Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.6Donators/Buyers bonus! Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Cornac |
Class | Shadowblade |
Level / Exp | 50 / 1826% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 38 (base 18) |
Dexterity | 111 (base 60) |
Constitution | 44 (base 18) |
Magic | 96 (base 51) |
Willpower | 37 (base 25) |
Cunning | 112 (base 60) |
Resources
Life | 1193/1193 |
Mana | 509/509 |
Stamina | 284/284 |
Healing Factor | 1.7455007465518 |
Regeneration | 7.4183781728434 |
Speed
Mental | +34.53443451353% |
Attack | +15% |
Movement | +31% |
Spell | +34.53443451353% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 6 |
See Stealth | 89.692489506644 |
See Invisible | 104.69248950664 |
ESP Range | 10 |
ESP Kinds | demon/major, demon/minor |
Offense: Mainhand
Damage | 147 |
Accuracy | 91 |
Crit Chance | 94% |
APR | 30 |
Speed | 0.74 |
Offense: Offhand
Damage | 111 |
Accuracy | 91 |
Crit Chance | 82% |
APR | 27 |
Speed | 0.74 |
Offense: Spell
Spellpower | 83 |
Crit Chance | 37% |
Speed | 0.74330412404523 |
Cooldown Reduction | 10 |
Offense: Mind
Mindpower | 47 |
Crit Chance | 37% |
Speed | 0.8695652173913 |
Offense: Damage Bonus
Darkness | +59% |
Light | +34% |
Physical | +37% |
All | +16% |
Nature | +73% |
Offense: Damage Penetration
Darkness | +38% |
All | +25% |
Defense: Base
Armour (hardiness) | 70 (54.823135475018%) |
Defense | 116 |
Ranged Defense | 119 |
Fatigue | 0 |
Physical Save | 52 |
Spell Save | 43 |
Mental Save | 64 |
Defense: Resistances
Acid | + 34%( 70%) |
Arcane | + 30%( 70%) |
Cold | + 37%( 70%) |
All | + 22%( 70%) |
Lightning | + 32%( 70%) |
Temporal | + 62%( 70%) |
Physical | + 40%( 70%) |
Darkness | + 70%( 70%) |
Fire | + 36%( 70%) |
Nature | + 29%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 53% |
Poison Resistance | 100% |
Blind Resistance | 40% |
Silence Resistance | 20% |
Pinning Resistance | 24% |
Disarm Resistance | 38% |
Instadeath Resistance | 100% |
Knockback Resistance | 10% |
Inscriptions (5/5)
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 283 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 11 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 208 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: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (74% of a turn) Won't Break Stealth: 100% Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1315% for 10 turns (128 total) and instantly restoring 65 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 587% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 2.5 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (74% 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. |
Class Talents
Cunning / Shadow magic | 1.30 |
| 3/5 |
| 5/5 |
| 4/5 |
| 3/5 |
Cunning / Stealth | 1.50 |
| 5/5 |
| 2/5 |
| 5/5 |
| 3/5 |
Technique / Duelist | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Spell / Phantasm | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Technique / Dual techniques | 1.00 |
| 4/5 |
| 4/5 |
| 2/5 |
| 5/5 |
Cunning / Ambush | 1.30 |
| 1/5 |
| 3/5 |
| 4/5 |
| 2/5 |
Cunning / Dirty fighting | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| 5/5 |
Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Spell / Conveyance | 1.00 |
| 4/5 |
| 4/5 |
| 4/5 |
| 1/5 |
Cunning / Lethality | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 4/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Phantasmal Shield |
talent | Trained Reactions |
talent | Shadow Feed |
talent | Shadow Combat |
beneficial effect | Parrying melee and ranged attacks: Has a 70% chance to deflect up to 31 damage from the next 3.1 attack(s). Parried attacks cannot crit. Parrying |
beneficial effect | The target's spellpower has been increased by 24. Spellsurge |
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 kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Dreadfell. Escort: injured seer (level 3 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 5 of Dreadfell. Escort: injured seer (level 5 of Dreadfell)As a reward you improved Magic by +5. | 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 Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 6 of Dreadfell. Escort: lost defiler (level 6 of Dreadfell)As a reward you improved Cunning by +5. | done |
You failed to protect the lost warrior from death by grave wight. Escort: lost warrior (level 2 of Dreadfell) | failed |
You failed to protect the lost warrior from death by orc archer. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
