










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| 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 1.7.0Donators/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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Female |
| Race | Dwarf |
| Class | Writhing One |
| Level / Exp | 50 / 208% |
| Size | big |
| Lifes / Deaths | Killed by Ianere the halfling at level 19 on the 19th Loss 122nd year of Ascendancy at 23:22 0 / 8Killed by Ivota the Guardian at level 26 on the 21st Voratun 123rd year of Ascendancy at 19:50 Killed by saw horror at level 32 on the 44th Profit 123rd year of Ascendancy at 20:00 Killed by Xowe the eternal bone giant at level 44 on the 1st Stralite 124th year of Ascendancy at 00:11 Killed by Salebreth the orc summoner at level 48 on the 30th Stralite 124th year of Ascendancy at 20:24 Killed by ritch flamespitter at level 49 on the 30th Voratun 124th year of Ascendancy at 13:10 Killed by orc cryomancer at level 50 on the 15th Profit 124th year of Ascendancy at 05:03 Killed by Vor, Grand Geomancer of the Pride at level 50 on the 15th Profit 124th year of Ascendancy at 08:06 |
Primary Stats
| Strength | 153 (base 60) |
| Dexterity | 53 (base 21) |
| Constitution | 59 (base 32) |
| Magic | 84 (base 60) |
| Willpower | 16 (base 10) |
| Cunning | 81 (base 49) |
Resources
| Life | -74/2004 |
| Insanity | 54/100 |
| Healing Factor | 1.3251133323992 |
| Regeneration | 5.6317316626966 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +41.31788189224% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 15 |
| Infravision | 5 |
| See Stealth | 45.797963493854 |
| See Invisible | 57.797963493854 |
Offense: Mainhand
| Damage | 257 |
| Accuracy | 69 |
| Crit Chance | 46% |
| APR | 21 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 67 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +18% |
| Nature | +10% |
| Temporal | +15% |
| Blight | +30% |
| Arcane | +9% |
| Mind | +33% |
| All | 0% |
Offense: Damage Penetration
| Blight | +15% |
| Physical | +22% |
| Mind | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 47.5 (80%) |
| Defense | 41 |
| Ranged Defense | 48 |
| Fatigue | 0 |
| Physical Save | 69 |
| Spell Save | 67 |
| Mental Save | 69 |
Defense: Resistances
| Acid | + 35%( 70%) |
| Blight | + 66%( 70%) |
| Physical | + 15%( 70%) |
| Cold | + 23%( 70%) |
| All | + 12%( 70%) |
| Lightning | + 30%( 70%) |
| Light | + 15%( 70%) |
| Temporal | + 45%( 70%) |
| Mind | + 17%( 70%) |
| Darkness | + 40%( 70%) |
| Fire | + 46%( 70%) |
| Nature | + 49%( 70%) |
Defense: Immunities
| Stun Resistance | 50% |
| Confusion Resistance | 10% |
| Poison Resistance | 39% |
| Blind Resistance | 10% |
| Disarm Resistance | 100% |
| Bleed Resistance | 20% |
| Pinning Resistance | 80% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 70% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 623 life over 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 520 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse 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. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 33% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 875% 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 Cunning stat. |
Class Talents
| Demented / Friend of the worm | 1.30 |
| 5/5 |
| 2/5 |
| 4/5 |
| 3/5 |
| Demented / Disfigured face | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 3/5 |
| Demented / Tentacles | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Demented / Controlled horrors | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Path of horror | 1.30 |
| 4/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Demented / Horrific body | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Demented / Beyond sanity | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
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 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 |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 6 of Dreadfell. Escort: lone alchemist (level 6 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by rogue. Escort: lost sun paladin (level 8 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved Constitution by +5. | done |
You failed to protect the temporal explorer from death by faerlhing. Escort: temporal explorer (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved Constitution by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 5 of Dreadfell. Escort: worried loremaster (level 5 of Dreadfell)As a reward you improved Cunning 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 |
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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
