
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! 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 | Normal Exploration |
Sex | Male |
Race | Dwarf |
Class | Berserker |
Level / Exp | 38 / 72% |
Size | huge |
Lifes / Deaths | Killed by snow giant thunderer at level 8 on the 30th Profit 122nd year of Ascendancy at 14:02 / 144Killed by snow giant at level 9 on the 31st Profit 122nd year of Ascendancy at 03:46 Killed by snow giant at level 9 on the 31st Profit 122nd year of Ascendancy at 05:43 Killed by worm that walks at level 11 on the 2nd Dearth 122nd year of Ascendancy at 00:06 Killed by worm that walks at level 11 on the 2nd Dearth 122nd year of Ascendancy at 01:40 Killed by worm that walks at level 11 on the 2nd Dearth 122nd year of Ascendancy at 03:14 Killed by worm that walks at level 11 on the 2nd Dearth 122nd year of Ascendancy at 04:53 Killed by worm that walks at level 12 on the 2nd Dearth 122nd year of Ascendancy at 08:26 Killed by worm that walks at level 12 on the 2nd Dearth 122nd year of Ascendancy at 09:25 Killed by worm that walks at level 12 on the 2nd Dearth 122nd year of Ascendancy at 10:39 Killed by worm that walks at level 12 on the 2nd Dearth 122nd year of Ascendancy at 13:54 Killed by worm that walks at level 12 on the 2nd Dearth 122nd year of Ascendancy at 17:38 Killed by worm that walks at level 12 on the 2nd Dearth 122nd year of Ascendancy at 19:04 Killed by worm that walks at level 12 on the 2nd Dearth 122nd year of Ascendancy at 20:27 Killed by worm that walks at level 12 on the 2nd Dearth 122nd year of Ascendancy at 21:57 Killed by worm that walks at level 12 on the 3rd Dearth 122nd year of Ascendancy at 01:54 Killed by worm that walks at level 12 on the 3rd Dearth 122nd year of Ascendancy at 02:48 Killed by worm that walks at level 12 on the 3rd Dearth 122nd year of Ascendancy at 04:11 Killed by worm that walks at level 12 on the 3rd Dearth 122nd year of Ascendancy at 05:29 Killed by worm that walks at level 13 on the 5th Dearth 122nd year of Ascendancy at 21:51 Killed by worm that walks at level 13 on the 5th Dearth 122nd year of Ascendancy at 23:18 Killed by worm that walks at level 13 on the 6th Dearth 122nd year of Ascendancy at 00:39 Killed by worm that walks at level 13 on the 6th Dearth 122nd year of Ascendancy at 02:31 Killed by Weirdling Beast at level 14 on the 6th Dearth 122nd year of Ascendancy at 15:55 Killed by Weirdling Beast at level 14 on the 6th Dearth 122nd year of Ascendancy at 18:05 Killed by Weirdling Beast at level 14 on the 6th Dearth 122nd year of Ascendancy at 20:16 Killed by shadow at level 14 on the 6th Dearth 122nd year of Ascendancy at 21:34 Killed by shadow at level 14 on the 6th Dearth 122nd year of Ascendancy at 23:09 Killed by Weirdling Beast at level 14 on the 7th Dearth 122nd year of Ascendancy at 01:08 Killed by Bedlont at level 15 on the 21st Dearth 122nd year of Ascendancy at 16:52 Killed by ultimate gwelgoroth at level 17 on the 18th Iron 123rd year of Ascendancy at 11:20 Killed by greater gwelgoroth at level 17 on the 18th Iron 123rd year of Ascendancy at 12:32 Killed by Urkis, the High Tempest at level 17 on the 6th Steel 123rd year of Ascendancy at 12:01 Killed by Celia at level 20 on the 31st Steel 123rd year of Ascendancy at 16:37 Killed by Celia at level 20 on the 31st Steel 123rd year of Ascendancy at 16:37 Killed by Celia at level 20 on the 31st Steel 123rd year of Ascendancy at 18:20 Killed by Nerelrath the vampire at level 20 on the 31st Steel 123rd year of Ascendancy at 19:54 Killed by Celia at level 20 on the 31st Steel 123rd year of Ascendancy at 21:11 Killed by Iseth the master vampire at level 20 on the 31st Steel 123rd year of Ascendancy at 22:29 Killed by Xanulle the elder vampire at level 20 on the 31st Steel 123rd year of Ascendancy at 23:50 Killed by Ivamina the skeleton assassin at level 20 on the 32nd Steel 123rd year of Ascendancy at 01:15 Killed by Celia at level 20 on the 32nd Steel 123rd year of Ascendancy at 02:28 Killed by Iseth the master vampire at level 20 on the 32nd Steel 123rd year of Ascendancy at 03:22 Killed by Celia at level 20 on the 32nd Steel 123rd year of Ascendancy at 09:05 Killed by Celia at level 20 on the 32nd Steel 123rd year of Ascendancy at 10:44 Killed by Celia at level 20 on the 32nd Steel 123rd year of Ascendancy at 12:49 Killed by Iseth the master vampire at level 20 on the 32nd Steel 123rd year of Ascendancy at 14:19 Killed by skeleton warrior at level 20 on the 32nd Steel 123rd year of Ascendancy at 15:31 Killed by vampire at level 21 on the 37th Steel 123rd year of Ascendancy at 15:15 Killed by poison spore at level 21 on the 37th Steel 123rd year of Ascendancy at 17:17 Killed by Borfast the Broken at level 22 on the 40th Steel 123rd year of Ascendancy at 06:58 Killed by Borfast the Broken at level 22 on the 40th Steel 123rd year of Ascendancy at 08:49 Killed by Borfast the Broken at level 22 on the 40th Steel 123rd year of Ascendancy at 10:39 Killed by The Master at level 22 on the 40th Steel 123rd year of Ascendancy at 13:57 Killed by Lord of Skulls (warrior) at level 22 