Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! ZOmnibus Lite 1.5.0A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions: Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Ogre |
Class | Bulwark |
Level / Exp | 41 / 64% |
Size | huge |
Lifes / Deaths | Killed by Gyma the rogue at level 24 on the 56th Pyre 123rd year of Ascendancy at 09:53 0 / 8Killed by wretchling at level 26 on the 70th Pyre 123rd year of Ascendancy at 00:10 Killed by Yvivea the ogre guard at level 27 on the 73rd Pyre 123rd year of Ascendancy at 04:34 Killed by Urrenra the krog at level 29 on the 10th Dusk 123rd year of Ascendancy at 04:24 Killed by orc high pyromancer at level 37 on the 55th Regrowth 124th year of Ascendancy at 20:35 Killed by ritch flamespitter at level 37 on the 61st Regrowth 124th year of Ascendancy at 09:52 Killed by The Shade of Telos at level 41 on the 40th Pyre 124th year of Ascendancy at 15:54 Killed by mucus ooze at level 41 on the 43rd Pyre 124th year of Ascendancy at 01:32 |
Primary Stats
Strength | 143.476 (base 60) |
Dexterity | 93.476 (base 60) |
Constitution | 33 (base 17) |
Magic | 65.476 (base 38) |
Willpower | 15 (base 10) |
Cunning | 19 (base 10) |
Resources
Mana | 0/365 |
Equilibrium | 0 |
Life | -1458/1807 |
Positive | 0/170 |
Stamina | 10/172 |
Healing Factor | 1.1699507389162 |
Regeneration | 7.8007015118974 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +86.95652173913% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 5 |
See Stealth | 20.783939787388 |
See Invisible | 52.783939787388 |
ESP Range | 10 |
ESP Kinds | dragon, humanoid/orc |
Offense: Mainhand
Damage | 195 |
Accuracy | 63 |
Crit Chance | 14% |
APR | 19 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 45 |
Crit Chance | 11% |
Speed | 1 |
Offense: Mind
Mindpower | 23 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
Acid | +29% |
Cold | +18% |
Blight | +11% |
Arcane | +26% |
Mind | +8% |
All | +2% |
Offense: Damage Penetration
Blight | +25% |
Acid | +20% |
All | 0% |
Defense: Base
Armour (hardiness) | 107.07175883374 (81.030927835052%) |
Defense | 56 |
Ranged Defense | 60 |
Fatigue | 0 |
Physical Save | 65 |
Spell Save | 49 |
Mental Save | 45 |
Defense: Resistances
Acid | + 75%( 75%) |
Blight | + 45%( 75%) |
Arcane | + 27%( 75%) |
Cold | + 52%( 75%) |
All | + 19%( 75%) |
Darkness | + 28%( 75%) |
Lightning | + 49%( 75%) |
Temporal | + 31%( 75%) |
Physical | + 29%( 75%) |
Mind | + 24%( 75%) |
Fire | + 75%( 75%) |
Nature | + 43%( 75%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 40% |
Silence Resistance | 38% |
Confusion Resistance | 37% |
Stun Resistance | 100% |
Pinning Resistance | 0% |
Poison Resistance | 10% |
Knockback Resistance | 64% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1147% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 30 for 13 turns. While Heroism is active, you will only die when reaching -1197 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 12% 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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 483 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Technique / Warcries | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Battle tactics | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Shield defense | 1.30 |
| 2/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Technique / Shield offense | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
Technique / Conditioning | 1.30 |
| 3/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Shield Wall |
talent | Last Stand |
detrimental effect | Reduces global action speed by 15%. Slow |
detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
beneficial effect | Increases your three highest stats by 25 and keeps you from dying even if your life drops to -1058. Heroism |
beneficial effect | Each melee blow landed has a 60% chance to trigger an additional melee blow (up to once per turn for each weapon). Greater Weapon Focus |
detrimental effect | The target is poisoned, taking 103.27 nature damage per turn. Poison |
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. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You 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 check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You failed to protect the injured seer from death by Xanewyn the forest wight. Escort: injured seer (level 1 of Dreadfell) | failed |
You successfully escorted the injured seer to the recall portal on level 8 of Dreadfell. Escort: injured seer (level 8 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You failed to protect the lone alchemist from death by snow giant boulder thrower. Escort: lone alchemist (level 2 of Daikara) | failed |
You successfully escorted the lost anorithil to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost anorithil (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You failed to protect the lost anorithil from death by ShuntyGoodBoi. Escort: lost anorithil (level 3 of Scintillating Caves) | failed |
You failed to protect the lost sun paladin from death by wretchling. Escort: lost sun paladin (level 2 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the 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 |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda died to a Yaech raiding party at the beach. | failed |
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. * 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: 637. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of the savior 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 mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | 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 within1 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 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 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 | Girath (22 def, 4 armour) Girath (22 def, 4 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +22 (+6 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +3% Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 4 temporal Changes resistances: +6% blight / +2% physical / +9% nature / +3% fire Spell save: +20 (+7 eff.) Silence immunity: +38% Confusion immunity: +27% Stun/Freeze immunity: +34% Spellpower: +5 (+1 eff.) Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 22 cooldown : Effective talent level: 2.0 Power cost: 22 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 35% chance to evade melee and ranged attacks and 26 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Voidsweeper of the Blightspawn Voidsweeper of the BlightspawnPowered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 12 blight / 24 fire Changes stats: +2 Str / +7 Dex / -6 Con Changes resistances: +14% blight / +8% fire / +11% darkness Mental save: +9 (+3 eff.) Maximum vim: +40.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +7% Mindpower: +9 (+5 eff.) Mental crit. chance: +8% Light radius: +4 Infravision radius: +5 See invisible: +11 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 22 cooldown : Effective talent level: 2.0 Power cost: 22 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 25 blight damage or heals 34 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Ivulrana (6 def, 11 armour) Ivulrana (6 def, 11 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +11 Defense: +6 (+2 eff.) Fatigue: +4% Effects on melee hit: * 20% chance to disease * 30% chance to corrode armour by 30% Changes resistances: +12% blight / +9% acid / +4% all Changes resistances penetration: +20% acid / +25% blight Changes damage: +3% acid / +9% blight Physical save: +10 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Gloves of the Firm Hand (0 def, 8 armour) Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Tool | dragonbone totem of thorny skin 'Tarroblek' [power 90] (15 cooldown) =Con= dragonbone totem of thorny skin 'Tarroblek' [power 90] (15 cooldown) =Con=Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +2 Cun / +3 Con Maximum wards: +2 acid / +4 nature / +5 light Changes damage: +9% arcane Talent cooldown: Rushing Claws (-2 turns) Talents granted: +1 Ward +10 Rushing Claws Vim when firing critical spell: +2.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to harden the skin for 7 turns increasing armour by 90 and armour hardiness by 70%, putting all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | psionicist's stralite ring of frost (+32%) =Cold Resist= psionicist's stralite ring of frost (+32%) =Cold Resist=Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +2 Wil Changes resistances: +32% cold Changes damage: +16% cold Mental save: +4 (+1 eff.) Rings can have magical properties. |
On fingers | Milen the stralite ring Milen the stralite ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +36% acid / +15% temporal / +9% cold / +12% nature / +12% fire Changes damage: +24% acid Spell save: +9 (+3 eff.) Rings can have magical properties. |
Around neck | Ebonyfurnace of the Blightspawn Ebonyfurnace of the BlightspawnCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +13 Armour: +5 Defense: +8 (+3 eff.) Fatigue: -7% Effects when hit in melee: * 33% chance to inflict 15% damage reduction * 32% chance to disease Changes stats: +3 Wil / +2 Con Changes resistances cap: +5% all Grants telepathy: Dragon Critical mult.: +14.00% Physical save: +15 (+4 eff.) Life regen: +3.00 Light radius: +3 See invisible: +6 Amulets can have magical properties. |
In main hand | Ulfyyon (40.5-56.7 power, 6 apr) Ulfyyon (40.5-56.7 power, 6 apr)Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 40.5 - 56.7 Uses stat: 100% Str Damage type: Mind Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +19 darkness Damage against: +16% Living When wielded/worn: Changes stats: +2 Dex / +2 Wil / +10 Con Changes damage: +6% mind Grants telepathy: Humanoid/Orc See invisible: +15 One-handed war axes. |
Around waist | Chargeking ChargekingPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Fatigue: -7% Changes resistances: +15% lightning / +12% fire / +6% mind Maximum encumbrance: +41 Physical save: +30 (+7 eff.) Mental save: +30 (+10 eff.) Poison immunity: +10% Stun/Freeze immunity: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A belt that goes around your waist. |
In off hand | Piercing Gaze (5 def, 25 armour, 40-48 power, 180 block) Piercing Gaze (5 def, 25 armour, 40-48 power, 180 block)Requires: - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 40.0 - 48.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +180 When wielded/worn: Armour: +25 Defense: +5 (+2 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +12% Changes resistances: +10% acid / +10% physical / +10% fire / +10% lightning Talent granted: +4 Block Special effect on block: 30% chance of petrifying the attacker. This gigantic shield has a stone eye embedded in it. |
Cloak | Willowarc the cashmere cloak (2 def, 0 armour) Willowarc the cashmere cloak (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +3 Str / +5 Cun / +3 Con Changes resistances: +5% arcane / +12% lightning Mental save: +6 (+2 eff.) Hate when firing a critical mind attack: +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Ichorwisp the stralite plate armour (7 def, 13 armour) =Fire/Acid Resist= Ichorwisp the stralite plate armour (7 def, 13 armour) =Fire/Acid Resist=Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+2 eff.) Fatigue: +26% Effects on melee hit: * Slows global speed by 30% * 30% chance to corrode armour by 30% Damage when hit (Melee): 16 acid Changes resistances: +21% acid / +27% fire / +9% nature / +5% arcane Changes damage: +15% arcane A suit of armour made of metal plates. |
Inventory
regeneration infusion of the warrior (heal 838 over 5 turns) regeneration infusion of the warrior (heal 838 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 838 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the wizard (heal 644 over 5 turns) regeneration infusion of the wizard (heal 644 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 644 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 ability. |
wild infusion (resist 18%; cure magical) wild infusion (resist 18%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 18% for 6 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
wild infusion (resist 14%; cure magical, physical) wild infusion (resist 14%; cure magical, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 14% for 5 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
wild infusion of the psychic (resist 18%; cure physical) wild infusion of the psychic (resist 18%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 18% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
movement infusion of the duelist (811% speed; 7 turns) movement infusion of the duelist (811% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 811% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