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 failed to protect the worried loremaster from death by Adenne the cutpurse. Escort: worried loremaster (level 4 of Old Forest) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * 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: 1089. | 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, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of avoidance. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Marus of Elvala in creating an elixir of the savior. Marus of Elvala has completed an elixir of mastery 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 explosive force. Agrimley the hermit has completed an elixir of focus without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You 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 |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have sided with Slasul and killed Ukllmswwik. | 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 within5 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | 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 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 | pair of voratun boots 'Arthodig' (15 def, 13 armour) =current= pair of voratun boots 'Arthodig' (15 def, 13 armour) =current=Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +3 Physical crit. chance: +8.0% Armour: +13 Defense: +15 (+3 eff.) Fatigue: +4% Changes stats: +4 Dex / +6 Mag / +3 Con Changes damage: +21% physical Lowers spell cool-downs by: 10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Adita the dwarven lantern =use?= Adita the dwarven lantern =use?=Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+2 eff.) Defense: +24 (+4 eff.) Changes stats: +7 Wil Changes resistances: +6% arcane / +6% temporal Critical mult.: +14.00% Physical save: +37 (+11 eff.) Spell save: +18 (+6 eff.) Mental save: +35 (+9 eff.) Pinning immunity: +24% Stun/Freeze immunity: +20% Light radius: +5 See stealth: +24 See invisible: +25 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Maluhek (5 def, 7 armour) =current= Maluhek (5 def, 7 armour) =current=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +7 Defense: +5 (+1 eff.) Fatigue: +3% Changes stats: +7 Str / +7 Dex Mental save: +12 (+3 eff.) Blindness immunity: +10% Poison immunity: +10% Confusion immunity: +20% Stun/Freeze immunity: +20% Maximum life: +100.00 It can be used to activate talent Skullcracker, placing all other charms into a 17 cooldown : Effective talent level: 4.5 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 247.6 Physical damage. If the attack hits, the target is confused (45% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
On hands | Ichorrot (0 def, 3 armour) =stam= Ichorrot (0 def, 3 armour) =stam=Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +8 (+2 eff.) Armour: +3 Fatigue: +5% Changes resistances: +4% physical Changes damage: +27% nature Physical save: +8 (+3 eff.) Mental save: +10 (+3 eff.) Disarm immunity: +38% Stamina each turn: +3.00 Maximum mana: +80.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Dazzlewhisper (dig speed 15 turns) =current= Dazzlewhisper (dig speed 15 turns) =current=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +6 Physical power: +8 (+2 eff.) Armour: +8 Damage when hit (Melee): 10 blight Changes stats: +2 Str Changes resistances: +5% arcane / +9% nature Changes damage: +18% light Critical mult.: +15.00% Blindness immunity: +20% Spellpower on spell critical (stacks up to 3 times): +8 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | gold ring 'Aerular' =current= gold ring 'Aerular' =current=Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +30 (+5 eff.) Changes stats: +7 Cun / +8 Mag Mental save: +8 (+2 eff.) Silence immunity: +20% Confusion immunity: +23% Spellpower: +19 (+3 eff.) Rings make your fingers look great! |
On fingers | voratun Goedalath Rock ring =hmmm= voratun Goedalath Rock ring =hmmm=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+3 eff.) Physical power: +12 (+3 eff.) Defense: +13 (+2 eff.) Damage when hit (Melee): 34 darkness Changes damage: +9% all Grants telepathy: Demon/Major Demon/Minor Spellpower: +16 (+3 eff.) Infravision radius: +3 See invisible: +14 Movement speed: +21% Healing mod.: +50% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 34 cooldown : Effective talent level: 3.5 Power cost: 34 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 32% for 5 turns. Rings make your fingers look great! |
Around neck | Lisagabeth =current= Lisagabeth =current=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +10 Defense: +30 (+5 eff.) Fatigue: -7% Changes stats: +10 Dex / +8 Cun / +18 Con Physical save: +9 (+3 eff.) Life regen: +4.00 Stamina each turn: +0.50 Movement speed: +10% Amulets make your neck look great! |
In main hand | Mandible of Ungolmor (40-52 power, 12 apr) Mandible of Ungolmor (40-52 power, 12 apr)Requires: - Cunning 38 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 40.0 - 52.0 Uses stats: 64% Cun, 35% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +12 Crit. chance: +22.0% Attack speed: 100% When this weapon hits: Poisonous Bite (20% chance level 3). On weapon crit: * inflicts spydric poison dealing 200 damage over 3 turns and pinning the target Damage conversion: 30% darkness When wielded/worn: Armour: +15 Changes stats: +8 Cun / +4 Dex Changes damage: +30% nature / +20% darkness Talent granted: +5 Toxic Death Poison immunity: +100% Light radius: -2 This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