on the 40th Steel 123rd year of Ascendancy at 15:28 Killed by elder vampire at level 22 on the 40th Steel 123rd year of Ascendancy at 17:23 Killed by Lord of Skulls (warrior) at level 22 on the 40th Steel 123rd year of Ascendancy at 18:49 Killed by The Master at level 22 on the 40th Steel 123rd year of Ascendancy at 20:07 Killed by Lord of Skulls (warrior) at level 22 on the 40th Steel 123rd year of Ascendancy at 21:09 Killed by ghoulking at level 22 on the 40th Steel 123rd year of Ascendancy at 22:35 Killed by armoured skeleton warrior at level 22 on the 41st Steel 123rd year of Ascendancy at 00:25 Killed by armoured skeleton warrior at level 22 on the 41st Steel 123rd year of Ascendancy at 01:50 Killed by The Master at level 22 on the 41st Steel 123rd year of Ascendancy at 03:13 Killed by Lord of Skulls (warrior) at level 22 on the 41st Steel 123rd year of Ascendancy at 04:35 Killed by armoured skeleton warrior at level 23 on the 41st Steel 123rd year of Ascendancy at 05:56 Killed by dread at level 23 on the 41st Steel 123rd year of Ascendancy at 11:13 Killed by dread at level 23 on the 41st Steel 123rd year of Ascendancy at 13:00 Killed by dread at level 23 on the 41st Steel 123rd year of Ascendancy at 15:26 Killed by elven blood mage at level 24 on the 45th Steel 123rd year of Ascendancy at 22:15 Killed by elven cultist at level 24 on the 1st Gold 123rd year of Ascendancy at 01:18 Killed by Eilinowe the orc warrior at level 25 on the 20th Stralite 123rd year of Ascendancy at 05:54 Killed by Eilinowe the orc warrior at level 25 on the 20th Stralite 123rd year of Ascendancy at 07:11 Killed by elven cultist at level 28 on the 23rd Stralite 123rd year of Ascendancy at 13:34 Killed by armoured skeleton warrior at level 28 on the 26th Stralite 123rd year of Ascendancy at 23:54 Killed by Gitta the Guardian at level 29 on the 25th Voratun 123rd year of Ascendancy at 00:20 Killed by Belyna the alchemist golem at level 29 on the 29th Wealth 123rd year of Ascendancy at 20:07 Killed by Grand Corruptor at level 31 on the 39th Dearth 123rd year of Ascendancy at 13:23 Killed by Rak'Shor Cultist at level 32 on the 15th Iron 124th year of Ascendancy at 05:58 Killed by orc cryomancer at level 33 on the 24th Iron 124th year of Ascendancy at 09:55 Killed by orc soldier at level 33 on the 24th Iron 124th year of Ascendancy at 11:20 Killed by orc high pyromancer at level 33 on the 24th Iron 124th year of Ascendancy at 18:30 Killed by multi-hued drake at level 33 on the 25th Iron 124th year of Ascendancy at 04:19 Killed by multi-hued drake at level 33 on the 25th Iron 124th year of Ascendancy at 05:20 Killed by overpowered greater multi-hued wyrm at level 33 on the 25th Iron 124th year of Ascendancy at 06:15 Killed by overpowered greater multi-hued wyrm at level 33 on the 25th Iron 124th year of Ascendancy at 07:33 Killed by overpowered greater multi-hued wyrm at level 33 on the 25th Iron 124th year of Ascendancy at 09:22 Killed by overpowered greater multi-hued wyrm at level 33 on the 25th Iron 124th year of Ascendancy at 10:42 Killed by overpowered greater multi-hued wyrm at level 33 on the 25th Iron 124th year of Ascendancy at 12:01 Killed by overpowered greater multi-hued wyrm at level 34 on the 25th Iron 124th year of Ascendancy at 13:27 Killed by overpowered greater multi-hued wyrm at level 34 on the 25th Iron 124th year of Ascendancy at 14:54 Killed by overpowered greater multi-hued wyrm at level 35 on the 25th Iron 124th year of Ascendancy at 16:12 Killed by overpowered greater multi-hued wyrm at level 35 on the 25th Iron 124th year of Ascendancy at 17:52 Killed by Isiwyn the maulotaur at level 36 on the 27th Iron 124th year of Ascendancy at 02:00 Killed by armoured skeleton warrior at level 36 on the 27th Iron 124th year of Ascendancy at 02:00 Killed by Isiwyn the maulotaur at level 36 on the 27th Iron 124th year of Ascendancy at 03:25 Killed by Isiwyn the maulotaur at level 36 on the 27th Iron 124th year of Ascendancy at 05:07 Killed by orc high pyromancer at level 36 on the 1st Steel 124th year of Ascendancy at 00:47 Killed by orc cryomancer at level 36 on the 4th Steel 124th year of Ascendancy at 10:45 Killed by orc pyromancer at level 37 on the 4th Steel 124th year of Ascendancy at 15:10 Killed by Glorylle the orc cryomancer at level 37 on the 4th Steel 124th year of Ascendancy at 19:15 Killed by orc high cryomancer at level 37 on the 5th Steel 124th year of Ascendancy at 08:25 Killed by Porerithra the Flamebringer at level 37 on the 5th Steel 124th year of Ascendancy at 18:48 Killed by Porarima the Invoker at level 37 on the 5th Steel 124th year of Ascendancy at 20:10 Killed by Porarima the Invoker at level 37 on the 5th Steel 124th year of Ascendancy at 21:35 Killed by Emathra the Invoker at level 37 on the 5th Steel 124th year of Ascendancy at 22:48 Killed by Bedlont at level 37 on the 6th Steel 124th year of Ascendancy at 00:13 Killed by bloated horror at level 37 on the 6th Steel 124th year of Ascendancy at 05:39 Killed by bloated horror at level 37 on the 6th Steel 124th year of Ascendancy at 07:19 Killed by