heroism infusion of the warrior (+32 for 12 turns, die at -1344) heroism infusion of the warrior (+32 for 12 turns, die at -1344)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 32 for 12 turns. While Heroism is active, you will only die when reaching -1344 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
Rune of the Rift (210.00 temporal damage, removed from time 4 turns) Rune of the Rift (210.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 214.20 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+3 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Gunumasin the steel amulet =Dragon/Orc Telepathy= Gunumasin the steel amulet =Dragon/Orc Telepathy=Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +9 (+3 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +4 Mag Changes resistances: +12% blight / +6% cold / +10% nature Grants telepathy: Dragon Humanoid/Orc Poison immunity: +27% Disease immunity: +26% Pinning immunity: +10% See invisible: +9 Amulets can have magical properties. |
insulating steel amulet of dexterity (+3) =Cold/Fire Resist= insulating steel amulet of dexterity (+3) =Cold/Fire Resist=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Dex Changes resistances: +12% cold / +14% fire Amulets can have magical properties. |
Liseda =Cun, Blight Resist= Liseda =Cun, Blight Resist=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -7% Changes stats: +9 Dex / +8 Cun / +9 Con Changes resistances: +12% blight Changes resistances penetration: +15% arcane Changes damage: +27% blight / +27% arcane Life regen: +0.90 Stamina each turn: +0.80 Movement speed: +10% Amulets can have magical properties. |
Tuleroddamarab the stralite amulet Tuleroddamarab the stralite amuletPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +2 Changes stats: +3 Wil Changes resistances: +9% lightning / +9% temporal Changes damage: +24% blight / +26% fire Talent mastery: +0.34 Wild-gift / Harmony Critical mult.: +34.00% Stun/Freeze immunity: +20% Equilibrium when hit: +0.08 Spellpower: +25 (+8 eff.) Amulets can have magical properties. |
copper ring of perseverance =Stun/Freeze Resistance= copper ring of perseverance =Stun/Freeze Resistance=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Stun/Freeze immunity: +21% Life regen: +1.10 Rings can have magical properties. |
pixie's copper ring of pilfering =Cun, Mag= pixie's copper ring of pilfering =Cun, Mag=Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +9 Defense: +7 (+2 eff.) Changes stats: +3 Cun / +2 Mag Spellpower: +6 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 8 cooldown : Effective talent level: 2.0 Power cost: 8 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 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 143% 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 can have magical properties. |
Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: 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, costing 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? |
mule's steel ring of corrosion (+22%) =Acid Resist= mule's steel ring of corrosion (+22%) =Acid Resist=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Changes resistances: +22% acid Changes damage: +11% acid Maximum encumbrance: +21 Rings can have magical properties. |
treant's steel ring of misery treant's steel ring of miseryInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 11% chance to cause random gloom Damage (Melee): 7 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 8 bleed Changes stats: +2 Cun Changes resistances: +5% nature / +5% blight Poison immunity: +17% Disease immunity: +12% Hate when firing a critical mind attack: +1.00 Maximum hate: +7.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 15 cooldown : Effective talent level: 5.2 Power cost: 15 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 171% weapon damage. If the attack hits, the target will bleed for 322% weapon damage over 7 turns, and all healing will be reduced by 76%. Rings can have magical properties. |
Lightningstoker LightningstokerInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +2 (+1 eff.) Physical crit. chance: +1.0% Effects on melee hit: * 30% chance to daze at end of turn * 12% chance to cause random gloom Damage (Melee): 8 bleed Effects on ranged hit: * 13% chance to cause random gloom Damage (Ranged): 10 bleed Changes stats: +1 Cun Changes resistances: +7% blight / +11% mind / +5% nature Changes damage: +11% mind / +6% physical Poison immunity: +16% Disease immunity: +13% Hate when firing a critical mind attack: +1.00 Maximum hate: +7.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 15 cooldown : Effective talent level: 5.2 Power cost: 15 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 171% weapon damage. If the attack hits, the target will bleed for 322% weapon damage over 7 turns, and all healing will be reduced by 76%. Rings can have magical properties. |
Voidpanic VoidpanicPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 12 darkness Changes stats: +6 Wil / +7 Mag Changes resistances: +20% darkness / +6% fire Changes resistances penetration: +10% fire Changes damage: +18% fire Spellpower: +11 (+3 eff.) Rings can have magical properties. |
gladiator's gold ring of frost (+22%) =Con= gladiator's gold ring of frost (+22%) =Con=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +5 Str / +5 Con Changes resistances: +22% cold Changes damage: +11% cold Rings can have magical properties. |
gold ring 'Dagyhell' gold ring 'Dagyhell'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +16 (+4 eff.) Armour: +6 Changes stats: +4 Str / +5 Con Changes resistances penetration: +10% acid Changes damage: +9% physical Mental save: +10 (+3 eff.) Confusion immunity: +38% Only die when reaching: -80.00 life Rings can have magical properties. |
gold ring 'Vorisetira' gold ring 'Vorisetira'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 16 mind / 16 temporal Changes stats: +4 Con Changes resistances: +15% mind Changes damage: +9% temporal Physical save: +8 (+2 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings can have magical properties. |
savior's gold ring of lightning (+26%) =Lightning Resist= savior's gold ring of lightning (+26%) =Lightning Resist=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +26% lightning Changes damage: +13% lightning Physical save: +9 (+2 eff.) Spell save: +11 (+4 eff.) Mental save: +6 (+2 eff.) Rings can have magical properties. |
