










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Items Vault 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.6Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Brawler |
| Level / Exp | 43 / 88% |
| Size | huge |
| Lifes / Deaths | Killed by Chronolith Twin at level 18 on the 17th Dearth 122nd year of Ascendancy at 08:10 0 / 9Killed by Aletta Soultorn at level 20 on the 9th Iron 123rd year of Ascendancy at 11:02 Killed by will o' the wisp at level 25 on the 15th Iron 123rd year of Ascendancy at 20:19 Killed by The Master at level 25 on the 15th Iron 123rd year of Ascendancy at 22:25 Killed by Warmaster Gnarg at level 33 on the 12nd Profit 123rd year of Ascendancy at 09:30 Killed by Stumpii at level 38 on the 19th Steel 124th year of Ascendancy at 12:31 Killed by Rak'shor, Grand Necromancer of the Pride at level 40 on the 9th Stralite 124th year of Ascendancy at 12:44 Killed by Nerytira the Invoker at level 43 on the 40th Stralite 124th year of Ascendancy at 19:06 Killed by Nerytira the Invoker at level 43 on the 40th Stralite 124th year of Ascendancy at 19:11 |
Primary Stats
| Strength | 128 (base 20) |
| Dexterity | 81 (base 60) |
| Constitution | 100 (base 44) |
| Magic | 22 (base 14) |
| Willpower | 28 (base 10) |
| Cunning | 72 (base 53) |
Resources
| Life | -34/1676 |
| Mana | 442/442 |
| Stamina | 274/301 |
| Healing Factor | 1.7200000000001 |
| Regeneration | 22.715531500361 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
Offense: Barehand
| Damage | 164 |
| Accuracy | 56 |
| Crit Chance | 37% |
| APR | 10 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 27 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Mind
| Mindpower | 34 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +6% |
| Lightning | +33% |
| Nature | +15% |
| Darkness | +15% |
| Physical | +26% |
| Cold | +39% |
| All | 0% |
Offense: Damage Penetration
| Blight | +10% |
| Lightning | +5% |
| Acid | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 57.413408721348 (66.666666666667%) |
| Defense | 0 |
| Ranged Defense | 0 |
| Fatigue | 0 |
| Physical Save | 60 |
| Spell Save | 35 |
| Mental Save | 45 |
Defense: Resistances
| Acid | + 18%( 70%) |
| Blight | + 27%( 70%) |
| Arcane | + 18%( 70%) |
| Cold | + 59%( 70%) |
| All | + 13%( 70%) |
| Lightning | + 26%( 70%) |
| Light | + 24%( 70%) |
| Temporal | + 18%( 70%) |
| Physical | + 14%( 70%) |
| Darkness | + 29%( 70%) |
| Nature | + 22%( 70%) |
Defense: Immunities
| Pinning Resistance | 23% |
| Bleed Resistance | 50% |
| Confusion Resistance | 60% |
| Stun Resistance | 10% |
| Disarm Resistance | 24% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 25% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 676 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 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 33% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 219 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 648 damage for 4 turns. Its effects scale with your Strength stat. |
Class Talents
| Cunning / Tactical | 1.30 |
| 3/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 2/5 |
| 4/5 |
| 2/5 |
| 5/5 |
| Technique / Grappling | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| Technique / Pugilism | 1.30 |
| 5/5 |
| 4/5 |
| 3/5 |
| 5/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| detrimental effect | Huge cut that bleeds, doing 24.67 physical damage per turn. Bleeding |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | The target is encased in ice. All damage done to it will be split, 40% absorbed by the ice and 60% by the target. The target's defense is nullified while in the ice, and it may only attack the ice, but it is also immune to any new detrimental status effects (except Wet and Frozen Feet). The target cannot teleport or heal while frozen. 1146 HP on the iceblock remaining. Frozen |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| beneficial effect | The target ignores pain, reducing all damage taken by 33%. Pain Suppression |
| beneficial effect | Countering melee attacks: Has a 0% chance to get an automatic counter attack when avoiding a melee attack. (2.0 counters remaining) Counter Attacking |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have 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 gave the Orb of Many Ways to Tannen to study while you 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. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by red crystal. Escort: injured seer (level 1 of Old Forest) | failed |
You failed to protect the injured seer from death by Stumpii. Escort: injured seer (level 2 of Old Forest) | failed |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: temporal explorer (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Foresight (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 5 of Dreadfell. Escort: temporal explorer (level 5 of Dreadfell)As a reward you improved talent Foresight (+1 level(s)). | done |