Around waist | Emblem of Evasion Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+3 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 26 power out of 30/30) : Effective talent level: 7.2 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 40% chance to evade melee and ranged attacks and 77 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
In off hand | voratun dagger 'Radhyhek' (39-51 power, 9 apr) voratun dagger 'Radhyhek' (39-51 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 39.5 - 51.4 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 20% chance to reduce all saves and defense by 29 On weapon crit: * Wound the target dealing 238 physical damage across 5 turns and reducing healing by 50% * Splash the target with acid dealing 217 damage over 5 turns and reducing armor and accuracy by 28 Damage (Melee): +29 cold Damage (radius 2) on crit: +8 mind When wielded/worn: Accuracy: +15 (+3 eff.) Physical crit. chance: +9.0% Physical power: +27 (+7 eff.) Physical save: +9 (+3 eff.) Sharp, short and deadly. |
Cloak | shadow elven-silk cloak of the voidstalker (3 def, 0 armour) =dark= shadow elven-silk cloak of the voidstalker (3 def, 0 armour) =dark=Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +38% darkness / +16% temporal Changes resistances penetration: +13% darkness Changes damage: +23% darkness Stealth bonus: +22 Defense after a teleport: +28 Resist all after a teleport: +13% New effects duration reduction after a teleport: +21% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 9 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | drakeskin leather armour 'Eilinymira' (20 def, 14 armour) drakeskin leather armour 'Eilinymira' (20 def, 14 armour)Requires: - Strength 20 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +14 Defense: +20 (+3 eff.) Fatigue: +8% Damage (Melee): 10 darkness Damage (Ranged): 9 darkness Changes resistances: +16% acid / +30% temporal / +36% darkness / +13% lightning / +20% cold / +18% fire / +20% physical Reduces incoming crit damage: 15.00% Blindness immunity: +10% Poison immunity: +10% Disease immunity: +20% Knockback immunity: +10% Mindpower: +13 (+5 eff.) Combat speed: +15% Casting speed: +15% Mental speed: +15% Defense after a teleport: +30 Resist all after a teleport: +30% New effects duration reduction after a teleport: +30% It can be used to blink to a nearby random location (rad 14) Activation puts all charms on cooldown for 22 turns. A suit of armour made of leather. |
Inventory
Elixir of Invulnerability =SOS= Elixir of Invulnerability =SOS=Infused by nature 2.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to grant you complete invulnerability for five turns. A vial of thick fluid, metallic and reflective. It's incredibly heavy. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Coalkiller CoalkillerCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical crit. chance: +6.0% Armour: +10 Defense: +15 (+3 eff.) Fatigue: -8% Changes stats: +9 Dex / +9 Cun / +9 Con Changes resistances: +18% darkness Changes damage: +30% darkness Mental save: +20 (+5 eff.) Life regen: +5.00 Stamina each turn: +1.30 Movement speed: +10% Amulets make your neck look great! |
Lustresever the steel amulet =light= Lustresever the steel amulet =light=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -6% Damage when hit (Melee): 2 light Changes resistances: +9% darkness Changes resistances penetration: +10% light / +10% acid Changes damage: +6% acid / +12% light Life regen: +2.00 Amulets make your neck look great! |
Serpentpiercer SerpentpiercerInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 23% chance to reduce damage dealt by 24% Changes stats: +9 Cun / +6 Con Changes resistances: +9% nature Changes damage: +12% nature Blindness immunity: +40% Infravision radius: +13 Sight radius: +2 See invisible: +24 Amulets make your neck look great! |
restful voratun amulet of the eclipse restful voratun amulet of the eclipsePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -9% Damage (Melee): 13 light / 13 darkness Effects when hit in melee: * 10% chance to reduce damage dealt by 24% * 15% chance to blind Changes damage: +14% light / +13% darkness Life regen: +5.00 Amulets make your neck look great! |
steel amulet 'Blackvenom' =dark= steel amulet 'Blackvenom' =dark=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Con Changes resistances: +12% light Changes damage: +15% darkness Critical mult.: +20.00% Mental save: +6 (+2 eff.) Mental crit. chance: +4% Amulets make your neck look great! |
Orb of Many Ways 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 9 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. |
Korelin the Brightwild =old= Korelin the Brightwild =old=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 6 light Changes stats: +4 Dex / +10 Cun / +5 Con Changes resistances: +5% arcane Changes damage: +9% light Stun/Freeze immunity: +46% Life regen: +9.00 Rings make your fingers look great! |
Lightningrace the stralite ring =old, keep= Lightningrace the stralite ring =old, keep=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +13 (+3 eff.) Damage when hit (Melee): 6 lightning Changes resistances: +15% lightning / +9% darkness Changes resistances penetration: +25% darkness Critical mult.: +20.00% Hate when firing a critical mind attack: +3.00 Maximum hate: +4.00 Spellpower: +9 (+1 eff.) Mindpower: +13 (+5 eff.) Rings make your fingers look great! |
