









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Fuck Patrols Addon 1.4.8All World Map Patrols have been disabled because they're fucking annoying and nobody likes them. |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Ghoul |
| Class | Marauder |
| Level / Exp | 50 / 5% |
| Size | medium |
| Lifes / Deaths | Killed by Mayimiwen the orc master wyrmic at level 50 on the 1st Time of Balance 124th year of Ascendancy at 09:50 / 1 |
Primary Stats
| Strength | 95 (base 60) |
| Dexterity | 94.660459763366 (base 60) |
| Constitution | 42 (base 26) |
| Magic | 25 (base 14) |
| Willpower | 45 (base 22) |
| Cunning | 76 (base 60) |
Resources
| Life | -452/1542 |
| Mana | 0/569 |
| Stamina | 178/364 |
| Healing Factor | 1.393988003127 |
| Regeneration | 37.703665720352 |
Speed
| Mental | +2.2204460492503E-14% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 7.1320919526732 |
| Infravision | 7 |
| See Stealth | 62.86157059553 |
| See Invisible | 62.86157059553 |
Offense: Mainhand
| Damage | 192 |
| Accuracy | 83 |
| Crit Chance | 106% |
| APR | 103 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 160 |
| Accuracy | 83 |
| Crit Chance | 115% |
| APR | 106 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 35 |
| Crit Chance | 45% |
| Speed | 1 |
Offense: Mind
| Mindpower | 43 |
| Crit Chance | 45% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +32% |
| Physical | +94% |
| Cold | +63% |
| All | +2% |
| Lightning | +30% |
| Light | +17% |
| Temporal | +15% |
| Mind | +14% |
| Darkness | +36% |
| Nature | +34% |
Offense: Damage Penetration
| Physical | +38% |
| Acid | +10% |
| Mind | +5% |
| Cold | +20% |
| Blight | +20% |
| Arcane | +5% |
| Fire | +25% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 22 (72.473814134324%) |
| Defense | 64 |
| Ranged Defense | 64 |
| Fatigue | 0 |
| Physical Save | 40 |
| Spell Save | 43 |
| Mental Save | 47 |
Defense: Resistances
| Blight | + 61%( 70%) |
| Physical | + 54%( 70%) |
| Cold | + 58%( 70%) |
| All | + 28%( 70%) |
| Darkness | + 41%( 70%) |
| Light | + 35%( 70%) |
| Temporal | + 39%( 70%) |
| Lightning | + 38%( 70%) |
| Mind | + 33%( 70%) |
| Fire | + 57%( 70%) |
| Nature | + 48%( 70%) |
Defense: Immunities
| Disarm Resistance | 44% |
| Bleed Resistance | 100% |
| Confusion Resistance | 60% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 80% |
| Stun Resistance | 100% |
Inscriptions (4/4)
| Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 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 603 damage for 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 96 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 2.5 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 21%, your defense is increased by 21 and all your resistances by 21%. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 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 577 damage for 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Cunning / Tactical | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Bloodthirst | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Duelist | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Dual techniques | 1.60 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Battle tactics | 1.60 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Undead / Ghoul | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.60 |
| 2/5 |
| 2/5 |
| 3/5 |
| 2/5 |
| 5/5 |
| 5/5 |
| Technique / Thuggery | 1.60 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Mobility | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Conditioning | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
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 grave | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the injured seer to the recall portal on level 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 6 of Dreadfell. Escort: injured seer (level 6 of Dreadfell)As a reward you improved Willpower by +5. | done |
You failed to protect the lone alchemist from death by snow giant boulder thrower. Escort: lone alchemist (level 1 of Daikara) | failed |
You failed to protect the lone alchemist from death by Isliletira the black bear. Escort: lone alchemist (level 2 of Trollmire) | failed |
You failed to protect the lost defiler from death by Gimira the orc warrior. Escort: lost defiler (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Dreadfell. Escort: lost defiler (level 2 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul)As a reward you gained knowledge of tinker technology. | done |
You failed to protect the lost warrior from death by Aryta the large brown snake. Escort: lost warrior (level 1 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved Strength by +5. | 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.. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