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. * The fortress shadow has asked that you come back as soon as possible. * You have forced a recall while in an exploratory farportal zone. The farportal was rendered unusable in the process. The fortress's current energy level is: 1310. | 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 has completed an elixir of mysticism without your aid. 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. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | 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 within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * You have destroyed Grushnak. * You have destroyed Gorbat. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided 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 | Beladan (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +3 Str / +4 Dex / +3 Cun / +3 Con Changes resistances: +6% acid / +3% light / +13% fire / +6% mind / +12% cold Blindness immunity: +10% Poison immunity: +20% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to activate talent Rush, placing all other charms into a 17 cooldown : Effective talent level: 2.0 Power cost: 17 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | UnraruilenCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +2 Con Changes resistances: +3% physical Changes resistances penetration: +10% physical Critical mult.: +20.00% Cut immunity: +20% Stamina each turn: +3.00 Light radius: +8 Infravision radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Deladuldir (20 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Defense: +20 (+7 eff.) Fatigue: +5% Changes stats: +11 Str / +4 Dex Changes resistances: +25% blight / +14% darkness Spell save: +21 (+5 eff.) Mental save: +18 (+5 eff.) Disarm immunity: +20% Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 30/30. 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 21 light damage to everyone else who enters. The circle lasts 5 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Salybeth the Kindleimmortal [power 506] (11/10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +5 Str / +6 Dex Changes damage: +9% arcane Maximum mana: +80.00 Spellpower: +30 (+7 eff.) Light radius: +3 It can be used to sting an enemy dealing 557 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | treant's voratun ring of miseryInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 16% chance to reduce all saves and defense by 21 Damage (Melee): 23 physical Effects on ranged hit: * 16% chance to reduce all saves and defense by 21 Damage (Ranged): 31 physical Changes stats: +8 Cun Changes resistances: +10% nature / +13% blight Poison immunity: +19% Disease immunity: +30% Hate when firing a critical mind attack: +2.00 Maximum hate: +8.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 13 cooldown : Effective talent level: 3.0 Power cost: 13 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
| On fingers | NerynnCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +7 Str / +8 Mag Changes resistances penetration: +15% blight / +15% mind Changes damage: +9% mind Disarm immunity: +44% Pinning immunity: +44% Knockback immunity: +35% Maximum life: +44.00 Light radius: +3 See invisible: +12 Rings make your fingers look great! |
| Around waist | Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+7 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 20 power out of 24/30) : Effective talent level: 4.0 Power cost: 20 out of 24/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 30% chance to evade melee and ranged attacks and 29 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 main hand | Urugaldil (54-76 power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 54.5 - 76.3 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon crit: * Wound the target dealing 367 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Accuracy: +20 (+5 eff.) Armour penetration: +15 Physical crit. chance: +15.0% Physical power: +11 (+1 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce all saves and defense by 21 Changes resistances penetration: +12% physical Changes damage: +24% mind / +3% temporal One-handed war axes. |
| On hands | Obsidianlady (0 def, 9 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +9 Effects on melee hit: * 20% chance to reduce damage dealt by 17% * 10% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 15 nature Changes stats: +2 Str / +5 Con Changes resistances: +3% blight / +9% nature / +12% darkness Changes damage: +10% nature Physical save: +23 (+6 eff.) Spell save: +10 (+2 eff.) Mental save: +25 (+6 eff.) Disarm immunity: +50% Maximum life: +76.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Scale Mail of Kroltar (10 def, 18 armour)Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +18 Defense: +10 (+4 eff.) Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 It can be used to activate talent Devouring Flame (costing 33 power out of 80/80) : Effective talent level: 3.0 Power cost: 33 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a mind power and a nature gift Description: Spit a cloud of flames, doing 21.53 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
| Cloak | Searraven the cashmere cloak (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 blight / 4 temporal Changes stats: +3 Mag / +3 Wil Changes resistances: +15% temporal / +6% fire Changes damage: +12% blight / +12% temporal Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | UrthesakathInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -4% Effects on melee hit: * 10% chance to slow global speed by 47% Changes resistances: +22% temporal / +3% nature / +6% darkness Physical save: +10 (+3 eff.) Spell save: +31 (+7 eff.) Mental save: +15 (+4 eff.) Pinning immunity: +36% Knockback immunity: +35% Life regen: +4.00 Amulets make your neck look great! |
Inventory
regeneration infusion of the psychic (heal 302; 15 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 302 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the wizard (heal 584; 17 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 584 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
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! |