Poleth the Blindsmasher =stam= Poleth the Blindsmasher =stam=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour penetration: +2 Physical crit. chance: +4.0% Defense: +14 (+2 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 24% Changes stats: +2 Str / +7 Cun / +4 Con Changes resistances: +4% physical / +6% nature / +6% darkness Stamina each turn: +3.00 Rings make your fingers look great! |
Ring of the Archlich =set= Ring of the Archlich =set=Powered 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 (+3 eff.) Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +8 (+1 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. |
Ring of the Dead =CAN SAVE ASS= Ring of the Dead =CAN SAVE ASS=Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+4 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. |
Zanyran the gold ring =keep= Zanyran the gold ring =keep=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +6% cold / +28% darkness / +15% temporal Changes damage: +14% darkness Silence immunity: +20% Pinning immunity: +20% Life regen: +4.00 Maximum life: +60.00 Maximum stamina: +20.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings make your fingers look great! |
stralite ring 'Betebeth' =keep= stralite ring 'Betebeth' =keep=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour penetration: +5 Changes stats: +3 Wil / +6 Con Changes resistances penetration: +10% arcane Critical mult.: +20.00% Disarm immunity: +44% Pinning immunity: +36% Knockback immunity: +41% Maximum life: +26.00 Spellpower: +20 (+4 eff.) Rings make your fingers look great! |
Kinetic Spike (38-49 power, 40 apr) Kinetic Spike (38-49 power, 40 apr)Requires: - Willpower 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 30% Wil, 30% Cun, 40% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +40 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +8 (+2 eff.) Physical power: +15 (+4 eff.) Changes resistances penetration: +30% physical Talent mastery: +0.20 Psionic / Augmented striking It can be used to fire a bolt of kinetic force (range 8), dealing 150% (physical) weapon damage Activation costs 9 power out of 10/10. A simple, rudely crafted stone hilt, this object manifests a blade of wavering, nearly invisible force, like a heat haze, as you grasp it. Despite its simple appearance, it is capable of shearing through solid granite, in the hands of those with the necessary mental fortitude to use it properly. |
Life Drinker (42-54 power, 11 apr) =keep= Life Drinker (42-54 power, 11 apr) =keep=Requires: - Magic 44 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 42.0 - 54.6 Uses stats: 35% Cun, 55% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +11 Crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes damage: +15% blight / +15% darkness / +15% acid Spellpower: +12 (+2 eff.) Spell crit. chance: +10% Infravision radius: +2 Talent on hit(spell): Blood Grasp (15% chance level 2). It can be used to activate talent Worm Rot (costing 34 power out of 50/50) : Effective talent level: 3.5 Power cost: 34 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 26.66 acid and 26.66 blight damage. If not cleared after five turns it will inflict 151.36 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 69% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
Moon (10-13 power, 0 apr) = Moon (10-13 power, 0 apr) = |
Radiancewend (50-65 power, 9 apr) =keep= Radiancewend (50-65 power, 9 apr) =keep=Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 50.0 - 65.0 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Physical power: +30 (+7 eff.) Changes resistances: +3% lightning Changes damage: +12% light Blindness immunity: +20% Cut immunity: +20% Disarm immunity: +20% Only die when reaching: -40.00 life Maximum life: +80.00 Sharp, short and deadly. |
Spellblaze Shard (20-26 power, 10 apr) =ass-saver= Spellblaze Shard (20-26 power, 10 apr) =ass-saver=Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +20 blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire Talent granted: +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Star (10-13 power, 0 apr) = Star (10-13 power, 0 apr) = |
Velygawe (37-48 power, 9 apr) =old, keep?= Velygawe (37-48 power, 9 apr) =old, keep?=Requires: - Dexterity 48 Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 37.5 - 48.8 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 20 arcane resource burn * 20% chance to slow global speed by 57% Damage (Melee): +17 darkness Damage against: +19% Living When wielded/worn: Accuracy: +19 (+4 eff.) Armour penetration: +14 Armour: +2 Changes stats: +13 Str / +11 Dex / +10 Mag / +11 Wil / +13 Cun / +7 Con Changes resistances: +12% acid / +6% nature Changes resistances penetration: +13% physical Disease immunity: +10% Sharp, short and deadly. |