wizard's gold ring of tenacity =Disarm Resist, Mag= wizard's gold ring of tenacity =Disarm Resist, Mag=Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Mag Spell save: +10 (+4 eff.) Disarm immunity: +20% Pinning immunity: +27% Knockback immunity: +22% Maximum life: +27.00 Rings can have magical properties. |
Writhing Ring of the Hunter =Mag, Cun= Writhing Ring of the Hunter =Mag, Cun=Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Physical save: -30 (-8 eff.) Spell save: -30 (-10 eff.) Mental save: -30 (-13 eff.) When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
mule's stralite ring of corrosion (+26%) =Acid Resist= mule's stralite ring of corrosion (+26%) =Acid Resist=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -7% Changes resistances: +26% acid Changes damage: +13% acid Maximum encumbrance: +28 Rings can have magical properties. |
stralite ring 'Darkcast' stralite ring 'Darkcast'Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +24 (+5 eff.) Effects on melee hit: * 14% chance to cause random gloom Damage (Melee): 18 bleed Effects on ranged hit: * 16% chance to cause random gloom Damage (Ranged): 21 bleed Damage when hit (Melee): 8 blight Changes stats: +8 Str / +8 Cun / +8 Con Changes resistances: +3% darkness Changes resistances penetration: +20% mind Changes damage: +12% blight Psi when hit: +0.12 Hate when firing a critical mind attack: +3.00 Maximum hate: +13.00 Spellpower: +11 (+3 eff.) Mindpower: +12 (+6 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 15 cooldown : Effective talent level: 5.2 Power cost: 15 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 171% weapon damage. If the attack hits, the target will bleed for 322% weapon damage over 7 turns, and all healing will be reduced by 76%. Rings can have magical properties. |
voratun ring 'Flashtorrent' voratun ring 'Flashtorrent'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 12 mind Changes stats: +5 Cun / +5 Wil Changes resistances: +10% nature / +12% blight Changes damage: +9% lightning Poison immunity: +30% Disease immunity: +25% Mindpower: +6 (+3 eff.) Mental crit. chance: +2% Rings can have magical properties. |
Telos's Staff (Bottom Half) Telos's Staff (Bottom Half)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff It is part of a set of items. Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Attack speed: 100% When wielded/worn: Changes stats: +4 Mag Changes damage: +20% acid / +20% cold Critical mult.: +20.00% Mental save: +8 (+2 eff.) Confusion immunity: +20% Maximum mana: +50.00 Spell crit. chance: +8% The bottom part of Telos' broken staff. |
Eksatin's Ultimatum (63-94.5 power, 25 apr) Eksatin's Ultimatum (63-94.5 power, 25 apr)Requires: - Strength 50 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 63.0 - 94.5 Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +25.0% Attack speed: 100% On weapon crit: * decapitate a weakened target When wielded/worn: Critical mult.: +25.00% This gore-stained battleaxe was once used by an infamously sadistic king, who took the time to personally perform each and every execution he ordered. He kept a vault of every head he ever removed, each and every one of them carefully preserved. When he was overthrown, his own head was added as the centrepiece of the vault, which was maintained as a testament to his cruelty. |
Bloomcutter the dwarven-steel greatmaul (39.5-59.25 power, 2 apr) Bloomcutter the dwarven-steel greatmaul (39.5-59.25 power, 2 apr)Requires: - Strength 24 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 39.5 - 59.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * Slows global speed by 40% Burst (radius 1) on hit: +12 nature When wielded/worn: Accuracy: +12 (+3 eff.) Defense: +10 (+3 eff.) Effects on melee hit: * Slows global speed by 15% Changes resistances: +2% physical Reduces incoming crit damage: 5.00% Disarm immunity: +66% Massive two-handed mauls. |
dwarven-steel greatmaul 'Porynne' (42.5-63.75 power, 2 apr) dwarven-steel greatmaul 'Porynne' (42.5-63.75 power, 2 apr)Requires: - Strength 24 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 42.5 - 63.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +32 mind When wielded/worn: Accuracy: +16 (+4 eff.) Defense: +12 (+4 eff.) Fatigue: -4% Changes stats: +4 Str / +3 Dex / +2 Mag Reduces incoming crit damage: 15.00% Disarm immunity: +53% Massive two-handed mauls. |
Belydhemira the Flashvenom (73.5-110.25 power, 3 apr) Belydhemira the Flashvenom (73.5-110.25 power, 3 apr)Requires: - Strength 35 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 73.5 - 110.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 16 nature Changes resistances penetration: +25% lightning / +25% mind Changes damage: +9% mind Massive two-handed mauls. |
Bleaktyphoon of the Blightspawn (55-82.5 power, 3 apr) Bleaktyphoon of the Blightspawn (55-82.5 power, 3 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 55.0 - 82.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% When this weapon hits: Netherblast (20% chance level 4). On weapon hit: * 27% chance to disease Damage (Melee): +24 blight Burst (radius 1) on hit: +4 lightning / +19 fire When wielded/worn: Armour penetration: +10 Physical crit. chance: +14.0% Changes resistances penetration: +10% arcane Changes damage: +9% arcane / +3% blight Critical mult.: +31.00% Damage Shield penetration: +20% Talent on hit(spell): Netherblast (20% chance level 4). Massive two-handed mauls. |
Unlightnoon of the Blightspawn (57.5-86.25 power, 3 apr) Unlightnoon of the Blightspawn (57.5-86.25 power, 3 apr)Requires: - Strength 35 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 57.5 - 86.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 19% chance to inflict 15% damage reduction * 20% chance to curse the target On weapon crit: * splashes the target with acid Damage (Melee): +37 acid When wielded/worn: Armour: +4 Changes stats: +16 Cun / -16 Dex Changes resistances: +3% light / +3% blight Physical save: +15 (+4 eff.) Disease immunity: +5% Massive two-handed mauls. |
balanced voratun greatmaul (65-97.5 power, 4 apr) balanced voratun greatmaul (65-97.5 power, 4 apr)Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 65.0 - 97.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +19 (+5 eff.) Defense: +13 (+4 eff.) Disarm immunity: +55% Massive two-handed mauls. |
Genocide (42-67.2 power, 4 apr) Genocide (42-67.2 power, 4 apr)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.pwr / acc 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. |