Dimguile the steel amuletInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Dex Changes resistances: +13% light / +16% darkness Changes damage: +3% darkness Blindness immunity: +25% Amulets make your neck look great! |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 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. |
rogue's steel ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Changes stats: +2 Cun Stun/Freeze immunity: +20% Life regen: +2.00 Rings make your fingers look great! |
wizard's copper ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Changes stats: +3 Mag Spell save: +6 (+1 eff.) Spellpower: +5 (+1 eff.) Mindpower: +5 (+3 eff.) Rings make your fingers look great! |
truestriking dwarven-steel battleaxe of evisceration (33-50 power, 2 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 33.0 - 49.5 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon crit: * Wound the target dealing 367 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Accuracy: +14 (+4 eff.) Armour penetration: +9 Physical crit. chance: +12.0% Physical power: +7 (+1 eff.) Changes resistances penetration: +12% physical Massive two-handed battleaxes. |
Dethblyd (70-112 power, 18 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 70.0 - 112.0 Uses stats: 60% Mag, 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +18 Crit. chance: +20.0% Attack speed: 100% On weapon hit: * Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. Lifesteal (this weapon only): +5% When wielded/worn: Changes stats: +10 Str / +8 Mag / +5 Con Talent masteries: +0.10 Corruption / Torture +0.20 Corruption / Brutality +0.20 Corruption / Wrath Talents cooldown: Draining Assault (-1 turn) Abduction (-1 turn) Detonating Charge (-1 turn) Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword. |
Genocide (42-67 power, 4 apr)Requires: - Willpower 20 - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 42.0 - 67.2 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +18.0% Attack speed: 100% Damage against: +25% Orc When wielded/worn: Changes stats: +7 Str / +7 Dex / +7 Con Reduced damage from: +15% Orc Grants telepathy: Humanoid/Orc Life regen: +0.50 Stamina each turn: +1.00 Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
Brandmark the steel longsword (16-22 power, 3 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Base power: 16.0 - 22.4 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 10% chance to gain 10% of a turn (3/turn limit) * 25% chance for lightning to strike from the target to a second target dealing 110 damage On weapon crit: * Wound the target dealing 367 physical damage across 5 turns and reducing healing by 50% Damage (radius 1) on hit: +15 fire Damage (radius 2) on crit: +8 temporal When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+1 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes resistances: +9% fire Sharp, long, and deadly. |
Velegana the Tundragasher (44-61 power, 6 apr)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 43.5 - 60.9 Uses stats: 50% Mag, 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 hit: * 25% chance for lightning to strike from the target to a second target dealing 110 damage Damage (Melee): +8 blight Damage (radius 1) on hit: +8 cold When wielded/worn: Changes resistances penetration: +15% cold Changes damage: +9% arcane / +6% cold Mana each turn: +0.32 Spellpower on spell critical (stacks up to 3 times): +10 Sharp, long, and deadly. |
Voidlord the stralite longsword (43-60 power, 5 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 43.0 - 60.2 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20% chance to reduce damage dealt by 17% * 20% chance to reduce armor by 41% Damage (radius 1) on hit: +12 fire When wielded/worn: Changes resistances: +6% acid / +9% fire / +18% darkness / +6% cold Sharp, long, and deadly. |
flaming iron longsword of massacre (17-24 power, 2 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 17.0 - 23.8 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Damage (radius 1) on hit: +5 fire Sharp, long, and deadly. |
truestriking steel longsword of amnesia (14-20 power, 3 apr)Requires: - Strength 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 14.0 - 19.6 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) When wielded/worn: Accuracy: +11 (+3 eff.) Armour penetration: +7 Changes resistances penetration: +5% physical Sharp, long, and deadly. |
acidic stralite mace of corruption (36-50 power, 5 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 35.5 - 49.7 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% When this weapon hits: Curse of Death (20% chance level 4). On weapon crit: * Splash the target with acid dealing 183 damage over 5 turns and reducing armor and accuracy by 23 Blunt and deadly. |
dwarven-steel mace 'Hazereign' (25-35 power, 4 apr)Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 25.0 - 35.0 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% Damage (radius 2) on crit: +18 lightning / +28 cold When wielded/worn: Changes stats: +2 Str / +3 Dex Changes resistances: +6% cold Changes resistances penetration: +9% lightning / +11% cold Changes damage: +12% cold See invisible: +3 Movement speed: +23% Blunt and deadly. |
Blood-Letter (33-46 power, 4.5 apr)Requires: - Dexterity 24 - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 3 Base power: 33.0 - 46.2 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Ice Breath (15% chance level 2). Damage conversion: 50% ice When wielded/worn: Armour: +20 Changes resistances penetration: +20% cold Ice block penetration: +25% A hand axe carved out of the most frozen parts of the northern wasteland. |