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. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 1248. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed electric eel tail. * You've found the needed chunk of ghoul flesh. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed vampire lord fang. * You've found the needed pouch of faeros ash. * You've found the needed length of troll intestine. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You 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 within6 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. * You have destroyed Grushnak. * Gorbat Pride, in a mountain range in the southern desert. | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | 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 | pair of drakeskin leather boots 'Fulegen' (0 def, 5 armour) =good=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +25 (+5 eff.) Physical power: +30 (+6 eff.) Armour: +5 Effects on melee hit: * 23% chance to reduce all saves and defense by 27 Damage when hit (Melee): 10 blight Changes stats: +6 Str / +7 Dex / +7 Wil / +14 Lck Changes resistances penetration: +25% physical Critical mult.: +23.24% Stealth bonus: +9 Stamina each turn: +3.49 A pair of boots made of leather. |
| Light source | dwarven lantern 'Freezeterror'Infused by nature 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +9 (+1 eff.) Changes stats: +6 Wil / +5 Con Changes resistances: +9% blight / +15% cold / +3% fire Changes resistances penetration: +20% cold Changes damage: +27% cold Critical mult.: +19.00% Life regen: +13.00 Maximum life: +74.00 Light radius: +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Zubinor the elven-silk wizard hat (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +9 Cun Changes resistances: +18% darkness / +7% physical Changes resistances penetration: +10% acid Changes damage: +13% temporal / +28% physical / +34% darkness / +15% light Reduces incoming crit damage: 10.00% Mental save: +14 (+5 eff.) Stun/Freeze immunity: +20% Life regen: +4.00 Maximum life: +40.00 Maximum hate: +13.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% A pointy cloth hat, very wizardly... |
| On hands | Chaluderak the drakeskin leather gloves (0 def, 11 armour) =dec=Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +8 (+2 eff.) Physical crit. chance: +16.0% Armour: +11 Damage (Melee): 13 physical Changes resistances penetration: +5% arcane / +20% blight Changes damage: +10% physical Critical mult.: +7.00% Physical save: +10 (+3 eff.) Mental save: +9 (+3 eff.) Disarm immunity: +44% Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +25 (+10 eff.) Spell crit. chance: +20% Mental crit. chance: +16% When used to modify unarmed attacks: Base power: 35.0 - 38.5 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +9 Armour Penetration: +5 Crit. chance: +13.0% Attack speed: 100% When this weapon hits: Perfect Control (10% chance level 5). When this weapon hits: Sand Breath (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). Damage (radius 1) on hit: +9 physical Damage (radius 2) on crit: +12 physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Magmaclamor [power 65] (14 cooldown) =crit multi=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 10 mind / 10 fire Changes stats: +4 Cun Changes resistances: +31% fire Changes damage: +18% nature Critical mult.: +20.69% It can be used to harden the skin for 7 turns increasing armour by 65 and armour hardiness by 70% Activation puts all charms on cooldown for 14 turns. When used: * Increase the duration of 3 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
| On fingers | stralite ring 'Lightqueen' =stam turn=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour penetration: +2 Physical crit. chance: +5.0% Changes stats: +16 Dex Changes resistances: +28% nature / +9% light Changes damage: +9% physical / +14% nature / +12% mind Stamina each turn: +3.13 Light radius: +3 Rings make your fingers look great! |
| On fingers | Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent category bonus: +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
| Around neck | FireviperCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +16 Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce all saves and defense by 27 Damage when hit (Melee): 4 temporal Changes resistances: +15% temporal / +6% fire Changes resistances penetration: +25% fire Critical mult.: +15.00% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets make your neck look great! |
| In main hand | Yaretar the Glacierknave (50-70 power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 50.0 - 70.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Wound the target dealing 304 physical damage across 5 turns and reducing healing by 50% Damage (radius 1) on hit: +8 blight When wielded/worn: Armour penetration: +13 Physical crit. chance: +26.0% Physical power: +13 (+2 eff.) Changes resistances: +12% cold Changes resistances penetration: +5% mind Changes damage: +6% cold Critical mult.: +44.00% Sharp, long, and deadly. |