stralite greatsword 'Coalfist' (51-81.6 power, 3 apr) stralite greatsword 'Coalfist' (51-81.6 power, 3 apr)Requires: - Strength 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 51.0 - 81.6 Uses stat: 120% Str Damage type: Temporal Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown Damage Shield penetration (this weapon only): +10% Damage (Melee): +8 darkness When wielded/worn: Accuracy: +38 (+10 eff.) Defense: +36 (+10 eff.) Damage when hit (Melee): 12 temporal Changes stats: +2 Con Changes resistances penetration: +15% darkness Disarm immunity: +123% Stamina each turn: +0.80 Mindpower: +4 (+2 eff.) Massive two-handed swords. |
Malediction (55-66 power, 15 apr) Malediction (55-66 power, 15 apr)Requires: - Strength 55 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 4 Base power: 55.0 - 66.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Curse of Death (10% chance level 3). When this weapon hits: Curse of Vulnerability (10% chance level 3). Lifesteal (this weapon only): +5% Burst (radius 1) on hit: +25 blight When wielded/worn: Changes damage: +20% blight Spellpower: +20 (+6 eff.) Talent on hit(spell): Curse of Impotence (10% chance level 3). Talent on hit(spell): Curse of Defenselessness (10% chance level 3). The land withers and crumbles wherever this cursed axe rests. |
Umbral Razor (25-32.5 power, 10 apr) =Cun= Umbral Razor (25-32.5 power, 10 apr) =Cun=Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 45% Str, 10% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Crit. chance: +9.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 6 power out of 10/10) : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 105.11 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
manaburning pouch of stralite shots of wind (18/18, 41.5-49.8 power, 5 apr) manaburning pouch of stralite shots of wind (18/18, 41.5-49.8 power, 5 apr)Requires: - Dexterity 35 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 41.5 - 49.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +5.5% Capacity: 18 On weapon hit: * 15 arcane resource burn * 10% chance to create an air burst Travel speed: +200% Shots are used with slings to pummel your foes to death. |
Black Mesh (8 def, 2 armour, 40-48 power, 120 block) Black Mesh (8 def, 2 armour, 40-48 power, 120 block)Requires: - Strength 20 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 40.0 - 48.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +120 When wielded/worn: Armour: +2 Defense: +8 (+3 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +6% Changes stats: +5 Wil Changes resistances: +25% blight / +25% darkness Talent granted: +3 Block Special effect on block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
Sanguine Shield (14 def, 4 armour, 40-48 power, 220 block) Sanguine Shield (14 def, 4 armour, 40-48 power, 220 block)Requires: - Strength 39 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 40.0 - 48.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +9.0% Block value: +220 Lifesteal (this weapon only): +8% When wielded/worn: Armour: +4 Defense: +14 (+4 eff.) Ranged Defense: +14 (+4 eff.) Fatigue: +19% Changes stats: +10 Con Changes resistances: +25% blight Talent granted: +5 Block Life regen: +5.00 Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. |
Woedredge of the Blightspawn (10 def, 2 armour, 54.5-65.4 power, 137 block) Woedredge of the Blightspawn (10 def, 2 armour, 54.5-65.4 power, 137 block)Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 54.5 - 65.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +137 On weapon hit: * Slows global speed by 20% On weapon crit: * smash the target with your shield crippling them When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+1 eff.) Armour: +2 Defense: +10 (+3 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +14% Effects when hit in melee: * 41% chance to inflict 15% damage reduction * 24% chance to disease Changes resistances: +25% blight / +20% nature / +19% lightning Changes resistances penetration: +5% light Talent granted: +4 Block Spell save: +6 (+2 eff.) Handheld deflection devices. |
stralite shield 'Obsidianream' (22 def, 2 armour, 51-61.2 power, 138.5 block) stralite shield 'Obsidianream' (22 def, 2 armour, 51-61.2 power, 138.5 block)Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 51.0 - 61.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +138 Damage (Melee): +12 darkness When wielded/worn: Armour: +2 Defense: +22 (+6 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +14% Changes stats: +10 Cun / +10 Str Talent granted: +4 Block Reduces incoming crit damage: 15.00% Deflect projectiles away: +11% Handheld deflection devices. |
Alukhad the Heatwrest (12 def, 9 armour, 63.5-76.2 power, 217 block) Alukhad the Heatwrest (12 def, 9 armour, 63.5-76.2 power, 217 block)Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 63.5 - 76.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +217 Burst (radius 2) on crit: +16 fire When wielded/worn: Armour: +9 Defense: +12 (+4 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Changes resistances: +23% fire / +6% mind / +5% arcane Talent granted: +5 Block Poison immunity: +10% Silence immunity: +25% Handheld deflection devices. |
Lunar Shield (12 def, 7 armour, 45-63 power, 250 block) Lunar Shield (12 def, 7 armour, 45-63 power, 250 block)Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 45.0 - 63.0 Uses stat: 100% Str Damage type: Arcane Accuracy bonus: +2.5% procs dam / acc Crit. chance: +10.0% Block value: +250 When wielded/worn: Armour: +7 Defense: +12 (+4 eff.) Ranged Defense: +5 (+1 eff.) Fatigue: +2% Changes resistances: +25% darkness Changes damage: +15% darkness Talent masteries: +0.20 Celestial / Star fury +0.10 Celestial / Twilight Talent granted: +5 Block Spellpower: +10 (+3 eff.) Light radius: +1 Talent on hit(spell): Moonlight Ray (10% chance level 2). A large section of chitin removed from Nimisil. It continues to give off a strange white glow. |
Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+3 eff.) Damage when hit (Melee): 20 poison / 20 nature slow Changes stats: +4 Wil / +5 Con Changes resistances: +30% nature Changes damage: +10% acid / +10% nature / +10% mind Physical save: +10 (+2 eff.) Spell save: +10 (+4 eff.) Mindpower: +10 (+5 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Galeraider the reinforced leather armour (18 def, 7 armour) =Movement= Galeraider the reinforced leather armour (18 def, 7 armour) =Movement=Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +18 (+5 eff.) Ranged Defense: +14 (+4 eff.) Fatigue: +8% Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +5 Dex Changes resistances: +15% blight / +15% cold / +15% temporal Changes resistances penetration: +20% lightning Changes damage: +9% lightning Movement speed: +20% A suit of armour made of leather. |