Malediction (40-48 power, 15 apr)Requires: - Strength 55 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 4 Base power: 40.0 - 48.0 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Curse of Death (10% chance level 3). When this weapon hits: Curse of Vulnerability (10% chance level 3). Damage (radius 1) on hit: +25 blight When wielded/worn: Changes damage: +20% blight Spellpower: +20 (+5 eff.) Talent on hit(spell): Curse of Impotence (10% chance level 3). Talent on hit(spell): Curse of Defenselessness (10% chance level 3). The land withers and crumbles wherever this cursed axe rests. |
Tidebright the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 4 blight Changes resistances: +6% fire / +5% cold Changes resistances penetration: +5% cold Mana each turn: +0.20 Spellpower: +20 (+5 eff.) A belt that goes around your waist. |
Abyssprophet the linen cloak (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +1 (+0 eff.) Defense: +1 (+1 eff.) Fatigue: -3% Damage when hit (Melee): 2 arcane Changes resistances: +5% arcane / +6% fire Changes resistances penetration: +15% arcane Changes damage: +9% temporal A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping linen cloak of protection (6 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +5 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
murderer's cashmere cloak of sorcery (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +5 Defense: +2 (+1 eff.) Changes stats: +2 Dex / +2 Mag / +3 Wil / +3 Cun Spell crit. chance: +4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Glowhue the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Cun / +4 Wil Changes resistances: +3% light / +6% cold Changes resistances penetration: +10% light / +20% cold Physical save: +9 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +7 (+2 eff.) Light radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Poxoozer the pair of hardened leather boots (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Cun / +3 Con Changes resistances: +5% arcane / +9% light Changes resistances penetration: +10% nature Changes damage: +9% nature / +15% mind Physical save: +16 (+4 eff.) Mental save: +16 (+4 eff.) Psi when hit: +0.24 Hate when firing a critical mind attack: +2.00 Mindpower: +10 (+5 eff.) A pair of boots made of leather. |
blightbringer's pair of hardened leather boots of void walking (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +5 Mag Changes resistances: +16% darkness / +15% temporal Changes resistances penetration: +13% darkness / +13% temporal Changes damage: +7% acid / +7% blight Disease immunity: +34% Spellpower: +5 (+1 eff.) Defense after a teleport: +15 Resist all after a teleport: +14% New effects duration reduction after a teleport: +19% A pair of boots made of leather. |
pair of iron boots 'Zubeldath' (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Effects on melee hit: * 10% chance to slow global speed by 47% Damage when hit (Melee): 2 acid Changes resistances: +6% lightning / +6% temporal / +3% nature Changes resistances penetration: +15% acid Maximum hate: +2.00 Mindpower: +15 (+8 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Turekalthovon' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -4% Effects on melee hit: * 20% chance to slow global speed by 47% Changes resistances: +6% lightning / +3% temporal / +3% darkness Maximum encumbrance: +23 Physical save: +6 (+2 eff.) Spell save: +3 (+0 eff.) A pair of boots made of leather. |
traveler's pair of iron boots of tirelessness (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -2% Maximum encumbrance: +22 Physical save: +5 (+1 eff.) Stamina each turn: +0.30 Maximum stamina: +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Bethuvena the hardened leather gloves (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +13 (+4 eff.) Armour: +2 Changes stats: +4 Dex Changes resistances: +9% blight / +3% fire Spell save: +3 (+0 eff.) Teleport immunity: +20% Only die when reaching: -60.00 life Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Dakhtun's Gauntlets (0 def, 6 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
dwarven-steel gauntlets 'Turiresta' (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Armour: +2 Fatigue: +3% Damage (Melee): 8 blight Changes stats: +6 Str / +2 Dex Changes resistances: +8% blight Changes damage: +8% blight Critical mult.: +15.00% Stamina each turn: +3.00 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. |
restful iron gauntlets of strength (+2) (0 def, 1 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+0 eff.) Armour: +1 Fatigue: +1% Changes stats: +2 Str Life regen: +1.00 Stamina each turn: +0.50 Maximum stamina: +11.00 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. |
restful voratun gauntlets of war-making (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +7.0% Armour: +3 Fatigue: +5% Critical mult.: +10.00% Life regen: +5.00 Stamina each turn: +1.40 Maximum stamina: +27.00 Spell crit. chance: +9% Mental crit. chance: +12% 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. |
steady dwarven-steel gauntlets of magic (+3) (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +2 Fatigue: +3% Changes stats: +3 Mag Changes damage: +5% arcane Physical save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +20% 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. |