Eluritira the grannor'vin at level 37 on the 6th Steel 124th year of Ascendancy at 08:34 Killed by Eluritira the grannor'vin at level 38 on the 6th Steel 124th year of Ascendancy at 09:54 Killed by netherworm mass at level 38 on the 6th Steel 124th year of Ascendancy at 12:30 Killed by saw horror at level 38 on the 6th Steel 124th year of Ascendancy at 14:06 Killed by Silarin the umbral horror at level 38 on the 7th Steel 124th year of Ascendancy at 05:45 Killed by Glorubrewen the netherworm mass at level 38 on the 7th Steel 124th year of Ascendancy at 08:15 Killed by luminous horror at level 38 on the 7th Steel 124th year of Ascendancy at 09:55 Killed by ravaging entropic rip at level 38 on the 7th Steel 124th year of Ascendancy at 11:46 Killed by ravaging entropic rip at level 38 on the 7th Steel 124th year of Ascendancy at 13:25 Killed by Glorubrewen the netherworm mass at level 38 on the 7th Steel 124th year of Ascendancy at 13:41 Killed by bursting entropic shard at level 38 on the 7th Steel 124th year of Ascendancy at 16:06 Killed by Bedlont's Inner Demon at level 38 on the 7th Steel 124th year of Ascendancy at 18:06 Killed by Bedlont's Inner Demon at level 38 on the 7th Steel 124th year of Ascendancy at 19:42 Killed by Bedlont's Inner Demon at level 38 on the 7th Steel 124th year of Ascendancy at 21:34 Killed by Ce'Nalle the radiant horror at level 38 on the 7th Steel 124th year of Ascendancy at 23:33 Killed by armoured skeleton warrior at level 38 on the 8th Steel 124th year of Ascendancy at 03:02 Killed by Bedlont's Inner Demon at level 38 on the 8th Steel 124th year of Ascendancy at 04:31 Killed by Bedlont's Inner Demon at level 38 on the 8th Steel 124th year of Ascendancy at 06:30 Killed by Aerora the nightmare horror at level 38 on the 8th Steel 124th year of Ascendancy at 08:03 Killed by Bedlont's Inner Demon at level 38 on the 8th Steel 124th year of Ascendancy at 10:19 Killed by Aerora the nightmare horror at level 38 on the 8th Steel 124th year of Ascendancy at 12:39 Killed by Bedlont's Inner Demon at level 38 on the 8th Steel 124th year of Ascendancy at 14:23 Killed by Mayylle the grannor'vor at level 38 on the 9th Steel 124th year of Ascendancy at 02:32 Killed by shadow at level 38 on the 9th Steel 124th year of Ascendancy at 04:02 Killed by The One That Writes at level 38 on the 9th Steel 124th year of Ascendancy at 06:51 Killed by Layulemira the luminous horror at level 38 on the 9th Steel 124th year of Ascendancy at 08:10 Killed by Emudavena the netherworm mass at level 38 on the 9th Steel 124th year of Ascendancy at 09:39 Killed by The One That Writes at level 38 on the 9th Steel 124th year of Ascendancy at 11:08 Killed by The One That Writes at level 38 on the 9th Steel 124th year of Ascendancy at 12:46 Killed by The One That Writes at level 38 on the 9th Steel 124th year of Ascendancy at 13:54 Killed by The One That Writes at level 38 on the 9th Steel 124th year of Ascendancy at 15:41 Killed by The One That Writes at level 38 on the 9th Steel 124th year of Ascendancy at 16:58 Killed by The One That Writes at level 38 on the 9th Steel 124th year of Ascendancy at 18:32 Killed by The One That Writes at level 38 on the 9th Steel 124th year of Ascendancy at 20:01 Killed by The One That Writes at level 38 on the 9th Steel 124th year of Ascendancy at 21:30 Killed by The One That Writes at level 38 on the 9th Steel 124th year of Ascendancy at 22:51 |
Primary Stats
Strength | 118 (base 50) |
Dexterity | 32 (base 23) |
Constitution | 69 (base 57) |
Magic | 21 (base 10) |
Willpower | 27 (base 12) |
Cunning | 45 (base 40) |
Resources
Life | -111/1485 |
Stamina | 199/248 |
Healing Factor | 1.4927219866912 |
Regeneration | 230.12446061611 |
Speed
Mental | -9.9999999999999% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +66.666666666667% |
Vision
Sight | 12 |
Lite | -1000 |
Infravision | 11 |
See Stealth | 32.045069181528 |
See Invisible | 42.045069181528 |
Offense: Mainhand
Damage | 230 |
Accuracy | 47 |
Crit Chance | 82% |
APR | 24 |
Speed | 1.11 |
Offense: Spell
Spellpower | 20 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 28 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +5% |
Fire | +8% |
Mind | +5% |
Physical | +14% |
Cold | +42% |
All | +2% |
Offense: Damage Penetration
Darkness | +25% |
Light | +10% |
Temporal | +5% |
Physical | +5% |
Cold | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 33.542262620125 (57.431709976583%) |
Defense | 33 |
Ranged Defense | 37 |
Fatigue | 0 |
Physical Save | 64 |
Spell Save | 56 |
Mental Save | 42 |
Defense: Resistances
Physical | + 27%( 70%) |
Cold | + 55%( 70%) |
All | -5%( 70%) |
Darkness | -2%( 70%) |
Light | + 49%( 80%) |
Temporal | + 1%( 70%) |
Mind | -2%( 70%) |
Fire | + 11%( 70%) |
Nature | + 14%( 70%) |
Defense: Immunities
Stun Resistance | 77% |
Confusion Resistance | 10% |
Pinning Resistance | 55% |
Knockback Resistance | 50% |
Instadeath Resistance | 100% |