Revenant (8 def, 20 armour) =Con, Confusion Resist= Revenant (8 def, 20 armour) =Con, Confusion Resist=Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 Defense: +8 (+3 eff.) Fatigue: +12% Changes stats: +5 Con / +5 Mag Physical save: +12 (+3 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+4 eff.) Silence immunity: +5% Confusion immunity: +65% Pinning immunity: +5% Stun/Freeze immunity: +5% Status resistances shift over time to match the statuses you are being hit by. The joints of this armor creak ominously, the frame bends and heaves, almost as if breathing. The scratch and crack of metal mutters of suffering, of loss, perseverance and revenge. |
dwarven-steel plate armour of the dragon (5 def, 11 armour) dwarven-steel plate armour of the dragon (5 def, 11 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+2 eff.) Fatigue: +24% Changes stats: +2 Str / +2 Con Changes resistances: +8% acid / +8% physical / +10% cold / +8% fire / +9% lightning Talent cooldown: Rush (-5 turns) Disarm immunity: +24% Stun/Freeze immunity: +25% Knockback immunity: +21% A suit of armour made of metal plates. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
This item has one or more egos on your ego wish list. spiritwalker's rough leather belt of unlife =Breathing=spiritwalker's rough leather belt of unlife =Breathing= Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Mag Changes resistances: +6% blight Mana each turn: +0.14 Maximum mana: +22.00 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Blazeroar BlazeroarInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Armour: +6 Defense: +9 (+3 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +4 Dex Changes resistances: +8% acid / +20% fire / +8% cold / +8% lightning Changes resistances penetration: +15% fire A belt that goes around your waist. |
Jetrupture of the Blightspawn Jetrupture of the BlightspawnPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +8 Defense: +9 (+3 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Effects when hit in melee: * 23% chance to inflict 15% damage reduction * 23% chance to disease Changes stats: +3 Mag Changes resistances penetration: +15% darkness Changes damage: +3% acid / +6% darkness Physical save: +15 (+4 eff.) Spell save: +7 (+3 eff.) Mana each turn: +0.16 Maximum mana: +38.00 Size category: +1 A belt that goes around your waist. |
Naturekarma the linen cloak (1 def, 0 armour) =Manaburn= Naturekarma the linen cloak (1 def, 0 armour) =Manaburn=Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 20 arcane resource burn * Slows global speed by 30% Changes resistances: +6% light / +3% fire Maximum life: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ulfedar the linen cloak (1 def, 0 armour) =Blight Resist= Ulfedar the linen cloak (1 def, 0 armour) =Blight Resist=Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +6% blight / +9% fire Changes damage: +6% mind Confusion immunity: +5% Knockback immunity: +5% Maximum life: +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak of the Shaloren (1 def, 6 armour) =Cold Resist= thick linen cloak of the Shaloren (1 def, 6 armour) =Cold Resist=Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Changes stats: +1 Wil / +2 Mag Changes resistances: +12% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Hellwasp' (2 def, 0 armour) =Fire Resist= cashmere cloak 'Hellwasp' (2 def, 0 armour) =Fire Resist=Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 20 fire Changes resistances: +6% light / +12% fire Changes resistances penetration: +10% fire Changes damage: +12% light Maximum life: +35.00 Light radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Bregyldil (0 def, 5 armour) Bregyldil (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +9 Cun / +7 Con Changes resistances: +9% lightning / +10% temporal / +12% acid Changes resistances penetration: +5% acid Changes damage: +6% acid Physical save: +39 (+10 eff.) Mental save: +31 (+10 eff.) A pair of boots made of leather. |
Voroyatha (0 def, 4 armour) Voroyatha (0 def, 4 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Damage when hit (Melee): 16 arcane Changes resistances penetration: +25% temporal Changes damage: +24% temporal Silence immunity: +32% Confusion immunity: +27% Stun/Freeze immunity: +22% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
eldritch pair of dwarven-steel boots of uncanny dodging (2 def, 4 armour) eldritch pair of dwarven-steel boots of uncanny dodging (2 def, 4 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +3% Changes stats: +1 Wil / +2 Mag Mana each turn: +0.18 Maximum mana: +30.00 Spell crit. chance: +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Glonne' (0 def, 10 armour) pair of dwarven-steel boots 'Glonne' (0 def, 10 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 Fatigue: +3% Changes resistances: +3% darkness / +9% acid Changes resistances penetration: +10% mind Physical save: +30 (+7 eff.) Blindness immunity: +20% Teleport immunity: +10% Infravision radius: +1 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Wyrmbreath (0 def, 4 armour) =Fire Resist= Wyrmbreath (0 def, 4 armour) =Fire Resist=Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire It can be used to activate talent Fire Breath (costing 18 power out of 24/24) : Effective talent level: 2.0 Power cost: 18 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 332.94 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
Runimador the Rootstriker (0 def, 2 armour) Runimador the Rootstriker (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Armour: +2 Changes resistances: +9% nature / +6% lightning Changes damage: +3% nature Physical save: +8 (+2 eff.) Spell save: +20 (+7 eff.) Mental save: +8 (+2 eff.) Disarm immunity: +32% Teleport immunity: +25% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Chargeripper the dwarven-steel gauntlets (0 def, 2 armour) Chargeripper the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Effects on melee hit: * 30% chance to blind Damage (Melee): 10 fire Changes resistances: +15% lightning / +8% fire / +6% light Changes resistances penetration: +25% lightning Changes damage: +15% lightning / +7% fire Metal gloves protecting the hands up to the middle of the lower arm. |