| Around waist | Layybeth the DuathelhunterInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 2 darkness Changes resistances: +6% mind Life regen: +4.90 Maximum life: +40.00 Healing mod.: +16% 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 | voratun dagger 'Elenundil' (60-77 power, 9 apr)Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 59.5 - 77.4 Uses stats: 50% Dex, 50% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +14.0% Attack speed: 100% Damage (Melee): +12 physical When wielded/worn: Accuracy: +22 (+5 eff.) Armour penetration: +27 Physical crit. chance: +13.0% Changes stats: +2 Dex / +1 Wil Changes resistances penetration: +13% physical Critical mult.: +23.00% Maximum stamina: +30.00 Sharp, short and deadly. |
| Cloak | Elemira the linen cloak (1 def, 4 armour) =stam=Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Changes stats: +2 Str / +4 Mag Stamina each turn: +3.00 Maximum life: +32.00 Infravision radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Tulodan the elven-silk robe (0 def, 2 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +2 Changes stats: +7 Str / +7 Mag / +6 Wil Changes resistances: +14% lightning / +29% physical / +36% blight / +15% cold / +15% all Changes damage: +28% lightning / +45% physical / +30% blight / +28% cold Mana each turn: +0.12 Vim when firing critical spell: +2.00 Only die when reaching: -20.00 life A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
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! |
Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
Emelominn the steel amuletInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +9 (+2 eff.) Defense: +7 (+1 eff.) Damage when hit (Melee): 2 acid Changes stats: +9 Dex / +1 Mag / +7 Lck Changes resistances: +3% acid Changes resistances penetration: +10% acid Reduces incoming crit damage: 10.00% Reduce all damage from unseen attackers: 10% Amulets make your neck look great! |
Lelidas the voratun amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +9 Dex Changes resistances: +15% mind Changes damage: +12% blight Critical mult.: +15.00% Life regen: +4.00 Spell crit. chance: +8% Healing mod.: +20% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Amulets make your neck look great! |
Pendant of the Sun and MoonsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +10% light / +10% darkness Changes resistances cap: +5% light / +5% darkness Changes resistances penetration: +15% light / +15% darkness Changes damage: +8% light / +8% darkness Spellpower: +8 (+4 eff.) Spell crit. chance: +5% All your damage is converted and split into light and darkness. Activating this item is instant. It can be used to activate talent Circle of Sanctity (costing 21 power out of 60/60) : Effective talent level: 4.5 Power cost: 21 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 14 light damage to everyone else who enters. The circle lasts 5 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
Splendourdream =mana per turn=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage when hit (Melee): 8 mind Changes stats: +8 Str / +8 Dex / +9 Wil / +4 Cun Changes damage: +15% light Spell save: +15 (+5 eff.) Mana each turn: +0.08 Mana when firing critical spell: +2.00 Maximum psi: +50.00 Mental crit. chance: +4% Amulets make your neck look great! |
The Far-Hand =tele immune=Powered 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 25 power out of 36/36) : Effective talent level: 5.5 Power cost: 25 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (135). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
VoxPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Silence immunity: +100% Maximum mana: +50.00 Maximum vim: +50.00 Spellpower: +9 (+4 eff.) Spell crit. chance: +4% See invisible: +20 Casting speed: +15% No force can hope to silence the wearer of this amulet. |
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 7 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. |
Blastsweep the steel ring =lightning res=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +7 (+1 eff.) Damage when hit (Melee): 6 lightning Changes resistances: +27% lightning / +3% light Movement speed: +11% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 28 cooldown : Effective talent level: 5.6 Power cost: 28 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 43% for 5 turns. Rings make your fingers look great! |
Ce'Newen the SkybiterCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +15 (+3 eff.) Changes resistances: +15% nature / +6% darkness / +5% arcane Changes damage: +6% lightning Poison immunity: +20% Stun/Freeze immunity: +44% Life regen: +8.00 Maximum life: +80.00 Rings make your fingers look great! |
GalulayonCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +20 (+4 eff.) Armour penetration: +3 Physical crit. chance: +1.0% Changes resistances: +3% physical Changes resistances penetration: +10% blight Changes damage: +12% arcane Physical save: +9 (+3 eff.) Spell save: +9 (+3 eff.) Mental save: +8 (+3 eff.) Stamina each turn: +3.00 Rings make your fingers look great! |
Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Torebers the Galestone =crit multi=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 4 lightning Changes resistances: +9% mind / +36% cold Changes resistances penetration: +20% lightning / +15% arcane Changes damage: +9% arcane / +18% cold Critical mult.: +22.89% Spell save: +9 (+3 eff.) Hate when firing a critical mind attack: +5.72 Maximum mana: +80.00 Spellpower: +20 (+8 eff.) Rings make your fingers look great! |
Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 19 Changes resistances: +24% nature / +12% lightning Changes resistances penetration: +5% lightning / +20% blight Changes damage: +12% nature Mental save: +7 (+2 eff.) Confusion immunity: +28% Life regen: +8.00 Maximum life: +50.00 Healing mod.: +12% It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
gold ring 'Bogsmasher'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour penetration: +2 Defense: +14 (+3 eff.) Effects on melee hit: * 20% chance to slow global speed by 54% Changes stats: +7 Cun / +3 Dex Changes resistances: +5% arcane Changes resistances penetration: +5% physical Changes damage: +18% arcane / +12% physical Critical mult.: +10.00% Rings make your fingers look great! |
painweaver's stralite ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +12 (+2 eff.) Changes damage: +5% all Life regen: +13.00 Maximum life: +56.00 Spellpower: +17 (+7 eff.) Mindpower: +12 (+4 eff.) Healing mod.: +14% Rings make your fingers look great! |
painweaver's stralite ring of speedCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +8 (+2 eff.) Physical power: +15 (+3 eff.) Defense: +9 (+2 eff.) Changes damage: +6% all Spellpower: +13 (+6 eff.) Mindpower: +9 (+3 eff.) Movement speed: +20% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 28 cooldown : Effective talent level: 8.8 Power cost: 28 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 55% for 5 turns. Rings make your fingers look great! |
pixie's gold ring of speedPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Defense: +8 (+2 eff.) Changes stats: +4 Cun / +2 Mag Spellpower: +6 (+3 eff.) Movement speed: +10% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 28 cooldown : Effective talent level: 8.8 Power cost: 28 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 55% for 5 turns. Rings make your fingers look great! |
sneakthief's copper ring =5 cun=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +5 Cun / +5 Dex Rings make your fingers look great! |
voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings make your fingers look great! |
voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings make your fingers look great! |
voratun ring 'Iceviper'Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +14 (+2 eff.) Changes stats: +12 Str / +5 Dex / +1 Wil / +10 Con Changes resistances: +34% lightning / +6% cold Changes damage: +17% lightning / +3% cold Reduces incoming crit damage: 15.80% Blindness immunity: +46% Light radius: +2 Infravision radius: +6 See stealth: +20 See invisible: +24 Rings make your fingers look great! |
voratun ring 'Zubyminor'Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +5 Str / +2 Dex / +10 Mag / +14 Wil / +15 Cun / +2 Con Changes resistances: +9% blight Reduces incoming crit damage: 5.00% Spell save: +20 (+7 eff.) Mindpower: +20 (+6 eff.) Infravision radius: +2 Rings make your fingers look great! |
Anudar (11-14 power, 5 apr) =3 cun=Requires: - Dexterity 11 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 11.0 - 14.3 Uses stats: 50% Dex, 50% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +7 temporal When wielded/worn: Changes stats: +3 Cun / +1 Con Changes resistances: +12% fire / +8% temporal Spell save: +3 (+1 eff.) Pinning immunity: +20% Sharp, short and deadly. |
Blood-Edge (46-64 power, 7 apr)Requires: - Magic 20 - Strength 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 46.0 - 64.4 Uses stats: 10% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 15% chance to animate a bleeding foe's blood Lifesteal (this weapon only): +5% Damage conversion: 50% blight When wielded/worn: Changes damage: +15% blight / +15% physical Grants telepathy: Undead/Blood Maximum vim: +25.00 Spellpower: +21 (+8 eff.) Spell crit. chance: +8% It can be used to activate talent Bleeding Edge (costing 14 power out of 20/20) : Effective talent level: 8.8 Power cost: 14 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 193% weapon damage. If the attack hits, the target will bleed for 359% weapon damage over 7 turns, and all healing will be reduced by 83%. This deep red sword weeps blood continuously. It was born in the labs of the orcish corrupter Hurik, who sought to make a crystal that would house his soul after death. But his plans were disrupted by a band of sun paladins, and though most died purging his keep of dread minions, their leader Raasul fought through to Hurik's lab, sword in hand. There the two did battle, blade against blood magic, till both fell to the floor with weeping wounds. The orc with his last strength crawled towards his fashioned phylactery, hoping to save himself, but Raasul saw his plans and struck the crystal with his light-bathed sword. It shattered, and in the sudden impulse of energies the steel, crystal and blood were fused into one. Now the broken fragments of Raasul's soul are trapped in this terrible artifact, his mind warped beyond all sanity by decades of imprisonment. Only the taste of blood calls him forth, his soul stealing the lifeblood of others to take on physical form again, that he may thrash and wail against the living. |