You failed to protect the worried loremaster from death by Xanomille the snow giant. Escort: worried loremaster (level 2 of Daikara) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Dreadfell. Escort: worried loremaster (level 2 of Dreadfell)As a reward you improved Dexterity by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished 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 ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 219. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. Agrimley the hermit has completed an elixir of explosive force without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * 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 | Frost Treads (1 def, 4 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| On hands | Dakhtun's Gauntlets (0 def, 6 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Displacement Shield (10% chance level 3). When this weapon hits: Wave of Power (15% chance level 1). Damage (Melee): +20 arcane Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
| On head | Steel Helm of Garkul (0 def, 6 armour)Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+3 eff.) Spell save: +12 (+5 eff.) Mental save: +12 (+4 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| Tool | dragonbone totem of summon tentacle 'Hettebar' [power 470] (31/25 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Effects on melee hit: * 20% chance to reduce armor by 25% Changes stats: +5 Str / +2 Dex / +5 Con Changes damage: +6% acid Confusion immunity: +20% Life regen: +4.00 It can be used to summon a resilient tentacle up to 5 spaces away for 12 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1176 Base Damage: 567 Armor: 50 All Resist: 50 Activation puts all charms on cooldown for 25 turns. When used: * Cleanse 3 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
| On fingers | sneakthief's gold ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+3 eff.) Changes stats: +6 Cun / +6 Dex Disarm immunity: +24% Pinning immunity: +23% Knockback immunity: +25% Maximum life: +22.00 Rings can have magical properties. |
| On fingers | Earulathagund the ArcwildInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 25% Damage when hit (Melee): 10 acid Changes resistances: +6% acid / +3% lightning Changes resistances penetration: +5% lightning / +15% acid Changes damage: +15% nature Mental save: +9 (+3 eff.) Confusion immunity: +40% Rings can have magical properties. |
| Around neck | copper amulet 'Velulebressra'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +2 Changes stats: +3 Str Reduces incoming crit damage: 5.00% Disease immunity: +20% Cut immunity: +50% Stun/Freeze immunity: +10% Healing mod.: +22% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 243 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
| Main armor | dwarven-steel mail armour 'Aravena' (3 def, 18 armour)Requires: - Heavy armour training - Strength 28 Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +18 Defense: +3 (+0 eff.) Fatigue: +12% Changes stats: +4 Str / +3 Wil / +4 Con Changes resistances: +16% blight / +18% darkness Changes resistances penetration: +10% blight Changes damage: +6% physical Critical mult.: +5.00% Life regen: +3.50 Stamina each turn: +1.10 Maximum life: +57.00 Maximum stamina: +30.00 Light radius: +1 A suit of armour made of mail. |
| Light source | Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+6 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) : Effective talent level: 4.0 Power cost: 80 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 19.62 cold damage and 17.78 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
| Cloak | elven-silk cloak 'Skydeath' (13 def, 15 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +15 Defense: +13 (+3 eff.) Effects on melee hit: * 20% chance to reduce armor by 25% Changes resistances: +6% temporal / +12% light / +18% cold / +5% arcane / +1% physical Changes damage: +15% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | hardened leather belt 'Freezepall'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +10 (+2 eff.) Damage when hit (Melee): 6 lightning Changes stats: +3 Str / +5 Con Changes resistances: +12% lightning / +15% cold Changes damage: +18% lightning / +24% cold / +15% darkness Physical save: +11 (+3 eff.) Size category: +1 A belt that goes around your waist. |
Inventory
This item will automatically be transmogrified when you leave the level.regeneration infusion (heal 221; 17 cd) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 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 221 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level.regeneration infusion (heal 160; 13 cd) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 160 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of Dissipation ( )Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Taint of Purging (5 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / taint ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the taint to purge your body of physical afflictions for 5 turns. Each turn the purge will attempt to cleanse 1 physical debuff from you, and if one is removed, increase its duration by 1. It can be used to inscribe your skin with the taint. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Blindness immunity: +100% Spellpower: +5 (+2 eff.) See invisible: +10 It can be used to summon an elder vampire with Taunt to your side for 15 turns Activation costs 60 power out of 7/60. The evilness of undeath radiates from this amulet. |
Cleansevile the stralite amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +20 (+6 eff.) Fatigue: -8% Damage when hit (Melee): 8 nature Changes stats: +3 Str Changes resistances: +4% physical Stun/Freeze immunity: +20% Knockback immunity: +20% Life regen: +5.00 Amulets can have magical properties. |