Blind Resistance | 13% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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 466 life over 5 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 acid, 3 physical, 4 light, 5 arcane, 5 mind |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Technique / Berserker's strength | 1.30 |
| 1/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Bloodthirst | 1.30 |
| 3/5 |
| 5/5 |
| 2/5 |
| 5/5 |
Technique / Superiority | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Combat veteran | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Daunting Presence |
talent | Berserker Rage |
talent | Precise Strikes |
beneficial effect | The target is protected by a prismatic shield blocking many instances of damage. Remaining: 2 acid, 4 light, 5 arcane, 5 mind Prismatic Shield |
beneficial effect | A flow of life spins around the target, regenerating 93.24 life per turn. Regeneration |
beneficial effect | Reduces physical damage received by 31% and provides a 17% chance to ignore critical hits. Juggernaut |
beneficial effect | Increases critical hit chance by 28%. Berserker Rage |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
beneficial effect | The target has 53 increased life regeneration. Recovery |
beneficial effect | The target's skin turns to stone, granting 21 armour, 27% armour hardiness, 25 physical save and 25 spell save. Dwarven Resilience |
detrimental effect | Slowed by 50% and taking 88 crushing damage per turn. Imploding (slow) |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
detrimental effect | The target has 6 reduced saves and defense, and 4% reduced critical chance. 2 JinxThis effect will fade in 2 turns if the source is not in line of sight. |
detrimental effect | The target has been splashed with acid, taking 20.80 acid damage per turn, reducing armour by 13 and attack by 13. Acid Splash |
beneficial effect | The target's skin reacts to damage, granting 6 armour. Stoneskin |
detrimental effect | The full force of entropy has been brought to bear on the target, inflicting 60.27 darkness and 60.27 temporal damage each turn. Entropic Gift |
detrimental effect | The target has been seared by the void, taking 110.00 darkness and 110.00 temporal damage each turn. Voidburn |
detrimental effect | The target is maimed, unable to correctly wield a weapon. Disarmed |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You failed to protect the injured seer from death by orc warrior. Escort: injured seer (level 6 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost defiler from death by Vorubeth the storm drake hatchling. Escort: lost defiler (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lost defiler from death by skeleton master archer. Escort: lost defiler (level 7 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by Bedlont. Escort: lost sun paladin (level 1 of Daikara) | failed |
You failed to protect the lost warrior from death by master vampire. Escort: lost warrior (level 2 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | done |
You failed to protect the repented thief from death by dredgling. Escort: repented thief (level 2 of Daikara) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Scintillating Caves. Escort: repented thief (level 3 of Scintillating Caves)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have 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: 64. | 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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed bloated horror heart. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed black mamba head. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed snow giant kidney. | active |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within7 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
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 |
Equipment
On feet | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -3% Damage when hit (Melee): 4 blight Changes damage: +6% fire Critical mult.: +20.00% Maximum encumbrance: +22 Physical save: +8 (+2 eff.) Maximum mana: +100.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 4 When wielded/worn: Physical power: +7 (+1 eff.) Damage (Melee): 20 darkness Changes stats: +5 Mag Changes resistances: +30% light Changes resistances cap: +10% light Talent masteries: +0.20 Cunning / Stealth +0.20 Cursed / Darkness Light radius: -1000 Infravision radius: +7 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. Talent on hit(spell): Invoke Darkness (15% chance level 4). This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
On head | ![]() Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +7 Str / +6 Dex Changes resistances: +8% nature Spell save: +5 (+2 eff.) Maximum life: +78.00 Healing mod.: +12% 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 535.3 Physical damage. If the attack hits, the target is confused (35% 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. |