Boralen the hardened leather belt =ghetto 20 crit=Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Fatigue: -7% Changes stats: +10 Cun Changes damage: +6% mind Critical mult.: +20.00% Maximum encumbrance: +29 Hate when firing a critical mind attack: +4.00 Maximum hate: +6.00 A belt that goes around your waist. |
Eremigas the Duskmistress =4 cun=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +4 (+0 eff.) Changes stats: +4 Cun / +4 Dex Changes resistances penetration: +5% fire Changes damage: +6% darkness Critical mult.: +8.00% Reduces incoming crit damage: 10.00% Light radius: +2 See invisible: +12 A belt that goes around your waist. |
Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Thunderfiend (33 def, 0 armour) =def crit multi=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour penetration: +9 Defense: +33 (+8 eff.) Changes stats: +7 Str / +11 Con Changes resistances penetration: +20% lightning Critical mult.: +20.00% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eilinumira (0 def, 0 armour) =9 cun=Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +9 Cun / +3 Con Changes resistances: +3% mind / +7% all Changes damage: +7% nature Critical mult.: +5.00% Mental save: +6 (+2 eff.) Poison immunity: +20% Disease immunity: +21% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Worm Nest (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +15 Mag Changes resistances: +13% all Reduce damage by fixed amount: +22 all Changes damage: +22% blight Spellpower: +15 (+6 eff.) Spell crit. chance: +8% Movement speed: +32% It can be used to activate talent Carrion Feet (costing 11 power out of 20/20) : Effective talent level: 4.5 Power cost: 11 out of 20/20. Range: 9 Travel Speed: instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 37%. You can also activate this talent to instantly destroy more worms, letting you jump in range 9 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
elven-silk robe 'Glintbore' (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Damage when hit (Melee): 4 light Changes stats: +6 Mag / +5 Wil Changes resistances: +24% lightning / +12% darkness / +11% light / +12% cold / +12% blight / +11% fire / +26% mind / +15% all Changes resistances penetration: +25% light Changes damage: +26% mind Physical save: +19 (+6 eff.) Spell save: +34 (+12 eff.) Mental save: +19 (+6 eff.) Silence immunity: +50% Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +17 (+7 eff.) Light radius: +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe 'Wildwither' (20 def, 0 armour) =20 def=Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Defense: +20 (+5 eff.) Changes stats: +1 Str Changes resistances: +19% cold / +6% nature / +7% all Changes resistances penetration: +15% light Changes damage: +13% cold Stamina each turn: +1.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Belubeth the pair of rough leather boots (30 def, 1 armour) =30 def=Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +30 (+7 eff.) Changes stats: +3 Cun / +3 Wil Changes damage: +9% mind Critical mult.: +5.00% Physical save: +6 (+2 eff.) Spell save: +5 (+2 eff.) Mental save: +6 (+2 eff.) Mindpower: +10 (+3 eff.) A pair of boots made of leather. |
Betura (0 def, 3 armour) =30 shield pen=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -2% Changes stats: +1 Mag Critical mult.: +10.00% Maximum encumbrance: +20 Physical save: +7 (+2 eff.) Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +4 Damage Shield penetration: +30% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Boots of the Hunter (2 def, 12 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+2 eff.) Armour: +12 Defense: +2 (+0 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 22 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Chamudan the pair of hardened leather boots (30 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +5 Physical power: +25 (+5 eff.) Armour: +3 Defense: +30 (+7 eff.) Changes resistances: +5% arcane / +9% temporal Pinning immunity: +20% Stamina each turn: +0.90 Only die when reaching: -80.00 life Maximum stamina: +28.00 Healing mod.: +20% A pair of boots made of leather. |
Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+0 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 58% (based on Cunning) Activation costs 34 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Loradin the pair of rough leather boots (0 def, 5 armour) =stam=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Changes resistances: +6% acid / +6% fire / +6% cold Changes resistances penetration: +5% physical Stamina each turn: +2.00 A pair of boots made of leather. |
Mayanne the pair of rough leather boots (0 def, 1 armour) =60 life=Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Dex / +1 Mag / +1 Cun Changes resistances: +6% lightning / +6% temporal / +3% darkness Maximum life: +60.00 A pair of boots made of leather. |