The Far-HandPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 36 power out of 12/36) : Effective talent level: 4.0 Power cost: 36 out of 12/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (127). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 16). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Beudig the steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +22% light / +3% acid Changes damage: +11% light / +15% acid Critical mult.: +15.00% Spell save: +3 (+1 eff.) Maximum mana: +20.00 Spellpower: +15 (+7 eff.) Infravision radius: +2 See invisible: +3 Rings can have magical properties. |
Ring of the ArchlichPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. It desires to be surrounded by undeath. When wielded/worn: Changes resistances: +10% darkness / +10% cold Changes damage: +10% darkness / +10% cold Spell save: +8 (+4 eff.) Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +8 (+4 eff.) This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
This item will automatically be transmogrified when you leave the level.solipsist's stralite ring of misery Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 14% chance to reduce all saves and defense by 23 Damage (Melee): 17 physical Effects on ranged hit: * 15% chance to reduce all saves and defense by 23 Damage (Ranged): 6 physical Changes stats: +16 Cun / +5 Wil Hate when firing a critical mind attack: +2.00 Maximum hate: +13.00 Mindpower: +9 (+4 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.Toriyon the stralite battleaxe (47-70.5 power, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 47.0 - 70.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon hit: * 20 arcane resource burn * 20% chance to slow global speed by 49% Damage (Melee): +12 acid Damage (radius 1) on hit: +12 acid When wielded/worn: Accuracy: +19 (+6 eff.) Defense: +17 (+7 eff.) Damage when hit (Melee): 6 acid Changes resistances: +12% cold / +9% fire Changes damage: +9% acid Disarm immunity: +62% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.Polatha the stralite greatmaul (56.5-84.75 power, 3 apr) Requires: - Strength 35 Infused by nature Infused by arcane disrupting forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 56.5 - 84.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 10 arcane resource burn Damage against: +19% Unnatural When wielded/worn: Accuracy: +13 (+4 eff.) Defense: +10 (+0 eff.) Changes stats: +19 Con / +20 Wil Changes resistances: +9% lightning Disarm immunity: +46% Maximum life: +49.00 Maximum psi: +20.00 Mindpower: +10 (+5 eff.) Mental crit. chance: +3% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.blazebringer's stralite greatsword of crippling (46.5-74.4 power, 3 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 46.5 - 74.4 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 2) on crit: +41 fire When wielded/worn: Physical crit. chance: +13.0% Changes resistances penetration: +13% fire Global speed: +7% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.plaguebringer's stralite greatsword (48.5-77.6 power, 3 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 48.5 - 77.6 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 4). On weapon hit: * 16% chance to reduce strength, dexterity, and constitution by 16 Damage (Melee): +16 blight When wielded/worn: Disease immunity: +25% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.elven-wood longbow of true flight Requires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +10 When wielded/worn: Accuracy: +14 (+4 eff.) Physical crit. chance: +14.0% Longbows are used to shoot arrows at your foes. |
Blade of Distorted Time (40-56 power, 40 apr)Requires: - Strength 44 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stats: 20% Mag, 90% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +40 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * deals 42 temporal damage and slows enemies in radius 6 of the target by 52% based on Magic Damage conversion: 20% temporal When wielded/worn: Changes damage: +30% temporal / +30% physical Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% It can be used to activate talent Blink Blade (costing 10 power out of 10/10) : Effective talent level: 4.0 Power cost: 10 out of 10/10. Range: 8 Travel Speed: instantaneous Is: a spell Description: Teleport to the target and attack with your melee weapons for 94% damage. Then teleport next to a second random enemy, attacking for 94% damage. Blink Blade can hit the same target multiple times. The remnants of a damaged timeline, this blade shifts and fades at random. |