Belota the iron helm (0 def, 3 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage when hit (Melee): 2 arcane Changes stats: +3 Cun / +2 Wil Changes resistances penetration: +10% arcane Changes damage: +6% mind Mental save: +6 (+2 eff.) Vim when firing critical spell: +1.00 Mindpower: +3 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Satyrrigor (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 20% chance to slow global speed by 47% * 20% chance to reduce strength, dexterity, and constitution by 30 Damage when hit (Melee): 2 nature Changes stats: +7 Str Changes resistances: +12% nature / +15% mind Changes resistances penetration: +15% nature Changes damage: +9% nature A cap made of leather. |
Tulyharachik (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 10% chance to reduce armor by 41% Changes stats: +3 Str / +1 Dex / +7 Mag / +2 Con It can be used to activate talent Skullcracker, placing all other charms into a 13 cooldown : Effective talent level: 3.0 Power cost: 13 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 614.8 Physical damage. If the attack hits, the target is confused (40% effect) for 5 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Flowerwild' (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage when hit (Melee): 6 nature Changes stats: +3 Dex Changes resistances: +15% acid Changes damage: +3% nature / +6% acid A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
voratun helm 'Blizzardgrind' (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +5 Fatigue: +5% Damage when hit (Melee): 10 mind / 4 cold Changes stats: +5 Str / +4 Con Changes resistances: +6% mind / +6% temporal Disease immunity: +20% Confusion immunity: +20% Knockback immunity: +20% Healing mod.: +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
steel mail armour 'Zubuwen' (2 def, 6 armour)Requires: - Heavy armour training - Strength 20 Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +1 Dex / +2 Mag Changes resistances: +12% acid / +18% physical Physical save: +32 (+8 eff.) A suit of armour made of mail. |
2 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
428 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. |
5 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. |
4 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. |
6 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 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. |
4 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Frostwedge (dig speed 15 turns)Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 41% Damage when hit (Melee): 4 cold Changes stats: +2 Str Changes resistances: +3% cold Changes damage: +21% lightning / +9% fire / +5% mind / +6% cold Mental save: +7 (+2 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
sapper's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Cun / +1 Str Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
6 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. |
2 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. |
4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
HaridogenInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +15 (+4 eff.) Armour penetration: +5 Changes resistances: +2% physical Changes resistances penetration: +5% physical Mental save: +6 (+2 eff.) Light radius: +3 See stealth: +5 See invisible: +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. |
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.(62 power, based on Willpower) Activation costs 7 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
XuyalleInfused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +1 Physical power: +15 (+2 eff.) Armour: +2 Defense: +15 (+5 eff.) Damage when hit (Melee): 2 physical Changes resistances: +3% all Changes damage: +3% physical Spell save: +6 (+1 eff.) 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 brass lantern of corpselightPowered by arcane forces Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +5% blight / +6% darkness Blindness immunity: +20% Confusion immunity: +11% Spellpower: +3 (+0 eff.) Spell crit. chance: +4% Light radius: +7 Infravision radius: +4 See stealth: +6 See invisible: +13 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 32 blight damage or heals 37 life. Creatures standing in the retch also have 9% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. 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. |
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. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Orb of 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
52 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. |
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. |
9 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (3/3)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 131 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. |
7 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. |
Void ShardPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 16 temporal darkness Changes stats: +8 Mag Changes resistances: +10% darkness / +10% temporal Changes damage: +12% darkness / +12% temporal Spellpower: +10 (+2 eff.) It can be used to release a radius 2 burst of void energy at up to range 5, dealing 211.60 temporal and 217.20 darkness damage (based on Magic) Activation costs 13 power out of 40/40. This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 20 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. |
