence the wearer of this amulet. |
Woebreeze the gold amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Defense: +15 (+4 eff.) Changes stats: +3 Dex / +4 Con Changes resistances: +18% temporal Changes damage: +6% darkness / +9% physical Talent masteries: +0.19 Celestial / Sun +0.19 Celestial / Chants Physical save: +9 (+3 eff.) Pinning immunity: +22% Knockback immunity: +29% Life regen: +5.00 Maximum life: +38.00 Amulets make your neck look great! |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / 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 not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Huruhir the gold ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +10 Damage when hit (Melee): 6 mind Changes stats: +5 Str Changes resistances penetration: +20% mind / +10% acid Changes damage: +3% mind Mental save: +5 (+1 eff.) Confusion immunity: +29% Stun/Freeze immunity: +21% Life regen: +2.00 Rings make your fingers look great! |
LisiraPowered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +2 Changes stats: +14 Cun / +13 Mag Changes resistances: +19% blight / +5% arcane Changes resistances penetration: +5% temporal Changes damage: +19% blight Blindness immunity: +20% Silence immunity: +21% Knockback immunity: +20% Teleport immunity: +10% Spellpower: +29 (+7 eff.) Rings make your fingers look great! |
MareduchikInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 2 mind Changes resistances: +38% acid / +14% nature / +11% blight Changes damage: +19% acid Poison immunity: +30% Disease immunity: +17% Life regen: +16.00 Mana each turn: +0.04 Mana when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +10 Maximum life: +80.00 Maximum vim: +20.00 Spell crit. chance: +1% Mindpower: +5 (+1 eff.) Healing mod.: +20% Rings make your fingers look great! |
Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+2 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +14 Defense: +15 (+4 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 35% Changes stats: +14 Str / +6 Mag / +8 Con Changes resistances: +9% darkness / +6% cold Reduces incoming crit damage: 10.00% Spell save: +12 (+4 eff.) Pinning immunity: +21% It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
steel ring 'Gloyana'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +10 (+3 eff.) Changes stats: +5 Dex Changes resistances: +6% temporal Changes resistances penetration: +10% arcane Changes damage: +3% mind Mental save: +6 (+1 eff.) Poison immunity: +10% Silence immunity: +20% Teleport immunity: +20% Healing mod.: +15% Rings make your fingers look great! |
voratun ring 'Nerebeth'Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +37 (+9 eff.) Armour penetration: +17 Defense: +12 (+3 eff.) Changes stats: +10 Dex / +9 Wil / +8 Cun Changes damage: +15% arcane Blindness immunity: +50% Spellpower on spell critical (stacks up to 3 times): +12 Maximum vim: +20.00 Spell crit. chance: +4% Mindpower: +15 (+3 eff.) Infravision radius: +6 See stealth: +25 See invisible: +25 Damage Shield penetration: +20% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 102% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Isonn the voratun battleaxe (169% power, 4 apr)Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 169% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 10% chance to reduce all saves and defense by 43 * 50% chance to put 1 talent on cooldown for 6 turns (checks Confusion immunity) Damage (Melee): +27 light Damage (radius 1) on hit: +28 fire Damage (radius 2) on crit: +4 acid Damage against: +35% Undead When wielded/worn: Damage when hit (Melee): 6 acid Changes resistances: +9% acid / +12% mind Changes damage: +6% mind Massive two-handed battleaxes. |
stralite battleaxe 'Filthvile' (154% power, 3 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 155% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +4 darkness Damage (radius 1) on hit: +12 nature When wielded/worn: Accuracy: +28 (+7 eff.) Armour penetration: +17 Physical crit. chance: +17.0% Physical power: +19 (+5 eff.) Damage when hit (Melee): 2 darkness Changes stats: +7 Con Changes resistances: +6% nature Changes resistances penetration: +17% physical / +15% nature / +14% all Changes damage: +9% light Disarm immunity: +38% Massive two-handed battleaxes. |
enhanced stralite greatsword of torment (164% power, 3 apr)Requires: - Strength 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 164% Range: 1.6x 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 hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns When wielded/worn: Changes stats: +10 Str / +10 Dex / +10 Mag / +13 Wil / +10 Cun / +10 Con Massive two-handed swords. |
Wind's Whisper (4 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +3 Dex Silence immunity: +30% Deflect projectiles away: +25% Slows Projectiles: +20% Activating this item is instant. It can be used to activate talent Evasion (costing 50 power out of 50/50) : Effective talent level: 2.0 Power cost: 50 out of 50/50. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 28% chance to evade melee and ranged attacks and 19 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. |