This item will automatically be transmogrified when you leave the level.balanced voratun mace of daylight (44.5-62.3 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 44.5 - 62.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +11 light Damage against: +26% Undead When wielded/worn: Accuracy: +11 (+4 eff.) Defense: +9 (+0 eff.) Disarm immunity: +25% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.blazebringer's reinforced leather sling of piercing Requires: - Dexterity 35 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 4 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +9 Damage (radius 2) on crit: +33 fire When wielded/worn: Accuracy: +12 (+4 eff.) Armour penetration: +9 Changes resistances penetration: +8% fire / +8% all Global speed: +5% Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.swiftstrike drakeskin leather sling of enduring Requires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 Travel speed: +200% When wielded/worn: Changes stats: +11 Wil / +3 Cun / +13 Con Maximum life: +66.00 Combat speed: +10% Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.Tideraider (30-36 power, 6 apr, fire element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +9% blight Changes damage: +30% lightning / +12% blight / +30% fire / +30% arcane / +39% cold Talent granted: +1 Command Staff Physical save: +10 (+3 eff.) Spell save: +11 (+5 eff.) Mental save: +11 (+4 eff.) Vim when firing critical spell: +4.00 Maximum vim: +19.00 Spellpower: +27 (+13 eff.) Spell crit. chance: +19% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.greater elven-wood vilestaff of breaching (25-30 power, 5 apr, fire element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances penetration: +12% blight / +12% fire / +12% darkness / +12% acid Changes damage: +25% blight / +25% fire / +25% darkness / +25% acid Talent granted: +1 Command Staff Spellpower: +19 (+9 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.infernal elven-wood magestaff of might (25-30 power, 5 apr, lightning element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 23 fire Changes damage: +25% lightning Talent granted: +1 Command Staff Critical mult.: +27.00% Spellpower: +17 (+8 eff.) Spell crit. chance: +13% See invisible: +12 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.magewarrior's short yew vilestaff of breaching (20-24 power, 4 apr, fire element) Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +11 (+4 eff.) Physical crit. chance: +7.0% Physical power: +5 (+1 eff.) Changes resistances penetration: +10% fire Changes damage: +20% fire Talent granted: +1 Command Staff Spellpower: +15 (+7 eff.) Spell crit. chance: +6% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.potent yew starstaff of invocation (25-30 power, 4 apr, light element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +25% light Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +7 Spellpower: +21 (+10 eff.) Spell crit. chance: +3% It can be used to conjure elemental energy in a radius 6 cone, dealing 41.09 to 49.31 light damage Activation puts all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.short elven-wood vilestaff (25-30 power, 5 apr, blight element) Requires: - Magic 35 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% blight Talent granted: +1 Command Staff Spellpower: +12 (+6 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.Poroma the Lightvile Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Damage when hit (Melee): 8 light / 4 mind Changes damage: +15% arcane / +9% blight Mana each turn: +0.20 Maximum life: +122.00 Maximum mana: +40.00 Maximum stamina: +45.00 Maximum hate: +16.00 Maximum psi: +39.00 Maximum vim: +39.00 Maximum pos.energy: +36.00 Maximum neg.energy: +33.00 Spell crit. chance: +3% Reduces paradox anomalies(equivalent to willpower): +17 A belt that goes around your waist. |
noble's rough leather belt of unlife =water=Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Cun / +3 Wil Changes resistances: +5% blight Damage against: +16% Summoned Reduced damage from: +16% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.focusing silk robe of power (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +5 Mag / +5 Wil Changes resistances: +13% all Changes damage: +10% all Mana each turn: +0.20 Psi each turn: +0.10 Spellpower: +10 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.silk robe of darkness (+24%) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +24% darkness / +13% all Changes damage: +16% darkness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.silk robe of power (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +13% all Changes damage: +9% all Spellpower: +14 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.stargazer's silk robe of power (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +1 Cun Changes resistances: +13% all Changes damage: +13% darkness / +22% light / +8% all Spellpower: +22 (+11 eff.) Spell crit. chance: +8% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.tormentor's cashmere robe (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +1 Cun Changes resistances: +11% all Critical mult.: +12.00% Hate when firing a critical mind attack: +3.00 Psi when firing a critical mind attack: +3.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.Botir the Brightlore (0 def, 8 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +6 Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +8 Fatigue: -3% Damage when hit (Melee): 6 mind Changes resistances: +3% mind / +6% fire Changes resistances penetration: +20% fire Changes damage: +3% mind Stamina each turn: +0.40 Maximum life: +39.00 Infravision radius: +2 Movement speed: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Storm Bringer's Gauntlets (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +5 Changes stats: +6 Mag Changes resistances: +15% lightning Changes damage: +20% lightning Critical mult.: +20.00% Spellpower: +12 (+6 eff.) Spell crit. chance: +5% When used to modify unarmed attacks: Base power: 23.0 - 32.2 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Chain Lightning (20% chance level 3). When this weapon hits: Nova (15% chance level 2). Damage (Melee): +20 lightning Talent on hit(spell): Lightning (10% chance level 1). This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