4 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. |
5 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+4 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+4 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 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. |
3 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 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. |
5 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. |
5 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 (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By TAZ BITCH the Dwarf Writhing One level 35
19th Wealth 123rd year of Ascendancy at 07:25 see stats
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By TAZ BITCH the Dwarf Writhing One level 24
38th Steel 123rd year of Ascendancy at 17:38 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By TAZ BITCH the Dwarf Writhing One level 34
4th Wealth 123rd year of Ascendancy at 01:25 see stats
Arachnophobia (Nightmare (Adventure) difficulty)
Destroyed the spydric menace.By TAZ BITCH the Dwarf Writhing One level 39
14th Dearth 123rd year of Ascendancy at 22:22 see stats
Back and there again (Nightmare (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By TAZ BITCH the Dwarf Writhing One level 46
4th Stralite 124th year of Ascendancy at 14:30 see stats
Brave new world (Nightmare (Adventure) difficulty)
Went to the Far East and took part in the war.By TAZ BITCH the Dwarf Writhing One level 38
11st Dearth 123rd year of Ascendancy at 03:21 see stats
Clone War (Nightmare (Adventure) difficulty)
Destroyed your own Shade.By TAZ BITCH the Dwarf Writhing One level 46
16th Stralite 124th year of Ascendancy at 05:47 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By TAZ BITCH the Dwarf Writhing One level 19
7th Iron 123rd year of Ascendancy at 21:53 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By TAZ BITCH the Dwarf Writhing One level 37
4th Dearth 123rd year of Ascendancy at 03:30 see stats
Dragon's Greed (Nightmare (Adventure) difficulty)
Amassed 8000 gold pieces.By TAZ BITCH the Dwarf Writhing One level 38
5th Dearth 123rd year of Ascendancy at 15:43 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By TAZ BITCH the Dwarf Writhing One level 20
19th Iron 123rd year of Ascendancy at 23:00 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By TAZ BITCH the Dwarf Writhing One level 27
23rd Profit 123rd year of Ascendancy at 05:36 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By TAZ BITCH the Dwarf Writhing One level 50
14th Profit 124th year of Ascendancy at 00:38 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By TAZ BITCH the Dwarf Writhing One level 24
38th Steel 123rd year of Ascendancy at 16:00 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By TAZ BITCH the Dwarf Writhing One level 10
26th Voratun 122nd year of Ascendancy at 00:17 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By TAZ BITCH the Dwarf Writhing One level 20
18th Iron 123rd year of Ascendancy at 20:51 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By TAZ BITCH the Dwarf Writhing One level 30
39th Profit 123rd year of Ascendancy at 04:25 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By TAZ BITCH the Dwarf Writhing One level 40
45th Dearth 123rd year of Ascendancy at 15:31 see stats
Level 50 (Nightmare (Adventure) difficulty)
Got a character to level 50.By TAZ BITCH the Dwarf Writhing One level 50
1st Profit 124th year of Ascendancy at 00:32 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By TAZ BITCH the Dwarf Writhing One level 28
31st Profit 123rd year of Ascendancy at 01:25 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By TAZ BITCH the Dwarf Writhing One level 25
5th Voratun 123rd year of Ascendancy at 12:42 see stats
Sliders (Nightmare (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By TAZ BITCH the Dwarf Writhing One level 37
4th Dearth 123rd year of Ascendancy at 04:58 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By TAZ BITCH the Dwarf Writhing One level 11
28th Voratun 122nd year of Ascendancy at 05:38 see stats
The Legend of Garkul (Nightmare (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By TAZ BITCH the Dwarf Writhing One level 24
38th Steel 123rd year of Ascendancy at 17:38 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By TAZ BITCH the Dwarf Writhing One level 24
30th Stralite 123rd year of Ascendancy at 06:40 see stats
The bigger the better! (Nightmare (Adventure) difficulty)
Did over 3000 damage in one attack.By TAZ BITCH the Dwarf Writhing One level 47
29th Stralite 124th year of Ascendancy at 16:40 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By TAZ BITCH the Dwarf Writhing One level 16
4th Loss 122nd year of Ascendancy at 05:28 see stats
There and back again (Nightmare (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By TAZ BITCH the Dwarf Writhing One level 41
14th Shortage 123rd year of Ascendancy at 15:19 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By TAZ BITCH the Dwarf Writhing One level 26
22nd Voratun 123rd year of Ascendancy at 20:02 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By TAZ BITCH the Dwarf Writhing One level 18
18th Loss 122nd year of Ascendancy at 21:03 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By TAZ BITCH the Dwarf Writhing One level 34
3rd Wealth 123rd year of Ascendancy at 09:59 see stats
Log
Vor, Grand Geomancer of the Pride casts Arcane Reconstruction.