cashmere cloak 'Poleralaith' (42 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Defense: +42 (+10 eff.) Changes damage: +30% physical Physical save: +11 (+4 eff.) Only die when reaching: -80.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Shoes of Moving Slowly (0 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +0 Defense: +0 (+0 eff.) Fatigue: +3% Changes stats: +8 Mag / +8 Wil Knockback immunity: +100% Spellpower: +5 (+1 eff.) Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. It can be used to combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
Hand of the World-Shaper (0 def, 12 armour)Requires: - Heavy armour training Powered by arcane forces Infused by nature 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +12 Changes stats: +6 Str / +6 Mag Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +12% physical Talent masteries: +0.20 Spell / Stone +0.10 Wild-gift / Sand drake aspect +0.10 Spell / Earth Spellpower: +10 (+2 eff.) Spell crit. chance: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Earthquake (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 68.18 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
Stone Gauntlets of Harkor'Zun (0 def, 7 armour)Requires: - Heavy armour training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Fatigue: +10% Changes resistances: +20% acid / +10% physical Changes resistances cap: +10% acid / +5% physical Changes resistances penetration: +15% acid / +15% physical Changes damage: +10% acid / +5% physical Talent cooldown: Clinch (-2 turns) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
Helm of Knowledge (0 def, 12 armour)Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +12 Fatigue: +8% Changes stats: +10 Cun / +10 Wil Changes resistances: +15% mind / +10% arcane / +15% light Life regen: +2.00 It can be used without being worn. It can be used to sense the presence of unique objects Activation costs 20 power out of 20/20. A large crown, part metallic part glass that radiates with psionic powers. |
Wildsun (10 def, 5 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +7.0% Armour: +5 Defense: +10 (+2 eff.) Fatigue: +5% Changes stats: +10 Str / +2 Wil / +12 Lck Changes resistances: +14% lightning / +15% temporal / +15% nature Changes damage: +9% nature Reduces incoming crit damage: 15.00% Spell save: +10 (+4 eff.) Pinning immunity: +20% Life regen: +2.00 Maximum life: +133.00 Spell crit. chance: +8% Mindpower: +15 (+3 eff.) Mental crit. chance: +8% Healing mod.: +17% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Heathunger' (0 def, 4 armour) =water=Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +25 (+6 eff.) Armour: +4 Fatigue: +4% Changes stats: +2 Str / +2 Dex Changes resistances: +11% cold Changes resistances penetration: +15% fire Allows you to breathe in: water Critical mult.: +10.00% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Unsetting Sun (16 def, 20 armour, 280 block)Requires: - Shield usage training - Strength 40 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. Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +20 Defense: +16 (+4 eff.) Ranged Defense: +17 (+4 eff.) Fatigue: +14% Changes resistances: +30% blight / +30% darkness Talent granted: +1 Block Spell save: +19 (+7 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. |
768 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. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
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. |
4 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 80 power out of 43/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
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 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. |
5 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Cut Drem ArmPowered by unknown forces 2.00 Encumbrance. [Unique] Type: misc / gross ; tier 3 When wielded/worn: Damage when hit (Melee): 25 darkness Disarm immunity: +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
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 (+3 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) : Effective talent level: 4.0 Power cost: 80 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 4, doing 42.19 cold damage and 37.13 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 6 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. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite 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.(156 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Eye of the Dreaming One =5w=Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+2 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 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 19 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. |
Demonic Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
5 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