Tool | ![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 2 When wielded/worn: Changes resistances penetration: +25% darkness / +10% cold Changes damage: +3% darkness It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 31 lightning damage and will be dazed for 1 turn (157 total damage) Activation puts all charms on cooldown for 10 turns. When used: * Increase all damage penetration by 10% for 2 turns. * Increase all damage by 12% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 13.54 cold and 10.87 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 39 power out of 60/60. This azure ring seems to be always moist to the touch. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour penetration: +1 Physical crit. chance: +3.0% Changes stats: +3 Mag / +3 Wil Changes resistances penetration: +5% physical Changes damage: +3% mind Critical mult.: +5.00% Stun/Freeze immunity: +22% Life regen: +2.00 Rings make your fingers look great! |
Around waist | ![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +4 (+0 eff.) Defense: +10 (+5 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 12 Changes stats: +5 Wil / +5 Mag Changes resistances: +6% temporal Changes resistances penetration: +5% temporal Critical mult.: +7.00% Stealth bonus: +8 Spell crit. chance: +4% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A belt that goes around your waist. |
In main hand | ![]() Requires: - Strength 35 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 80.0 - 112.0 Uses stat: 140% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 100% When this weapon hits: Water Bolt (40% chance level 3). Damage (Melee): +20 nature / +15 cold When wielded/worn: Accuracy: +10 (+4 eff.) Changes resistances: +25% cold Changes damage: +20% cold Spell save: +18 (+6 eff.) See invisible: +2 Talent on hit(spell): Water Bolt (20% chance level 3). It can be used to activate talent Freeze (costing 39 power out of 150/150) : Effective talent level: 3.0 Power cost: 39 out of 150/150. Range: 10 Travel Speed: instantaneous Is: a spell Description: Condenses ambient water on a target, freezing it for 5 turns and damaging it for 133.05. If this is used on a friendly target the cooldown is reduced by 33%. The damage will increase with your Spellpower. The power of the tides rush through this trident. Tridents require the exotic weapons mastery talent to use correctly. |
On hands | ![]() Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical crit. chance: +3.0% Armour: +6 Fatigue: +3% Damage (Melee): 5 cold Changes resistances: +3% mind / +7% cold / +6% light / +3% darkness Changes damage: +5% cold / +12% physical 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. |
Main armor | ![]() Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +4 (+2 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +10% Changes stats: +5 Str / +3 Con Maximum encumbrance: +20 Knockback immunity: +50% Life regen: +2.00 Stamina each turn: +1.00 Maximum life: +45.00 Maximum stamina: +45.00 Size category: +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Cloak | ![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour penetration: +3 Physical power: +30 (+6 eff.) Defense: +23 (+10 eff.) Effects on melee hit: * 20% chance to slow global speed by 45% Changes stats: +2 Str Changes resistances: +15% light / +15% fire Changes resistances penetration: +10% light Stealth bonus: +8 Physical save: +9 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical save: +16 (+4 eff.) Spell save: +14 (+5 eff.) Mental save: +12 (+4 eff.) Blindness immunity: +13% Infravision radius: +4 Sight radius: +2 See invisible: +8 Amulets make your neck look great! |
Inventory
![]() Powered by arcane forces 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: -20% cold / +20% fire Changes damage: -5% cold / +10% fire Damage affinity(heal): +30% fire Blindness immunity: +40% Spellpower: +7 (+4 eff.) Spell crit. chance: +8% Talent on hit(spell): Volcano (10% chance level 3). A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Mag / +8 Wil Changes resistances penetration: +20% cold Changes damage: +6% acid / +9% blight / +6% fire / +18% cold / +6% lightning Mana each turn: +0.16 Mana when firing critical spell: +2.00 Spellpower: +4 (+2 eff.) Spell crit. chance: +4% Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Dex Amulets make your neck look great! |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+3 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
![]() Requires: - Strength 50 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 63.0 - 94.5 Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +25 Crit. chance: +25.0% Attack speed: 100% On weapon crit: * decapitate a weakened target When wielded/worn: Critical mult.: +25.00% This gore-stained battleaxe was once used by an infamously sadistic king, who took the time to personally perform each and every execution he ordered. He kept a vault of every head he ever removed, each and every one of them carefully preserved. When he was overthrown, his own head was added as the centrepiece of the vault, which was maintained as a testament to his cruelty. |