Girab the Furnacespire (0 def, 2 armour) =Lightning Resist= Girab the Furnacespire (0 def, 2 armour) =Lightning Resist=Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 8 nature Changes resistances: +6% acid / +5% arcane / +7% nature / +30% lightning Changes damage: +6% nature Metal gloves protecting the hands up to the middle of the lower arm. |
Mardadrador the Chargemaim (0 def, 2 armour) Mardadrador the Chargemaim (0 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Armour: +2 Effects on melee hit: * 30% chance to daze at end of turn Changes resistances penetration: +15% lightning / +20% light Changes damage: +12% light Physical save: +5 (+1 eff.) Mental save: +7 (+2 eff.) Disarm immunity: +20% Light radius: +3 Metal gloves protecting the hands up to the middle of the lower arm. |
Stone Gauntlets of Harkor'Zun (0 def, 7 armour) =Acid Resist= Stone Gauntlets of Harkor'Zun (0 def, 7 armour) =Acid Resist=Requires: - Talent 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) 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 the Dwarven Emperors (0 def, 6 armour) Helm of the Dwarven Emperors (0 def, 6 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +4 Mag / +3 Wil Changes damage: +8% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +1 It can be used to activate talent Sun Flare (costing 22 power out of 30/30) : Effective talent level: 3.0 Power cost: 22 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 35.12 light damage within radius 3. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Blazetouch (0 def, 4 armour) Blazetouch (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +7 (+2 eff.) Armour: +4 Fatigue: +4% Effects on melee hit: * 15% chance to daze at end of turn Changes stats: +5 Str / +6 Dex / +5 Wil / +5 Con Changes resistances: +6% lightning / +11% physical / +15% darkness / +12% mind Changes damage: +6% mind / +6% light Physical save: +9 (+2 eff.) Infravision radius: +5 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Haralemnir the dwarven-steel helm (9 def, 4 armour) Haralemnir the dwarven-steel helm (9 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Defense: +9 (+3 eff.) Ranged Defense: +9 (+2 eff.) Fatigue: +4% Changes resistances: +8% nature / +6% cold Spell save: +25 (+9 eff.) Disease immunity: +10% Stun/Freeze immunity: +20% Maximum life: +61.00 Healing mod.: +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
11 agate 11 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
9 spinel 9 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
14 ametrine 14 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine 7 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 zircon 10 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
12 aquamarine 12 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. |
19 opal 19 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
20 topaz 20 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
16 amethyst 16 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. |
19 onyx 19 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
21 lapis lazuli 21 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
21 emerald 21 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. |
24 garnet 24 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. |
28 quartz 28 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. |
7 sapphire 7 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 jade 6 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 turquoise 6 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ruby ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 amber 3 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
bloodstone 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. |
2 fire opal 2 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. |
moonstone moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Windborne Azurite 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. |
Atamathon's Lost Ruby Eye 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. |
308 alchemist agate 308 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. |
Nimbusgash NimbusgashCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 12 lightning Changes resistances penetration: +25% lightning / +10% arcane Changes damage: +9% lightning Light radius: +5 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. |
brass lantern 'Scalddredge' =Fire Resist= brass lantern 'Scalddredge' =Fire Resist=Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 12 fire Changes resistances: +6% darkness / +12% fire Changes damage: +15% fire Blindness immunity: +25% Confusion immunity: +13% Light radius: +6 See stealth: +8 See invisible: +6 It can be used to activate talent Track, placing all other charms into a 29 cooldown : Effective talent level: 2.0 Power cost: 29 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 18 for 5 turns. The radius will increase with your Cunning. 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. |
Duathelwasp of the Blightspawn Duathelwasp of the BlightspawnPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Effects when hit in melee: * 31% chance to disease * 25% chance to inflict 15% damage reduction Damage when hit (Melee): 17 fire Changes stats: +1 Str / +1 Mag Changes resistances: +7% fire Grants telepathy: Dragon Demon/Major Demon/Minor Mental save: +10 (+3 eff.) Light radius: +6 See stealth: +13 See invisible: +22 A normal brass lantern, enhanced by alchemy to make it brighter. |
Obsidiandredge of the Blightspawn Obsidiandredge of the BlightspawnCrafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +10 Effects when hit in melee: * 27% chance to inflict 15% damage reduction * 20% chance to disease Changes stats: +6 Cun / +5 Wil Changes resistances: +6% lightning / +6% cold / +3% nature Changes resistances penetration: +10% all Changes damage: +8% mind Reduces incoming crit damage: 15.00% Blindness immunity: +10% Disarm immunity: +15% Light radius: -5 Infravision radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 72 power out of 100/100. The very essence of bearness! |