pair of hardened leather boots 'Eremyfang' (0 def, 9 armour) =crit multi shield pen=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Changes stats: +3 Wil / +3 Mag Critical mult.: +20.00% Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +10 (+5 eff.) Infravision radius: +2 Damage Shield penetration: +30% A pair of boots made of leather. |
voratun gauntlets 'Xubrerin' (0 def, 3 armour) =t4=Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +8 (+2 eff.) Physical crit. chance: +19.0% Armour: +3 Fatigue: +5% Changes resistances: +6% acid / +5% arcane / +9% nature Changes damage: +3% arcane Critical mult.: +10.00% Physical save: +8 (+2 eff.) Mental save: +9 (+3 eff.) Disarm immunity: +45% Life regen: +4.00 Mana each turn: +0.30 Spellpower: +13 (+6 eff.) Spell crit. chance: +23% Mental crit. chance: +15% When used to modify unarmed attacks: Base power: 39.5 - 55.3 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +10 Armour Penetration: +15 Crit. chance: +23.0% Attack speed: 83% When this weapon hits: Elemental Bolt (10% chance level 5). When this weapon hits: Perfect Control (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). Damage (Melee): +19 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
Aladekor (9 def, 6 armour) =track=Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 4 temporal Changes stats: +6 Str Changes resistances: +9% acid / +17% physical / +12% darkness / +9% fire / +10% lightning / +29% cold Changes damage: +9% temporal Maximum hate: +6.00 Mindpower: +7 (+2 eff.) Light radius: +1 It can be used to activate talent Track, placing all other charms into a 21 cooldown : Effective talent level: 4.5 Power cost: 21 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 28 for 7 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
831 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. |
3 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. |
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. |
2 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. |
5 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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. |
5 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Prismbraid (dig speed 16 turns) =16 turn=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 19 Damage when hit (Melee): 4 blight Changes stats: +2 Str Changes resistances: +7% fire / +8% darkness / +6% light Changes resistances penetration: +25% blight Changes damage: +15% acid / +18% blight When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "A View From The Gallery"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
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. |
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. |
14 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 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. |
7 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(102 power, based on Willpower) Activation costs 7 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
brass lantern 'Layumivea'Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Con Changes resistances: +3% light Teleport immunity: +20% Only die when reaching: -40.00 life 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 'Shimmerwhisper'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +8 Changes resistances: +3% acid / +1% physical / +3% lightning Changes damage: +6% light Silence immunity: +10% Maximum life: +43.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
watchleader's alchemist's lamp of focus =track=Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +4 Wil Changes damage: +8% mind Blindness immunity: +26% Confusion immunity: +17% Light radius: +9 See stealth: +11 See invisible: +14 It can be used to activate talent Track, placing all other charms into a 28 cooldown : Effective talent level: 5.9 Power cost: 28 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 31 for 8 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
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 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 14 power out of 25/25) : Effective talent level: 4.5 Power cost: 14 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 12 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Demonic Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 7 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. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
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. |
Plumpkin PlumpkinPowered by unknown forces 15.00 Encumbrance. [Plot Item] Type: misc / plant ; tier 3 When carried: Changes damage: +2% all Damage against: +20% Immovable It can be used to become the plumpkin Activation costs 68 power out of 100/100. The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
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. |
Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
50 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. |
7 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. |