6 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 Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Entropy (1/1)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 141% of the healing done. This effect scales with your Magic stat. Activation costs 75 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 564.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 25 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Issotohir the yew totem of healing [power 296] (15 cooldown) =heal=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Accuracy: +15 (+4 eff.) Changes stats: +3 Dex Changes resistances: +6% darkness Changes damage: +9% arcane Spell save: +18 (+6 eff.) Only die when reaching: -80.00 life Healing mod.: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to heal yourself and all friendly characters within 10 spaces for 296 Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 39% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Tree of LifeInfused 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 (+2 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. |
ash totem of summon tentacle 'Lightningwisp' [power 155] (25 cooldown) =tent=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Accuracy: +15 (+4 eff.) Physical crit. chance: +1.0% Changes stats: +4 Wil Changes resistances: +9% lightning See invisible: +9 It can be used to summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 369 Base Damage: 155 Armor: 13 All Resist: 2 Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage penetration by 14% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
3 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. |
Brightresolve the elm wand of lightning storm [power 122] (15 cooldown) =20 light pen=Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Accuracy: +20 (+5 eff.) Damage when hit (Melee): 6 physical Changes stats: +3 Str / +1 Dex Changes resistances: +1% physical Changes resistances penetration: +20% light It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 30 lightning damage and will be dazed for 1 turn (152 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Heal for 37. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
9 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. |
10 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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. |
2 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. |
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Fallen the Cornac Sun Paladin level 36
6th Mirth 123rd year of Ascendancy at 14:01 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Fallen the Cornac Sun Paladin level 31
51st Pyre 123rd year of Ascendancy at 11:36 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Fallen the Cornac Sun Paladin level 36
4th Mirth 123rd year of Ascendancy at 18:40 see stats
Arachnophobia (Insane (Roguelike) difficulty)
Destroyed the spydric menace.By Fallen the Cornac Sun Paladin level 42
54th Dusk 123rd year of Ascendancy at 10:04 see stats
Back and there again (Insane (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Fallen the Cornac Sun Paladin level 49
79th Haze 123rd year of Ascendancy at 00:15 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Fallen the Cornac Sun Paladin level 10
44th Dusk 122nd year of Ascendancy at 03:55 see stats
Destroyer of the creation (Insane (Roguelike) difficulty)
Killed Slasul.By Fallen the Cornac Sun Paladin level 50
8th Decay 123rd year of Ascendancy at 21:21 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Fallen the Cornac Sun Paladin level 38
15th Dusk 123rd year of Ascendancy at 00:27 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Fallen the Cornac Sun Paladin level 37
13rd Dusk 123rd year of Ascendancy at 06:42 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Fallen the Cornac Sun Paladin level 23
2nd Regrowth 123rd year of Ascendancy at 23:25 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Fallen the Cornac Sun Paladin level 31
46th Pyre 123rd year of Ascendancy at 17:21 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Fallen the Cornac Sun Paladin level 50
16th Regrowth 124th year of Ascendancy at 20:46 see stats
Flooder (Insane (Roguelike) difficulty)
Defeated Ukllmswwik while doing his own quest.By Fallen the Cornac Sun Paladin level 49
4th Decay 123rd year of Ascendancy at 13:50 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Fallen the Cornac Sun Paladin level 31
51st Pyre 123rd year of Ascendancy at 11:00 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Fallen the Cornac Sun Paladin level 10
6th Mirth 122nd year of Ascendancy at 22:07 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Fallen the Cornac Sun Paladin level 20
13rd Haze 122nd year of Ascendancy at 15:52 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Fallen the Cornac Sun Paladin level 30
20th Pyre 123rd year of Ascendancy at 01:19 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Fallen the Cornac Sun Paladin level 40
43rd Dusk 123rd year of Ascendancy at 00:07 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Fallen the Cornac Sun Paladin level 50
7th Decay 123rd year of Ascendancy at 03:19 see stats