Heart of Poosh Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 72 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Nightravager the dwarven-steel pickaxe (dig speed 22 turns) Nightravager the dwarven-steel pickaxe (dig speed 22 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +7 Effects on melee hit: * Slows global speed by 30% * 20 arcane resource burn * 30% chance to inflict 15% damage reduction Changes stats: +5 Str Changes resistances: +9% cold / +6% nature / +3% darkness When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 19 cooldown : Effective talent level: 5.2 Power cost: 19 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +103 accuracy and allowing you to attack creatures you cannot see without penalty for the next 6 turns. Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+3 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 15 power out of 25/25) : Effective talent level: 3.0 Power cost: 15 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 6 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 8 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 146 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. |
Relgohad the Nightwitch [power 54] (15 cooldown) Relgohad the Nightwitch [power 54] (15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +4 Cun / +3 Dex Changes resistances: +9% blight Changes resistances penetration: +15% temporal Changes damage: +9% darkness Talents cooldown: Invoke Tentacle (+5 turn) Rushing Claws (-1 turn) Talents granted: +1 Invoke Tentacle +5 Rushing Claws It can be used to harden the skin for 7 turns increasing armour by 54 and armour hardiness by 60%, putting all charms on cooldown for 15 turns. When used: 100% chance to regenerate 8 stamina. Natural totems are made by powerful wilders to store nature power. |
arcane elven-wood wand of trap destruction [power 84] (11 cooldown) arcane elven-wood wand of trap destruction [power 84] (11 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to disarm traps (84 bonus disarm power, based on Magic) along a range 3 line, putting all charms on cooldown for 11 turns. When used: 100% chance to regenerate 10 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Wyrm Bile Wyrm BileInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / blood It can be used to drink the vile fluid. A vial of thick, lumpy fluid. Who knows what this will do to you if you drink it? |
Achievements
By ShuntyGoodBoi the Ogre Bulwark level 26
63rd Pyre 123rd year of Ascendancy at 09:49 see stats
By ShuntyGoodBoi the Ogre Bulwark level 37
2nd Wintertide 124th year of Ascendancy at 00:12 see stats
By ShuntyGoodBoi the Ogre Bulwark level 22
36th Pyre 123rd year of Ascendancy at 12:47 see stats
By ShuntyGoodBoi the Ogre Bulwark level 34
35th Haze 123rd year of Ascendancy at 07:09 see stats
By ShuntyGoodBoi the Ogre Bulwark level 14
63rd Haze 122nd year of Ascendancy at 02:34 see stats
By ShuntyGoodBoi the Ogre Bulwark level 30
19th Dusk 123rd year of Ascendancy at 14:18 see stats
By ShuntyGoodBoi the Ogre Bulwark level 33
14th Haze 123rd year of Ascendancy at 11:25 see stats
By ShuntyGoodBoi the Ogre Bulwark level 19
78th Regrowth 123rd year of Ascendancy at 14:28 see stats
By ShuntyGoodBoi the Ogre Bulwark level 17
31st Regrowth 123rd year of Ascendancy at 01:15 see stats
By ShuntyGoodBoi the Ogre Bulwark level 27
4th Mirth 123rd year of Ascendancy at 06:03 see stats
By ShuntyGoodBoi the Ogre Bulwark level 28
8th Mirth 123rd year of Ascendancy at 22:58 see stats
By ShuntyGoodBoi the Ogre Bulwark level 10
27th Dusk 122nd year of Ascendancy at 19:06 see stats
By ShuntyGoodBoi the Ogre Bulwark level 20
78th Regrowth 123rd year of Ascendancy at 20:21 see stats
By ShuntyGoodBoi the Ogre Bulwark level 30
18th Dusk 123rd year of Ascendancy at 10:31 see stats
By ShuntyGoodBoi the Ogre Bulwark level 40
14th Pyre 124th year of Ascendancy at 15:25 see stats
By ShuntyGoodBoi the Ogre Bulwark level 11
60th Dusk 122nd year of Ascendancy at 08:09 see stats
By ShuntyGoodBoi the Ogre Bulwark level 27
73rd Pyre 123rd year of Ascendancy at 09:09 see stats
By ShuntyGoodBoi the Ogre Bulwark level 32
43rd Dusk 123rd year of Ascendancy at 06:01 see stats
By ShuntyGoodBoi the Ogre Bulwark level 30
18th Dusk 123rd year of Ascendancy at 14:51 see stats
By ShuntyGoodBoi the Ogre Bulwark level 36
8th Decay 123rd year of Ascendancy at 06:04 see stats
By ShuntyGoodBoi the Ogre Bulwark level 26
61st Pyre 123rd year of Ascendancy at 15:48 see stats
By ShuntyGoodBoi the Ogre Bulwark level 10
30th Dusk 122nd year of Ascendancy at 23:00 see stats
By ShuntyGoodBoi the Ogre Bulwark level 14
72nd Haze 122nd year of Ascendancy at 13:41 see stats
By ShuntyGoodBoi the Ogre Bulwark level 9
23rd Dusk 122nd year of Ascendancy at 03:59 see stats
By ShuntyGoodBoi the Ogre Bulwark level 23
51st Pyre 123rd year of Ascendancy at 00:39 see stats
By ShuntyGoodBoi the Ogre Bulwark level 38
72nd Regrowth 124th year of Ascendancy at 13:24 see stats
By ShuntyGoodBoi the Ogre Bulwark level 14
72nd Haze 122nd year of Ascendancy at 04:35 see stats
By ShuntyGoodBoi the Ogre Bulwark level 33
59th Dusk 123rd year of Ascendancy at 13:07 see stats
By ShuntyGoodBoi the Ogre Bulwark level 26
59th Pyre 123rd year of Ascendancy at 17:21 see stats
By ShuntyGoodBoi the Ogre Bulwark level 24
58th Pyre 123rd year of Ascendancy at 10:05 see stats
Log
ShuntyGoodBoi hits Bloated ooze for 10 fire, 14 acid, 10 blight, 3 temporal (36 total damage).
ShuntyGoodBoi calms down.
Poison from Glorabeth the giant eel hits ShuntyGoodBoi for 40 nature damage.
Glorabeth the giant eel resists the mind attack!
Glorabeth the giant eel's mind surges with critical power!
Glorabeth the giant eel is invigorated by the attack!
Glorabeth the giant eel shares damage with his oozes!
ShuntyGoodBoi hits Glorabeth the giant eel for 18 mind, 1 darkness (19 total damage).
Glorabeth the giant eel hits ShuntyGoodBoi for 6 darkness, 8 mind, 0 arcane (14 total damage).
Mucus ooze uses Slime Spit.
Mucus ooze hits ShuntyGoodBoi for 63 nature damage.
Mucus ooze uses Slime Spit.
Mucus ooze's mind surges with critical power!
Mucus ooze hits ShuntyGoodBoi for 95 nature damage.
Glorabeth the giant eel uses Mucus.
Glorabeth the giant eel misses ShuntyGoodBoi.
Glorabeth the giant eel's mind surges with critical power!
Glorabeth the giant eel is invigorated by the attack!
Glorabeth the giant eel is invigorated by the attack!
Glorabeth the giant eel is invigorated by the attack!
Glorabeth the giant eel's mind surges with critical power!
Glorabeth the giant eel is invigorated by the attack!
Glorabeth the giant eel shares damage with his oozes!
ShuntyGoodBoi hits Glorabeth the giant eel for 1 fire, 4 acid, 2 blight, 1 temporal (7 total damage).
Glorabeth the giant eel hits ShuntyGoodBoi for 115 nature damage.
ShuntyGoodBoi shrugs off the critical damage!
Poison from Glorabeth the giant eel hits ShuntyGoodBoi for 45 nature damage.
Mucus ooze uses Slime Spit.
Saving game...