This item will automatically be transmogrified when you leave the level.polar drakeskin leather gloves of dexterity (+2) (0 def, 3 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +15 (+5 eff.) Armour: +3 Damage (Melee): 15 cold Changes stats: +2 Dex Changes resistances: +8% cold Changes damage: +5% cold When used to modify unarmed attacks: Base power: 28.5 - 31.4 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Accuracy: +8 Armour Penetration: +5 Crit. chance: +12.0% Attack speed: 125% When this weapon hits: Ice Breath (10% chance level 5). Damage (radius 2) on crit: +8 ice Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level.cleansing voratun mail armour of implacability (5 def, 16 armour) Requires: - Heavy armour training - Strength 48 Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +16 Defense: +5 (+0 eff.) Fatigue: +7% Changes resistances: +14% nature / +10% blight Physical save: +11 (+3 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.stralite shield of crushing (0 def, 8 armour, 135 block) Requires: - Shield usage training - Strength 35 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Physical crit. chance: +7.0% Physical power: +9 (+2 eff.) Armour: +8 Fatigue: +8% Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.deadly quiver of elven-wood arrows of wind (24/24, 61.5-86.1 power, 14 apr) Requires: - Dexterity 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 61.5 - 86.1 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +2.5% Capacity: 24 On weapon hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 215 physical damage Travel speed: +200% Arrows are used with bows to pierce your foes to death. |
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. |
370 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. |
13 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
11 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. |
7 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+0 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+0 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 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. |
6 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+0 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+0 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Demonic SoulPowered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Pick of Dwarven Emperors (dig speed 12 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Con Changes resistances penetration: +10% physical Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+4 eff.) Maximum life: +50.00 When carried: Talent granted: +1 Dig It can be used to activate talent Earthquake (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 37.98 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
7 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. |
13 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. |
3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+4 eff.) Mindpower: +10 (+5 eff.) Light radius: +10 Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). It can be used to release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 220.80 darkness damage (based on Mindpower and charge) Activation costs 10 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
41 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
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. |
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. |
6 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. |
4 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 331.20 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 25 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level.Frozen Shards (25/25, 32-38.4 power, 15 apr) Requires: - Dexterity 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 32.0 - 38.4 Uses stats: 50% Cun, 70% Dex Damage type: Ice Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Capacity: 25 On weapon hit: * bursts into an icy cloud In this dark blue pouch lie several small orbs of ice. A strange vapour surrounds them, and touching them chills you to the bone. |
Stormbender the dwarven-steel torque of gale force [power 240] (31/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes stats: +2 Str / +1 Wil / +2 Con Changes resistances: +3% lightning Reduces incoming crit damage: 15.00% It can be used to project a gust of wind in a cone knocking enemies back 9 spaces and dealing 302 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 28% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
cleansing stralite torque of clear mind [power 3] (31/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of psionic shield [power 71] (31/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all damage taken by 71 for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