Windmarrow the voratun dagger (38-50 power, 9 apr) Windmarrow the voratun dagger (38-50 power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 22% chance to slow global speed by 57% Damage (Melee): +8 nature Damage (radius 2) on crit: +8 darkness / +90 fire When wielded/worn: Armour penetration: +15 Physical crit. chance: +15.0% Physical power: +15 (+4 eff.) Changes stats: +7 Con Changes resistances: +9% darkness / +9% fire Changes resistances penetration: +12% physical / +25% fire Changes damage: +6% nature Critical mult.: +30.00% Disarm immunity: +35% Global speed: +11% Sharp, short and deadly. |
stormbringer's voratun dagger of torment (38-49 power, 9 apr) =keep= stormbringer's voratun dagger of torment (38-49 power, 9 apr) =keep=Requires: - Dexterity 48 Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (radius 2) on crit: +29 lightning / +28 cold When wielded/worn: Changes resistances penetration: +14% lightning / +5% cold Movement speed: +50% Sharp, short and deadly. |
Bethuwen the drakeskin leather belt =old, keep= Bethuwen the drakeskin leather belt =old, keep=Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +8 (+2 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Str / +15 Mag / +6 Wil Changes damage: +12% mind Reduces incoming crit damage: 5.00% Spell save: +11 (+4 eff.) Mana each turn: +0.54 Maximum mana: +51.00 Spell crit. chance: +5% Size category: +1 A belt that goes around your waist. |
Emelildata the drakeskin leather belt =keep= Emelildata the drakeskin leather belt =keep=Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Fatigue: -10% Changes resistances: +18% nature / +15% fire Critical mult.: +20.00% Reduces incoming crit damage: 15.00% Maximum encumbrance: +60 Maximum life: +100.00 Maximum stamina: +30.00 A belt that goes around your waist. |
Mighty Girdle =carry= Mighty Girdle =carry=Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
rough leather belt 'Armuruichik' =stam= rough leather belt 'Armuruichik' =stam=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour penetration: +2 Armour: +2 Defense: +9 (+2 eff.) Changes damage: +3% physical Critical mult.: +5.00% Stealth bonus: +7 Physical save: +9 (+3 eff.) Stamina each turn: +2.00 A belt that goes around your waist. |
spiritwalker's hardened leather belt of unlife =breathe= spiritwalker's hardened leather belt of unlife =breathe=Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Mag Changes resistances: +8% blight Mana each turn: +0.10 Maximum mana: +34.00 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Manonarithel the elven-silk cloak (3 def, 0 armour) =keep?= Manonarithel the elven-silk cloak (3 def, 0 armour) =keep?=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +10 Defense: +3 (+1 eff.) Damage when hit (Melee): 10 blight Changes stats: +5 Cun / +6 Dex Changes resistances: +12% acid Changes damage: +12% blight / +18% physical Confusion immunity: +20% Maximum stamina: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Smearserpent the elven-silk cloak (3 def, 0 armour) =keep= Smearserpent the elven-silk cloak (3 def, 0 armour) =keep=Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +2 Dex / +11 Mag / +10 Wil / +3 Cun Changes resistances: +3% nature Changes damage: +6% mind Spell save: +7 (+3 eff.) Maximum mana: +63.00 Maximum hate: +4.00 Maximum psi: +20.00 Spell crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Boltsage (0 def, 5 armour) =surge= Boltsage (0 def, 5 armour) =surge=Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+1 eff.) Armour: +5 Changes stats: +4 Dex / +5 Mag / +4 Cun Changes resistances: +6% lightning / +13% fire / +15% cold Changes resistances penetration: +12% physical Mana each turn: +0.08 Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +10 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 13 cooldown : Effective talent level: 3.2 Power cost: 13 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 173% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
Layawen (0 def, 4 armour) =keep= Layawen (0 def, 4 armour) =keep=Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +1 Mag Changes resistances penetration: +20% blight / +15% mind Silence immunity: +30% Confusion immunity: +34% Stun/Freeze immunity: +20% Maximum mana: +100.00 Spell crit. chance: +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Shadeoath the pair of drakeskin leather boots (0 def, 5 armour) =rpen= Shadeoath the pair of drakeskin leather boots (0 def, 5 armour) =rpen=Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +9 Str / +5 Wil / +16 Con Changes resistances: +6% lightning / +3% light / +6% blight / +12% nature / +9% darkness Changes resistances penetration: +9% physical Changes damage: +10% physical Stamina each turn: +1.20 Maximum stamina: +28.00 Mindpower: +9 (+3 eff.) Size category: +1 It can be used to activate talent Blindside, placing all other charms into a 22 cooldown : Effective talent level: 4.5 Power cost: 22 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 55% (at 0 Hate) to 183% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 17 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Cloudweeper the voratun gauntlets (0 def, 3 armour) =keep= Cloudweeper the voratun gauntlets (0 def, 3 armour) =keep=Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +15 Armour: +3 Fatigue: +5% Effects on melee hit: * 20% chance to reduce armor by 45% * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +9 Cun / +9 Dex Changes resistances: +9% temporal Changes damage: +15% lightning / +30% temporal / +9% light Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Steady Shot, placing all other charms into a 17 cooldown : Effective talent level: 4.5 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 175% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Crystle's Astral Bindings (0 def, 0 armour) =keep= Crystle's Astral Bindings (0 def, 0 armour) =keep=Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+0 eff.) Spell crit. chance: +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Haneromirab the drakeskin leather cap (0 def, 5 armour) Haneromirab the drakeskin leather cap (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +34 (+8 eff.) Armour: +5 Fatigue: +5% Changes stats: +15 Str / +22 Dex / +9 Cun / +11 Con Changes damage: +6% physical Physical save: +30 (+10 eff.) Mental save: +14 (+4 eff.) It can be used to activate talent Battle Cry, placing all other charms into a 24 cooldown : Effective talent level: 3.5 Power cost: 24 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 6, lowering their Defense by 24 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
Miledan (7 def, 16 armour) =stam= Miledan (7 def, 16 armour) =stam=Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +16 Defense: +7 (+1 eff.) Fatigue: +5% Changes stats: +8 Str / +11 Dex / +3 Con Changes resistances: +5% all Physical save: +9 (+3 eff.) Stamina each turn: +3.00 Equilibrium when hit: +0.12 Maximum stamina: +20.00 Infravision radius: +3 It can be used to activate talent Skullcracker, placing all other charms into a 17 cooldown : Effective talent level: 4.5 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 247.6 Physical damage. If the attack hits, the target is confused (45% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Gluremina the hardened leather armour (18 def, 6 armour) =old= Gluremina the hardened leather armour (18 def, 6 armour) =old=Requires: - Strength 16 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +5 Physical crit. chance: +5.0% Armour: +6 Defense: +18 (+3 eff.) Fatigue: +8% Damage (Melee): 7 darkness Damage (Ranged): 6 darkness Changes resistances: +13% temporal / +14% darkness / +15% fire Changes damage: +3% physical Critical mult.: +5.00% Physical save: +6 (+2 eff.) Stamina each turn: +1.10 Only die when reaching: -60.00 life Defense after a teleport: +12 Resist all after a teleport: +17% New effects duration reduction after a teleport: +11% Activating this item is instant. It can be used to blink to a nearby random location (rad 8) Activation puts all charms on cooldown for 22 turns. A suit of armour made of leather. |
420 alchemist agate 420 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
5 lapis lazuli 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. |
3 opal 3 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 sapphire 5 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 topaz 11 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Brightvenom the voratun pickaxe (dig speed 8 turns) Brightvenom the voratun pickaxe (dig speed 8 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +5 Defense: +8 (+1 eff.) Changes stats: +6 Cun / +3 Str Changes resistances: +6% acid / +10% physical / +5% arcane Changes resistances penetration: +5% light Changes damage: +6% light Physical save: +15 (+5 eff.) Spell save: +14 (+5 eff.) Mental save: +17 (+5 eff.) Maximum life: +90.00 Mindpower: +35 (+12 eff.) Infravision radius: +6 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 38 turns) =dig= woodsman's iron pickaxe (dig speed 38 turns) =dig=Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
10 emerald 10 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. |
6 jade 6 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 turquoise 9 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. |
Starmoon the alchemist's lamp =current= Starmoon the alchemist's lamp =current=Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +8 (+2 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 29 Changes stats: +6 Wil Changes resistances: +24% acid / +3% mind / +12% light Changes resistances penetration: +15% light Changes damage: +6% mind Critical mult.: +15.00% Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)Powered by unknown forces 0.00 Encumbrance. [Plot Item] Type: mirror / mirror It can be used to change your appearance Activation costs 1 power out of 1/1. A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Demonic Orb of Many Ways 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 9 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) 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) 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 Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