Vor, Grand Geomancer of the Pride's spell attains critical power!
Vor, Grand Geomancer of the Pride is surging arcane power.
Vor, Grand Geomancer of the Pride receives 500 healing.
Deep Wound from TAZ BITCH hits Vor, Grand Geomancer of the Pride for 53 physical damage.
Vor, Grand Geomancer of the Pride hits Vor, Grand Geomancer of the Pride for 7 fire damage.
TAZ BITCH performs a melee critical strike against Vor, Grand Geomancer of the Pride!
TAZ BITCH performs a melee critical strike against Vor, Grand Geomancer of the Pride!
Mirror Image (Vor, Grand Geomancer of the Pride) is weakened by the darkness!
Mirror Image (Vor, Grand Geomancer of the Pride)'s is vulnerable to attacks and effects!
TAZ BITCH hits Mirror Image (Vor, Grand Geomancer of the Pride) for 1 darkness, 0 physical, 0 nature (1 total damage).
TAZ BITCH hits Vor, Grand Geomancer of the Pride for 193 physical, 8 physical, 5 nature, 193 darkness, 7 physical, 5 nature (411 total damage).
Mirror Image (Vor, Grand Geomancer of the Pride) is encased in ice!
Vor, Grand Geomancer of the Pride roars triumphantly.
Mirror Image (Vor, Grand Geomancer of the Pride) is free from the ice.
Vor, Grand Geomancer of the Pride is weakened by the darkness!
Vor, Grand Geomancer of the Pride regains their energy.
Vor, Grand Geomancer of the Pride roars with rage shaking off 1 mental debuffs!
TAZ BITCH's defiled blood area effect performs a melee critical strike against Mirror Image (Vor, Grand Geomancer of the Pride)!
Mirror Image (Vor, Grand Geomancer of the Pride)'s cleansing fire area effect hits Vor, Grand Geomancer of the Pride for 32 fire damage.
Mirror Image (Vor, Grand Geomancer of the Pride)'s cleansing fire area effect hits Mirror Image (Vor, Grand Geomancer of the Pride) for 0 fire damage.
Vor, Grand Geomancer of the Pride's cleansing fire area effect hits TAZ BITCH for 34 healing, 112 fire (112 total damage) [34 healing].
Vor, Grand Geomancer of the Pride's cleansing fire area effect hits Vor, Grand Geomancer of the Pride for 54 fire damage.
Vor, Grand Geomancer of the Pride's cleansing fire area effect hits Mirror Image (Vor, Grand Geomancer of the Pride) for 0 fire damage.
Vor, Grand Geomancer of the Pride's ice storm area effect hits TAZ BITCH for 31 healing, 100 cold (100 total damage) [31 healing].
Vor, Grand Geomancer of the Pride's ice storm area effect hits Mirror Image (Vor, Grand Geomancer of the Pride) for 0 cold damage.
TAZ BITCH's defiled blood area effect hits Mirror Image (Vor, Grand Geomancer of the Pride) for 0 darkness, 0 physical, 0 nature (0 total damage).
TAZ BITCH's defiled blood area effect hits Vor, Grand Geomancer of the Pride for 7 darkness, 7 physical, 5 nature (19 total damage).
TAZ BITCH the level 50 dwarf writhing one was fried to death by Vor, Grand Geomancer of the Pride and used as target practice for initiate mages on level 3 of Vor Pride.







































































































