evasive stralite torque of clear mind [power 3] (31/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Gain a 13% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level.powerful stralite torque of gale force [power 290] (31/15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to project a gust of wind in a cone knocking enemies back 10 spaces and dealing 365 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 22% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Darkpierce [power 302] (31/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes resistances: +3% light / +9% darkness Changes resistances penetration: +25% darkness Changes damage: +12% darkness / +6% cold Light radius: +3 It can be used to heal yourself and all friendly characters within 10 spaces for 302 Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 28% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level.Duskshaper the elven-wood totem of healing [power 398] (31/15 cooldown) Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes resistances: +6% darkness Changes resistances penetration: +20% lightning / +15% darkness Changes damage: +6% darkness It can be used to heal yourself and all friendly characters within 10 spaces for 398 Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. * Increase all damage by 21% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Earular [power 386] (31/15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 4 When wielded/worn: Damage when hit (Melee): 6 acid Changes resistances: +9% acid Changes damage: +3% mind It can be used to sting an enemy dealing 444 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 31% for 2 turns. * Increase all damage by 11% for 2 turns. * Reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
elven-wood totem of healing [power 320] (31/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to heal yourself and all friendly characters within 10 spaces for 320 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
piercing elven-wood totem of thorny skin [power 49] (31/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to harden the skin for 7 turns increasing armour by 49 and armour hardiness by 60% Activation puts all charms on cooldown for 20 turns. When used: * Increase all damage penetration by 14% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
6 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. |
This item will automatically be transmogrified when you leave the level.extending elven-wood wand of lightning storm [power 386] (31/15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 102 lightning damage and will be dazed for 1 turn (513 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
overpowered elven-wood wand of conjuration [power 440] (31/23 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to fire a magical bolt dealing 440 acid damage Activation puts all charms on cooldown for 23 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
This item will automatically be transmogrified when you leave the level.piercing elven-wood wand of conjuration [power 285] (31/15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to fire a magical bolt dealing 285 lightning damage Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 21% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
piercing elven-wood wand of lightning storm [power 380] (31/15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 101 lightning damage and will be dazed for 1 turn (505 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 18% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
powerful ash wand of lightning storm [power 194] (31/15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 51 lightning damage and will be dazed for 1 turn (258 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 13% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
3 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+0 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+4 eff.) When used to imbue an object: Defense: +10 (+0 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 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. |
8 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. |
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. |
4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Stumpii the Dwarf Brawler level 29
30th Stralite 123rd year of Ascendancy at 01:15 see stats
Against all odds
Killed Ukruk in the ambush.By Stumpii the Dwarf Brawler level 29
23rd Stralite 123rd year of Ascendancy at 04:59 see stats
Arachnophobia
Destroyed the spydric menace.By Stumpii the Dwarf Brawler level 35
34th Dearth 123rd year of Ascendancy at 00:48 see stats
Are you out of your mind?!
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Stumpii the Dwarf Brawler level 34
12nd Profit 123rd year of Ascendancy at 19:26 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By Stumpii the Dwarf Brawler level 38
20th Steel 124th year of Ascendancy at 02:47 see stats
Brave new world
Went to the Far East and took part in the war.By Stumpii the Dwarf Brawler level 31
5th Voratun 123rd year of Ascendancy at 03:06 see stats
Clone War
Destroyed your own Shade.By Stumpii the Dwarf Brawler level 34
44th Profit 123rd year of Ascendancy at 19:19 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Stumpii the Dwarf Brawler level 19
21st Dearth 122nd year of Ascendancy at 22:03 see stats
Destroyer of the creation
Killed Slasul.By Stumpii the Dwarf Brawler level 32