![]() Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 30.0 - 51.0 Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +7 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: It can be used to activate talent Shattering Blow (costing 13 power out of 20/20) : Effective talent level: 2.6 Power cost: 13 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 130% damage. If the attack hits, the target's armour and saves are reduced by 14 for 6 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 51% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
![]() Requires: - Strength 40 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 48.0 - 72.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Attack speed: 100% On weapon hit: * Sends a tremor through the ground which causes jagged rocks to erupt in a beam of length 5, dealing 118 Physical damage (equal to your Strength, up to 150) and causing targets hit to bleed for an additional 50 damage over 5 turns. Bleeding can stack. Crushing Blows: Damage dealt by this weapon is increased by half your critical multiplier, if doing so would kill the target. When wielded/worn: Changes stats: +5 Str / +5 Con Critical mult.: +10.00% This massive hammer strikes with deadly force. Bones crunch, splinter and grind to dust under its impact. |
![]() Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 32.0 - 41.6 Uses stats: 10% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: No gem It can be used to imbue the hammer with a gem of your choice Activation costs 7 power out of 10/10. This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
![]() Requires: - Strength 24 Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 43.5 - 65.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Massive two-handed mauls. |
![]() Requires: - Strength 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 40.5 - 60.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +14 Crit. chance: +1.5% Attack speed: 100% Damage Shield penetration (this weapon only): +16% Massive two-handed mauls. |
![]() Requires: - Strength 35 Infused by arcane disrupting forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 53.5 - 80.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 20 arcane resource burn On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +10.0% Massive two-handed mauls. |
![]() Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 50.5 - 80.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +8 nature / +16 arcane / +9 darkness Damage against: +19% Living When wielded/worn: Changes stats: +2 Mag Changes resistances penetration: +20% nature Changes damage: +24% arcane Critical mult.: +10.00% Maximum mana: +80.00 Massive two-handed swords. |
![]() Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 49.5 - 79.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +17 light Damage (radius 1) on hit: +4 mind Damage against: +21% Undead When wielded/worn: Accuracy: +23 (+8 eff.) Armour penetration: +12 Physical crit. chance: +13.0% Changes stats: +2 Dex / +3 Mag / +2 Wil / +2 Con Changes resistances penetration: +12% physical Changes damage: +9% mind Reduces incoming crit damage: 10.00% Massive two-handed swords. |
![]() Requires: - Strength 12 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 23.0 - 32.2 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +8 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +15 cold When wielded/worn: Accuracy: +10 (+4 eff.) Changes resistances: +10% cold Changes damage: +10% cold Spellpower: +10 (+5 eff.) Movement speed: +10% Talent on hit(spell): Glacial Vapour (20% chance level 1). It can be used to activate talent Tidal Wave (costing 52 power out of 80/80) : Effective talent level: 1.0 Power cost: 52 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 7.15 cold damage and 5.74 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
![]() Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Physical power: +3 (+0 eff.) Changes resistances: +6% acid / +5% blight Critical mult.: +6.00% A belt that goes around your waist. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+3 eff.) Physical 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. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -1% Maximum encumbrance: +23 Physical save: +5 (+2 eff.) Stamina each turn: +0.60 Maximum stamina: +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Fire Breath (costing 16 power out of 24/24) : Effective talent level: 2.0 Power cost: 16 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 260.12 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+4 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+4 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 23 power out of 35/35) : Effective talent level: 2.0 Power cost: 23 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +7 Str / +5 Cun Critical mult.: +20.00% Mental save: +6 (+2 eff.) Hate when firing a critical mind attack: +2.00 Maximum hate: +6.00 Mental crit. chance: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +12 Fatigue: +8% Changes stats: +10 Cun / +10 Wil Changes resistances: +15% light / +15% mind / +10% arcane Life regen: +2.00 It can be used without being worn. It can be used to sense the presence of unique objects Activation costs 13 power out of 20/20. A large crown, part metallic part glass that radiates with psionic powers. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Needs something equally stylish and cool to go with it. When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +8 Cun / +4 Wil Changes resistances: +10% physical / +10% temporal Talent mastery: +0.20 Chronomancy / Timetravel Spellpower: +8 (+4 eff.) Mindpower: +8 (+4 eff.) Reduces paradox anomalies(equivalent to willpower): +5 It can be used to activate talent Wormhole (costing 10 power out of 15/15) : Effective talent level: 1.0 Power cost: 10 out of 15/15. Range: 10 Travel Speed: instantaneous Is: a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +10 Fatigue: +4% Changes stats: +10 Str / +10 Con Changes resistances: +15% light / +25% darkness Changes resistances cap: +10% darkness Changes damage: +15% light Light radius: -2 Sight radius: -2 Reduce all damage from unseen attackers: 33% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. It can be used to lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early. Activation costs 26 power out of 40/40. The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
![]() Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Stamina when hit: +1.30 Equilibrium when hit: +1.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +5 Dex Changes resistances: +6% cold / +5% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Str A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +8 (+4 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +8% Changes stats: +4 Con / +3 Wil Changes resistances: +20% nature / +25% arcane Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +18 (+6 eff.) Stun/Freeze immunity: +25% Life regen: +1.00 Healing mod.: +20% Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
![]() Requires: - Massive armour training - Strength 52 Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +30 Fatigue: +25% Damage when hit (Melee): 30 physical Changes stats: +10 Str / +10 Con Changes resistances: +20% physical Physical save: +15 (+4 eff.) Blood Charges: 0 It can be used to drain blood from all creatures within range 5, causing them to bleed for 270.35 physical damage over 4 turns (based on your Physicalpower). For each creature drained (up to 10), the armor gains strength, which fades over 10 turns if it is not fed Activation costs 17 power out of 25/25. Worn by a villain long forgotten, this armor was powered by the blood of thousands of innocents. Decrepit and old, the dark lord died in solitude, his dominion crumbled, his subjects gone. Only this cuirass remained, dying to finally taste fresh blood again. |
![]() Requires: - Massive armour training - Strength 35 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +21 Fatigue: +22% Changes resistances: +17% cold A suit of armour made of metal plates. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
![]() 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+4 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+4 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: misc / gross ; tier 3 When wielded/worn: Damage when hit (Melee): 25 darkness Disarm immunity: +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 17 power out of 25/25) : Effective talent level: 2.0 Power cost: 17 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 55.15 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 55.15 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: 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. |
![]() Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Mag Changes resistances: +6% darkness / +10% blight Changes damage: +6% light Damage affinity(heal): +5% light Spellpower: +6 (+3 eff.) Light radius: +6 It can be used to activate talent Sun Flare, 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 Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 55.30 light damage. At talent level 3 you gain 13% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. 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. It was hardened by the digestive sack. |
![]() 1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: +15% temporal Changes damage: +15% temporal Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. It can be used to flip the hourglass (sands currently flowing towards stability) Activation costs 13 power out of 20/20. This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 7 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Plumpkin PlumpkinPowered by unknown forces 15.00 Encumbrance. [Plot Item] Type: misc / plant ; tier 3 When carried: Changes damage: +2% all Damage against: +20% Immovable It can be used to become the plumpkin Activation costs 65 power out of 100/100. The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 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 130 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. |
![]() Powered 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. |