Lost in translation (Insane (Roguelike) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Fallen the Cornac Sun Paladin level 4
77th Pyre 122nd year of Ascendancy at 20:35 see stats
Myths of an age past (Insane (Roguelike) difficulty)
Learned all there is to learn about the Gods and the Godslayers.By Fallen the Cornac Sun Paladin level 31
51st Pyre 123rd year of Ascendancy at 11:36 see stats
Race through fire (Insane (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Fallen the Cornac Sun Paladin level 50
26th Regrowth 124th year of Ascendancy at 17:51 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Fallen the Cornac Sun Paladin level 21
22nd Haze 122nd year of Ascendancy at 22:17 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Fallen the Cornac Sun Paladin level 34
73rd Pyre 123rd year of Ascendancy at 06:22 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Fallen the Cornac Sun Paladin level 23
2nd Regrowth 123rd year of Ascendancy at 07:45 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Fallen the Cornac Sun Paladin level 39
42nd Dusk 123rd year of Ascendancy at 14:39 see stats
Tales of the Spellblaze (Insane (Roguelike) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Fallen the Cornac Sun Paladin level 31
51st Pyre 123rd year of Ascendancy at 11:36 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Fallen the Cornac Sun Paladin level 10
37th Dusk 122nd year of Ascendancy at 17:23 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Fallen the Cornac Sun Paladin level 31
51st Pyre 123rd year of Ascendancy at 11:36 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By Fallen the Cornac Sun Paladin level 43
76th Dusk 123rd year of Ascendancy at 17:40 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Fallen the Cornac Sun Paladin level 10
9th Mirth 122nd year of Ascendancy at 01:56 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Fallen the Cornac Sun Paladin level 44
4th Haze 123rd year of Ascendancy at 01:20 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Fallen the Cornac Sun Paladin level 28
11st Pyre 123rd year of Ascendancy at 16:34 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Fallen the Cornac Sun Paladin level 19
3rd Haze 122nd year of Ascendancy at 05:27 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Fallen the Cornac Sun Paladin level 50
80th Regrowth 124th year of Ascendancy at 10:03 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Fallen the Cornac Sun Paladin level 35
4th Mirth 123rd year of Ascendancy at 13:07 see stats
You were not supposed to see that! (Insane (Roguelike) difficulty)
Read a Forbidden Tome.By Fallen the Cornac Sun Paladin level 50
38th Regrowth 124th year of Ascendancy at 06:24 see stats
Log
Fallen resists the punch!
Talent Infusion: Wild is ready to use.
Talent Bathe in Light is ready to use.
Vor, Grand Geomancer of the Pride is pulled in!
Fallen hits Fallen for (2 absorbed), 8 healing (0 total damage) [8 healing].
Mindrot hits Vor, Grand Geomancer of the Pride for 1 physical, 4 mind, 1 physical, 5 darkness (12 total damage).
Fallen's black hole hits Vor, Grand Geomancer of the Pride for 85 physical damage.
Self-Judgement hits Fallen for 1 Bleed damage.
Burning from Vor, Grand Geomancer of the Pride hits Fallen for (20 flat reduction), (65 absorbed), 0 fire (0 total damage).
Vor, Grand Geomancer of the Pride hits The One That Hunts for 0 fire damage.
Vor, Grand Geomancer of the Pride hits Fallen for (20 flat reduction), (220 absorbed), 0 fire (0 total damage).
The protective shield of Vor, Grand Geomancer of the Pride disappears.
Vor, Grand Geomancer of the Pride's spell attains critical power!
Fallen suffers from damage from Vor, Grand Geomancer of the Pride's Fireflash, mitigating the blow!.
Your shield crumbles under the damage!
The shield around Fallen crumbles.
Thunderstorm hits The One That Hunts for 0 lightning damage.
Thunderstorm hits Fallen for (19 flat reduction), 0 lightning (0 total damage).
Vor, Grand Geomancer of the Pride's Fireflash hits The One That Hunts for 0 fire damage.
Vor, Grand Geomancer of the Pride's Fireflash hits Fallen for (20 flat reduction), (559 bled out), (33 absorbed), 303 fire (303 total damage).
Vor, Grand Geomancer of the Pride hits Vor, Grand Geomancer of the Pride for 11 fire damage.
Vor, Grand Geomancer of the Pride uses Pride of the Orcs.
A shield forms around Vor, Grand Geomancer of the Pride.
The One That Hunts casts Twisted Evolution.
Fallen resists!
Vor, Grand Geomancer of the Pride roars triumphantly.
Vor, Grand Geomancer of the Pride receives 418 healing from Pride of the Orcs.
Vor, Grand Geomancer of the Pride's ice storm area effect hits Fallen for (20 flat reduction), 107 cold (107 total damage).
Vor, Grand Geomancer of the Pride's ice storm area effect hits Fallen for (20 flat reduction), 107 cold (107 total damage).
Fallen the level 50 cornac sun paladin was frozen to death by Vor, Grand Geomancer of the Pride and used as target practice for initiate mages on level 3 of Vor Pride.










































































































