8 bloodstone 8 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. |
6 fire opal 6 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. |
10 garnet 10 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. |
ruby ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Gwai's Burninator =rod= Gwai's Burninator =rod=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 570.72 fire damage (based on Magic) Activation costs 43 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (2/2) =2.9 dmg= Rod of Recall (2/2) =2.9 dmg=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 172 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) =rod= Rod of Spydric Poison (1/1) =rod=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 1010.32 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 22 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) 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. |
Boltsting [power 560] (13 cooldown) Boltsting [power 560] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 11 lightning Changes damage: +21% arcane Reduces incoming crit damage: 16.77% Disarm immunity: +22% Confusion immunity: +22% Stun/Freeze immunity: +22% Maximum life: +111.80 Healing mod.: +22% It can be used to sting an enemy dealing 968 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 13 turns. When used: * Heal for 96. Natural totems are made by powerful wilders to store nature power. |
elven-wood totem of stinging 'Gludassra' [power 428] (13 cooldown) =rpen= elven-wood totem of stinging 'Gludassra' [power 428] (13 cooldown) =rpen=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Accuracy: +15 (+3 eff.) Armour: +10 Effects on melee hit: * 20 arcane resource burn Changes stats: +2 Con Changes resistances: +12% light Changes resistances penetration: +25% physical Reduces incoming crit damage: 15.00% Light radius: +2 It can be used to sting an enemy dealing 740 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 13 turns. When used: * Increase all damage penetration by 26% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
evasive dragonbone totem of healing [power 482] (13 cooldown) =heal= evasive dragonbone totem of healing [power 482] (13 cooldown) =heal=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to heal yourself and all friendly characters within 10 spaces for 482 Activation puts all charms on cooldown for 13 turns. When used: * Gain a 14% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
8 amethyst 8 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. |
dragonbone wand of conjuration 'Bethoda' [power 430] (13 cooldown) =res= dragonbone wand of conjuration 'Bethoda' [power 430] (13 cooldown) =res=Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Changes resistances: +9% acid / +9% temporal Changes damage: +30% arcane Disarm immunity: +20% Confusion immunity: +20% Maximum life: +101.98 Spell crit. chance: +2% It can be used to fire a magical bolt dealing 498 acid damage Activation puts all charms on cooldown for 13 turns. When used: * Gain a 37% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star =mapping= Burning Star =mapping=Powered 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 26 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. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
9 diamond 9 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
11 moonstone 11 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+4 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. |
10 pearl 10 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. |
11 quartz 11 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 amber 2 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine 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. |
zircon 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. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By Wolfgraf the Cornac Shadowblade level 29
27th Pyre 123rd year of Ascendancy at 06:36 see stats
By Wolfgraf the Cornac Shadowblade level 34
26th Haze 123rd year of Ascendancy at 08:32 see stats
By Wolfgraf the Cornac Shadowblade level 29
25th Pyre 123rd year of Ascendancy at 16:07 see stats
By Wolfgraf the Cornac Shadowblade level 39
79th Haze 123rd year of Ascendancy at 01:36 see stats
By Wolfgraf the Cornac Shadowblade level 42
54th Regrowth 124th year of Ascendancy at 21:47 see stats
By Wolfgraf the Cornac Shadowblade level 37
75th Haze 123rd year of Ascendancy at 05:52 see stats
By Wolfgraf the Cornac Shadowblade level 14
76th Dusk 122nd year of Ascendancy at 17:04 see stats
By Wolfgraf the Cornac Shadowblade level 36
55th Haze 123rd year of Ascendancy at 16:15 see stats
By Wolfgraf the Cornac Shadowblade level 45
29th Pyre 124th year of Ascendancy at 13:38 see stats
By Wolfgraf the Cornac Shadowblade level 22
3rd Regrowth 123rd year of Ascendancy at 18:07 see stats
By Wolfgraf the Cornac Shadowblade level 50
30th Regrowth 125th year of Ascendancy at 19:08 see stats
By Wolfgraf the Cornac Shadowblade level 50
45th Regrowth 125th year of Ascendancy at 02:35 see stats