![]() Powered 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. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+0 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+3 eff.) Mindpower: +3 (+1 eff.) It can be used to activate talent Psionic Pull (costing 12 power out of 35/35) : Effective talent level: 3.0 Power cost: 12 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 43 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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
By Bedlont the Dwarf Berserker level 20
22nd Steel 123rd year of Ascendancy at 13:55 see stats
By Bedlont the Dwarf Berserker level 24
43rd Steel 123rd year of Ascendancy at 15:11 see stats
By Bedlont the Dwarf Berserker level 33
25th Iron 124th year of Ascendancy at 04:11 see stats
By Bedlont the Dwarf Berserker level 32
11st Shortage 123rd year of Ascendancy at 02:08 see stats
By Bedlont the Dwarf Berserker level 29
23rd Voratun 123rd year of Ascendancy at 15:16 see stats
By Bedlont the Dwarf Berserker level 32
15th Iron 124th year of Ascendancy at 05:48 see stats
By Bedlont the Dwarf Berserker level 8
30th Voratun 122nd year of Ascendancy at 00:43 see stats
By Bedlont the Dwarf Berserker level 25
21st Stralite 123rd year of Ascendancy at 07:37 see stats
By Bedlont the Dwarf Berserker level 21
37th Steel 123rd year of Ascendancy at 14:26 see stats
By Bedlont the Dwarf Berserker level 20
20th Steel 123rd year of Ascendancy at 10:51 see stats
By Bedlont the Dwarf Berserker level 29
25th Profit 123rd year of Ascendancy at 16:03 see stats
By Bedlont the Dwarf Berserker level 35
25th Iron 124th year of Ascendancy at 18:55 see stats
By Bedlont the Dwarf Berserker level 31
42nd Dearth 123rd year of Ascendancy at 08:33 see stats
By Bedlont the Dwarf Berserker level 10
31st Profit 122nd year of Ascendancy at 20:05 see stats
By Bedlont the Dwarf Berserker level 20
6th Steel 123rd year of Ascendancy at 23:58 see stats
By Bedlont the Dwarf Berserker level 30
18th Dearth 123rd year of Ascendancy at 12:41 see stats
By Bedlont the Dwarf Berserker level 25
20th Stralite 123rd year of Ascendancy at 11:43 see stats
By Bedlont the Dwarf Berserker level 15
24th Dearth 122nd year of Ascendancy at 01:08 see stats
By Bedlont the Dwarf Berserker level 31
25th Loss 123rd year of Ascendancy at 19:35 see stats
By Bedlont the Dwarf Berserker level 5
17th Voratun 122nd year of Ascendancy at 05:32 see stats
By Bedlont the Dwarf Berserker level 24
7th Gold 123rd year of Ascendancy at 18:30 see stats
By Bedlont the Dwarf Berserker level 26
21st Stralite 123rd year of Ascendancy at 17:59 see stats
By Bedlont the Dwarf Berserker level 29
29th Wealth 123rd year of Ascendancy at 15:59 see stats
By Bedlont the Dwarf Berserker level 15
25th Dearth 122nd year of Ascendancy at 00:34 see stats
By Bedlont the Dwarf Berserker level 31
25th Loss 123rd year of Ascendancy at 20:40 see stats
By Bedlont the Dwarf Berserker level 11
18th Wealth 122nd year of Ascendancy at 20:03 see stats
By Bedlont the Dwarf Berserker level 36
26th Iron 124th year of Ascendancy at 07:51 see stats
By Bedlont the Dwarf Berserker level 20
20th Steel 123rd year of Ascendancy at 12:05 see stats
By Bedlont the Dwarf Berserker level 22
41st Steel 123rd year of Ascendancy at 05:51 see stats
By Bedlont the Dwarf Berserker level 36
26th Iron 124th year of Ascendancy at 10:37 see stats
Log
Bedlont is disarmed!
Emuth the saw horror is disarmed!
The One That Writes hits Emuth the saw horror for (31 to psi shield), (14 dissipated), 33 acid (33 total damage).
The One That Writes hits Emudavena the netherworm mass for 163 acid damage.
The One That Writes hits Bedlont for (158 to prism), 0 acid (0 total damage).
The One That Writes casts Entropic Gift.
Bedlont is consumed by entropy!
The One That Writes's is no longer wasting away.
The One That Writes is wasting away!
Voidburn from The One That Writes hits Bedlont for 120 temporal, 92 darkness (212 total damage).
Entropic Gift from The One That Writes hits Bedlont for 87 temporal, 95 darkness (182 total damage).
Imploding (slow) from Emuth the saw horror hits Bedlont for 91 physical damage.
Acid Splash from Emudavena the netherworm mass hits Bedlont for (22 to prism), 0 acid (0 total damage).
Emudavena the netherworm mass casts Shadow Veil.
Bedlont instinctively hardens his skin and ignores the attack!
Bedlont repels an attack from Emudavena the netherworm mass.
Emudavena the netherworm mass is covered in a veil of shadows!
The One That Writes loses 1 health to the entropy.
Emudavena the netherworm mass leeches life from Bedlont!
Emudavena the netherworm mass hits Bedlont for 170 darkness, 60 darkness (230 total damage).
Melee retaliation hits Emudavena the netherworm mass for 3 blight damage.
Bedlont hits Emudavena the netherworm mass for 190 healing, 67 healing (0 total damage) [257 healing].
black jelly oozes over the ground!!
Emelybeth the drem performs a melee critical strike against Bedlont!
Emelybeth the drem performs a melee critical strike against Bedlont!
Melee retaliation hits Emelybeth the drem for 3 blight, 3 blight (6 total damage).
Emelybeth the drem hits Bedlont for 36 nature, 7 fire, 38 nature, 7 fire (88 total damage).
Emuth the saw horror casts Energy Absorption.
Bedlont resists!
The One That Writes casts Netherforce.