9 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. |
4 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. |
3 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 Entropy (1/1)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 75% of the healing done. This effect scales with your Magic stat. Activation costs 51 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. |
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 Activation costs 137 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification 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. |
Armachik the Demonbrawn [power 2] (17 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Armour penetration: +2 Physical power: +30 (+6 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 22% Changes stats: +2 Con Maximum stamina: +20.00 It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 17 turns. When used: * Heal for 45. Torques are made by powerful psionics to store psionic powers. |
Glowmarrow the iron torque of mindblast [power 105] (11 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes resistances: +3% light Changes damage: +3% arcane Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +30 (+11 eff.) It can be used to blast the opponent's mind dealing 120 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 11 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Toriyadig the Bloomwreath [power 67] (17 cooldown) =decent temp=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 54% * 20% chance to reduce all saves and defense by 27 Changes resistances: +15% mind Changes resistances penetration: +10% nature Changes damage: +6% nature / +18% cold It can be used to setup a psionic shield, reducing all damage taken by 67 for 5 turns Activation puts all charms on cooldown for 17 turns. When used: * Cleanse 3 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Turetoldil the Kilnspawn [power 73] (17 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes resistances: +6% blight / +12% fire / +18% light / +15% temporal Changes damage: +15% fire It can be used to setup a psionic shield, reducing all damage taken by 73 for 5 turns Activation puts all charms on cooldown for 17 turns. When used: * Reduce fatigue by 42% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Kilnmonster [power 27] (14 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Physical crit. chance: +4.0% Changes stats: +2 Con Changes resistances: +12% fire Only die when reaching: -80.00 life It can be used to harden the skin for 7 turns increasing armour by 27 and armour hardiness by 40% Activation puts all charms on cooldown for 14 turns. When used: * Heal for 55. Natural totems are made by powerful wilders to store nature power. |
Mayamira [power 110] (11 cooldown) =2 stam a turn=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Defense: +15 (+3 eff.) Damage when hit (Melee): 2 arcane Changes resistances penetration: +5% arcane Stamina each turn: +2.00 It can be used to heal yourself and all friendly characters within 10 spaces for 110 Activation puts all charms on cooldown for 11 turns. When used: * Reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
2 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. |
Vileblow [power 278] (14 cooldown) =shield pen=Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 54% Damage when hit (Melee): 10 blight Changes damage: +21% blight Spell crit. chance: +3% Damage Shield penetration: +30% It can be used to create a shield absorbing up to 278 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 14 turns. When used: * Heal for 65. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
10 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+3 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. |
2 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. |
4 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. |
4 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. |
7 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 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. |
7 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 (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Barf the Ghoul Marauder level 33
34th Pyre 123rd year of Ascendancy at 19:29 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Barf the Ghoul Marauder level 33
33rd Pyre 123rd year of Ascendancy at 02:28 see stats
Back and there again (Insane (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Barf the Ghoul Marauder level 42
50th Haze 123rd year of Ascendancy at 09:09 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Barf the Ghoul Marauder level 37
77th Pyre 123rd year of Ascendancy at 14:13 see stats
Catch that Plumpkin! (Insane (Roguelike) difficulty)
Finish the Plumpkin event.By Barf the Ghoul Marauder level 35
60th Pyre 123rd year of Ascendancy at 22:05 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Barf the Ghoul Marauder level 13
67th Dusk 122nd year of Ascendancy at 20:16 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Barf the Ghoul Marauder level 34
41st Pyre 123rd year of Ascendancy at 09:07 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Barf the Ghoul Marauder level 33