By Wolfgraf the Cornac Shadowblade level 23
17th Regrowth 123rd year of Ascendancy at 21:08 see stats
By Wolfgraf the Cornac Shadowblade level 32
44th Dusk 123rd year of Ascendancy at 15:53 see stats
By Wolfgraf the Cornac Shadowblade level 35
53rd Haze 123rd year of Ascendancy at 04:26 see stats
By Wolfgraf the Cornac Shadowblade level 50
14th Regrowth 125th year of Ascendancy at 10:59 see stats
By Wolfgraf the Cornac Shadowblade level 44
23rd Pyre 124th year of Ascendancy at 08:41 see stats
By Wolfgraf the Cornac Shadowblade level 43
1st Pyre 124th year of Ascendancy at 10:04 see stats
By Wolfgraf the Cornac Shadowblade level 31
18th Dusk 123rd year of Ascendancy at 13:27 see stats
By Wolfgraf the Cornac Shadowblade level 10
2nd Mirth 122nd year of Ascendancy at 14:01 see stats
By Wolfgraf the Cornac Shadowblade level 20
69th Haze 122nd year of Ascendancy at 03:22 see stats
By Wolfgraf the Cornac Shadowblade level 30
36th Pyre 123rd year of Ascendancy at 02:22 see stats
By Wolfgraf the Cornac Shadowblade level 40
3rd Decay 123rd year of Ascendancy at 05:19 see stats
By Wolfgraf the Cornac Shadowblade level 50
20th Dusk 124th year of Ascendancy at 15:07 see stats
By Wolfgraf the Cornac Shadowblade level 50
69th Dusk 124th year of Ascendancy at 07:25 see stats
By Wolfgraf the Cornac Shadowblade level 49
6th Flare 124th year of Ascendancy at 01:27 see stats
By Wolfgraf the Cornac Shadowblade level 50
22nd Dusk 124th year of Ascendancy at 07:53 see stats
By Wolfgraf the Cornac Shadowblade level 30
36th Pyre 123rd year of Ascendancy at 07:41 see stats
By Wolfgraf the Cornac Shadowblade level 36
72nd Haze 123rd year of Ascendancy at 03:46 see stats
By Wolfgraf the Cornac Shadowblade level 50
30th Regrowth 125th year of Ascendancy at 19:07 see stats
By Wolfgraf the Cornac Shadowblade level 50
50th Dusk 124th year of Ascendancy at 12:24 see stats
By Wolfgraf the Cornac Shadowblade level 10
2nd Mirth 122nd year of Ascendancy at 14:03 see stats
By Wolfgraf the Cornac Shadowblade level 34
26th Haze 123rd year of Ascendancy at 08:32 see stats
By Wolfgraf the Cornac Shadowblade level 23
19th Regrowth 123rd year of Ascendancy at 06:17 see stats
By Wolfgraf the Cornac Shadowblade level 50
30th Regrowth 125th year of Ascendancy at 19:08 see stats
By Wolfgraf the Cornac Shadowblade level 10
4th Mirth 122nd year of Ascendancy at 08:21 see stats
By Wolfgraf the Cornac Shadowblade level 40
4th Regrowth 124th year of Ascendancy at 00:09 see stats
By Wolfgraf the Cornac Shadowblade level 23
18th Regrowth 123rd year of Ascendancy at 13:59 see stats
By Wolfgraf the Cornac Shadowblade level 27
24th Pyre 123rd year of Ascendancy at 05:36 see stats
By Wolfgraf the Cornac Shadowblade level 19
68th Haze 122nd year of Ascendancy at 10:58 see stats
By Wolfgraf the Cornac Shadowblade level 28
24th Pyre 123rd year of Ascendancy at 23:08 see stats
Log
Wolfgraf performs a melee critical strike against Training Dummy!
Wolfgraf hits Training Dummy for 170 darkness, 343 physical, 19 darkness, 159 darkness, 204 nature, 19 darkness, 159 darkness, 138 nature, 390 physical, 40 cold, 19 darkness, 159 darkness, 11 mind (1836 total damage).
Acid Splash from Wolfgraf hits Training Dummy for 60 acid damage.
Deep Wound from Wolfgraf hits Training Dummy for 156 physical damage.
Spydric Poison from Wolfgraf hits Training Dummy for 138 nature damage.
Poison from Wolfgraf hits Training Dummy for 572 nature damage.
Wolfgraf performs a melee critical strike against Training Dummy!
Wolfgraf bites poison into Training Dummy.
Wolfgraf performs a melee critical strike against Training Dummy!
Wolfgraf performs a melee critical strike against Training Dummy!
Training Dummy's is vulnerable to attacks and effects!
Wolfgraf hits Training Dummy for 196 darkness, 394 physical, 19 darkness, 159 darkness, 437 nature, 19 darkness, 159 darkness, 138 nature, 470 physical, 40 cold, 19 darkness, 159 darkness, 11 mind (2225 total damage).
Wolfgraf performs a melee critical strike against Training Dummy!
Wolfgraf performs a melee critical strike against Training Dummy!
Wolfgraf hits Training Dummy for 201 darkness, 405 physical, 19 darkness, 159 darkness, 138 nature, 405 physical, 40 cold, 19 darkness, 159 darkness, 11 mind (1560 total damage).
Deep Wound from Wolfgraf hits Training Dummy for 156 physical damage.
Acid Splash from Wolfgraf hits Training Dummy for 60 acid damage.
Spydric Poison from Wolfgraf hits Training Dummy for 138 nature damage.
Poison from Wolfgraf hits Training Dummy for 833 nature damage.
Wolfgraf performs a melee critical strike against Training Dummy!
Wolfgraf performs a melee critical strike against Training Dummy!
Wolfgraf hits Training Dummy for 204 darkness, 410 physical, 19 darkness, 159 darkness, 138 nature, 432 physical, 40 cold, 19 darkness, 159 darkness, 11 mind (1595 total damage).
Acid Splash from Wolfgraf hits Training Dummy for 60 acid damage.
Deep Wound from Wolfgraf hits Training Dummy for 156 physical damage.
Spydric Poison from Wolfgraf hits Training Dummy for 138 nature damage.
Poison from Wolfgraf hits Training Dummy for 833 nature damage.