1st Profit 123rd year of Ascendancy at 21:18 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Stumpii the Dwarf Brawler level 30
36th Stralite 123rd year of Ascendancy at 15:25 see stats
Dragon's Greed
Amassed 8000 gold pieces.By Stumpii the Dwarf Brawler level 42
30th Stralite 124th year of Ascendancy at 06:17 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By Stumpii the Dwarf Brawler level 16
14th Dearth 122nd year of Ascendancy at 15:51 see stats
Exterminator
Killed 1000 creatures.By Stumpii the Dwarf Brawler level 20
26th Loss 122nd year of Ascendancy at 06:33 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Stumpii the Dwarf Brawler level 27
7th Stralite 123rd year of Ascendancy at 21:50 see stats
Flooder
Defeated Ukllmswwik while doing his own quest.By Stumpii the Dwarf Brawler level 32
1st Profit 123rd year of Ascendancy at 11:19 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Stumpii the Dwarf Brawler level 26
10th Steel 123rd year of Ascendancy at 12:28 see stats
Level 10
Got a character to level 10.By Stumpii the Dwarf Brawler level 10
3rd Acquisition 122nd year of Ascendancy at 05:44 see stats
Level 20
Got a character to level 20.By Stumpii the Dwarf Brawler level 20
25th Loss 122nd year of Ascendancy at 10:08 see stats
Level 30
Got a character to level 30.By Stumpii the Dwarf Brawler level 30
34th Stralite 123rd year of Ascendancy at 17:03 see stats
Level 40
Got a character to level 40.By Stumpii the Dwarf Brawler level 40
27th Gold 124th year of Ascendancy at 06:20 see stats
Race through fire
Raced through the fires of the Charred Scar to stop the Sorcerers.By Stumpii the Dwarf Brawler level 42
31st Stralite 124th year of Ascendancy at 20:48 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Stumpii the Dwarf Brawler level 15
1st Dearth 122nd year of Ascendancy at 15:54 see stats
Size is everything
Did over 1500 damage in one attack.By Stumpii the Dwarf Brawler level 27
19th Stralite 123rd year of Ascendancy at 20:36 see stats
Size matters
Did over 600 damage in one attack.By Stumpii the Dwarf Brawler level 20
26th Loss 122nd year of Ascendancy at 01:08 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Stumpii the Dwarf Brawler level 31
36th Stralite 123rd year of Ascendancy at 20:10 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Stumpii the Dwarf Brawler level 5
17th Voratun 122nd year of Ascendancy at 20:00 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Stumpii the Dwarf Brawler level 19
13rd Loss 122nd year of Ascendancy at 03:31 see stats
The secret city
Discovered the truth about mages.By Stumpii the Dwarf Brawler level 15
6th Wealth 122nd year of Ascendancy at 05:58 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By Stumpii the Dwarf Brawler level 36
20th Loss 123rd year of Ascendancy at 23:37 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Stumpii the Dwarf Brawler level 29
34th Stralite 123rd year of Ascendancy at 14:50 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Stumpii the Dwarf Brawler level 19
24th Dearth 122nd year of Ascendancy at 18:32 see stats
Unstoppable
Returned from the dead.By Stumpii the Dwarf Brawler level 43
40th Stralite 124th year of Ascendancy at 19:06 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Stumpii the Dwarf Brawler level 28
22nd Stralite 123rd year of Ascendancy at 22:27 see stats
Log
Nerytira the Invoker is shaken by the collision and loses a turn!
Stumpii hits Nerytira the Invoker for 523 physical, 16 arcane (539 total damage).
Stumpii hits Isyvena the Invoker for 1226 physical, 17 arcane (1243 total damage).
Isyvena the Invoker recovers sight.
Isyvena the Invoker has regained its confidence.
Isyvena the Invoker stops burning.
Nerytira the Invoker is no longer inspired.
Nerytira the Invoker has regained its confidence.
Nerytira the Invoker stops burning.
Talent Rune: Shielding is ready to use.
Bleeding from Nerytira the Invoker hits Stumpii for 18 physical damage.
Isyvena the Invoker's Fireflash hits Nerytira the Invoker for 228 fire damage.
Isyvena the Invoker's Fireflash hits Stumpii for 347 fire damage.
Isyvena the Invoker casts Freeze.
Isyvena the Invoker's spell attains critical power!
Stumpii is encased in ice!
Isyvena the Invoker hits Stumpii for 191 cold damage.
Nerytira the Invoker roars triumphantly.
Nerytira the Invoker's cleansing fire area effect hits Stumpii for (24 to ice), 36 fire (36 total damage).
Aerotira the Flamebringer's defensive darkness area effect hits Nerytira the Invoker for 16 darkness damage.
Aerotira the Flamebringer's defensive darkness area effect hits Stumpii for (5 to ice), 8 darkness (8 total damage).
Aerotira the Flamebringer's defensive darkness area effect hits Isyvena the Invoker for 14 darkness damage.
Isyvena the Invoker's cleansing fire area effect hits Nerytira the Invoker for 50 fire damage.
Isyvena the Invoker's cleansing fire area effect hits Nerytira the Invoker for 37 fire damage.
Isyvena the Invoker's cleansing fire area effect hits Nerytira the Invoker for 37 fire damage.
Stumpii the level 43 dwarf brawler was flamed to death by Nerytira the Invoker on level 1 of Hidden Vault - Vor Pride (1).
Stumpii feels pain again.
Stumpii is free from the ice.
Stumpii stops bleeding.









































































































