33rd Pyre 123rd year of Ascendancy at 00:50 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun.By Barf the Ghoul Marauder level 23
9th Regrowth 123rd year of Ascendancy at 19:08 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Barf the Ghoul Marauder level 21
3rd Allure 123rd year of Ascendancy at 18:48 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Barf the Ghoul Marauder level 29
37th Regrowth 123rd year of Ascendancy at 19:44 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Barf the Ghoul Marauder level 25
17th Regrowth 123rd year of Ascendancy at 10:42 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Barf the Ghoul Marauder level 35
51st Pyre 123rd year of Ascendancy at 19:28 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Barf the Ghoul Marauder level 10
19th Dusk 122nd year of Ascendancy at 21:53 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Barf the Ghoul Marauder level 20
57th Haze 122nd year of Ascendancy at 06:53 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Barf the Ghoul Marauder level 30
4th Pyre 123rd year of Ascendancy at 19:58 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Barf the Ghoul Marauder level 40
79th Dusk 123rd year of Ascendancy at 02:10 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Barf the Ghoul Marauder level 50
1st Time of Balance 124th year of Ascendancy at 06:55 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Barf the Ghoul Marauder level 29
73rd Regrowth 123rd year of Ascendancy at 01:33 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Barf the Ghoul Marauder level 45
77th Haze 123rd year of Ascendancy at 05:38 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Barf the Ghoul Marauder level 26
24th Regrowth 123rd year of Ascendancy at 22:38 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Barf the Ghoul Marauder level 36
73rd Pyre 123rd year of Ascendancy at 12:24 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Barf the Ghoul Marauder level 46
2nd Regrowth 124th year of Ascendancy at 11:18 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Barf the Ghoul Marauder level 7
5th Dusk 122nd year of Ascendancy at 13:40 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Barf the Ghoul Marauder level 44
59th Haze 123rd year of Ascendancy at 16:13 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By Barf the Ghoul Marauder level 45
8th Allure 124th year of Ascendancy at 05:50 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Barf the Ghoul Marauder level 12
47th Dusk 122nd year of Ascendancy at 20:45 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Barf the Ghoul Marauder level 38
9th Flare 123rd year of Ascendancy at 07:13 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Barf the Ghoul Marauder level 22
2nd Regrowth 123rd year of Ascendancy at 12:50 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Barf the Ghoul Marauder level 16
27th Haze 122nd year of Ascendancy at 04:21 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Barf the Ghoul Marauder level 32
31st Pyre 123rd year of Ascendancy at 22:12 see stats
Log
Deep Wound from Barf hits Barf for 273 physical damage.
Deadly Poison from Mayimiwen the orc master wyrmic hits Barf for 20 nature damage.
Barf casts Rune: Shatter Afflictions.
Barf's is no longer disrupted.
A shield forms around Barf.
Barf uses Greater Weapon Focus.
Barf fumbles and fails to use Unstoppable, injuring himself!
Your shield crumbles under the damage!
The shield around Barf crumbles.
Fumble from Mayimiwen the orc master wyrmic hits Barf for (96 absorbed), 107 physical (107 total damage).
Xanebeth the orc mage-hunter's manaburn arcane area effect hits Barf for 0 arcane damage.
Xanebeth the orc mage-hunter's manaburn arcane area effect hits Mayimiwen the orc master wyrmic for 0 arcane damage.
Mayimiwen the orc master wyrmic uses Pride of the Orcs.
Mayimiwen the orc master wyrmic is less vulnerable.
Mayimiwen the orc master wyrmic receives 309 healing from Pride of the Orcs.
Mayimiwen the orc master wyrmic uses Tornado.
Barf resists the punch!
Mayimiwen the orc master wyrmic's Tornado hits Barf for 77 lightning, 82 physical (159 total damage).
Talent Fan of Knives is ready to use.
Deep Wound from Barf hits Barf for 262 physical damage.
Deadly Poison from Mayimiwen the orc master wyrmic hits Barf for 23 nature damage.
Mayimiwen the orc master wyrmic uses Kneecapper.
Barf reacts to an attack from Mayimiwen the orc master wyrmic's Kneecapper, mitigating the blow!.
Mayimiwen the orc master wyrmic roars triumphantly.
Barf is pinned to the ground.
Barf resists the vile poison!
Mayimiwen the orc master wyrmic's Kneecapper hits Barf for (227 reacted , -6 stam), 371 physical (371 total damage).
Barf the level 50 ghoul marauder was shattered to death by Mayimiwen the orc master wyrmic on level 3 of Gorbat Pride.
Barf no longer revels in blood quite so much.





























































































































































