Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Ashes of Urh'Rok 1.2.4Official 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 1.2.0Donators/Buyers bonus! Steamtech UI 1.1.4 |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Dwarf |
Class | Doombringer |
Level / Exp | 50 / 549% |
Size | medium |
Lifes / Deaths | Killed by forge-giant at level 50 on the 25th Shortage 123rd year of Ascendancy at 05:30 5 / 2Killed by forge-giant at level 50 on the 25th Shortage 123rd year of Ascendancy at 07:56 |
Primary Stats
Strength | 131 (base 60) |
Dexterity | 27 (base 17) |
Constitution | 106 (base 60) |
Magic | 84 (base 60) |
Willpower | 38 (base 17) |
Cunning | 47 (base 18) |
Resources
Mana | 469/494 |
Vim | 219/361 |
Life | 1848/1848 |
Positive | 0/197 |
Stamina | 357/357 |
Healing Factor | 1 |
Regeneration | 5.7614539568923 |
Speed
Mental | +10% |
Attack | 0% |
Movement | -8.8817841970013E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 7 |
Infravision | 6 |
See Stealth | 12 |
See Invisible | 21 |
Offense: Mainhand
Damage | 347 |
Accuracy | 62 |
Crit Chance | 39% |
APR | 34 |
Speed | 0.91 |
Offense: Spell
Spellpower | 62 |
Crit Chance | 17% |
Speed | 1 |
Offense: Mind
Mindpower | 35.7 |
Crit Chance | 17% |
Speed | 1 |
Offense: Damage Bonus
All | +7% |
Offense: Damage Penetration
All | 0% |
Defense: Base
Armour (hardiness) | 88.400000000001 (100%) |
Defense | 37.475 |
Ranged Defense | 37.475 |
Fatigue | 30 |
Physical Save | 85.315 |
Spell Save | 62.68125 |
Mental Save | 62.84375 |
Defense: Resistances
All | + 22%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 60% |
Blind Resistance | 26% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 104 with a minimum range of 15. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to instantly heal yourself for 334 and cleanse 1 wound and poison effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental, physical effects and reduce all damage taken by 24% for 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 771% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, physical, mental effects and increase affinity for all damage by 10% for 6 turns. |
Class Talents
Technique / Combat techniques | 1.40 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Wrath | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Shadowflame | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Corruption / Torture | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Technique / Combat veteran | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Corruption / Heart of Fire | 1.20 |
| 1/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Corruption / Brutality | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 2/5 |
| 5/5 |
| 1/5 |
Corruption / Demonic strength | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Corruption / Oppression | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 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 do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to 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 lone alchemist to the recall portal on level 3 of Dreadfell. Escort: lone alchemist (level 3 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Scintillating Caves. Escort: lost anorithil (level 2 of Scintillating Caves)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Scintillating Caves. Escort: lost anorithil (level 3 of Scintillating Caves)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved Strength by +2. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge 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 |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | 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 Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have 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: 724. | 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. | 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 |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Stire of Derth. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. You have aided Marus of Elvala in creating an elixir of the savior. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | 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* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to 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 | Unbreakable Greaves (8 def, 20 armour) Unbreakable Greaves (8 def, 20 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 Armour: +20 Armour Hardiness: +20% Defense: +8 Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Light source | Eldritch Pearl Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 Light radius: +6 It can be used to activate talent Tidal Wave (costing 71 power out of 150/150) : Effective talent level: 4.0 Power cost: 71 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing 1 per turn to a maximum eventual radius of 4, doing 32.57 cold damage and 56.31 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 6 turns. All creatures hit gain the wet effect which reduces their stun/freeze resistance by half of their value and interracts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
On head | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 Spell save: +12 Mental save: +12 A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Tool | Fortune's Eye Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 Armour penetration: +12 Defense: +12 Changes stats: +10 Lck / +5 Cun Physical save: +10 Spell save: +10 Mental save: +10 See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 16 power out of 35/35) : Effective talent level: 2.0 Power cost: 16 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 26 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
On fingers | Glory of the Pride Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 Physical power: +10 Armour: +10 Armour Hardiness: +20% Defense: +5 Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
On fingers | Ring of the War Master Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Pugilism +0.30 Technique / Combat training +0.30 Technique / Two-handed weapons +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Grappling +0.30 Technique / Thuggery +0.30 Technique / Shield offense +0.30 Technique / Unarmed training +0.30 Technique / Archery prowess +0.30 Technique / Shield defense +0.30 Technique / Archery excellence +0.30 Technique / Two-handed assault +0.30 Technique / Combat veteran +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Combat techniques +0.30 Technique / Dual techniques +0.30 Technique / Superiority +0.30 Technique / Finishing moves +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Around waist | ravager's drakeskin leather belt of the mystic ravager's drakeskin leather belt of the mysticPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes resistances penetration: +7% physical Changes damage: +21% physical Mental save: +13 Spellpower: +7 A belt that goes around your waist. |
In main hand | Voratun Hammer of the Deep Bellow (82-123 power, 7 apr) Voratun Hammer of the Deep Bellow (82-123 power, 7 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 82.0 - 123.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Physical crit. chance: +4.0% Attack speed: 100% When this weapon hits: Flameshock (10% chance level 3). Damage (Melee): +30 fire When wielded/worn: Changes damage: +15% physical The legendary hammer of the Dwarven master smiths. For ages it was used to forge powerful weapons with searing heat until it became highly powerful by itself. |
On hands | Fist of the Destroyer (8 def, 0 armour) Fist of the Destroyer (8 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. When wielded/worn: Defense: +8 Changes stats: +9 Str / +9 Mag / +3 Cun Talent masteries: +0.20 Corruption / Shadowflame +0.20 Corruption / Vim Stun/Freeze immunity: +20% Maximum vim: +25.00 Increases all damage by 4% of current vim Current Bonus: 9% It can be used to activate talent Darkfire (costing 11 power out of 12/12) : Effective talent level: 7.5 Power cost: 11 out of 12/12. Range: 6 Travel Speed: 400% of base Is: a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 122.61 fire damage and 122.61 darkness damage in a radius of 7. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
Main armor | Cuirass of the Dark Lord (0 def, 30 armour) Cuirass of the Dark Lord (0 def, 30 armour)Requires: - Strength 52 - Talent Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +10 Armour: +30 Fatigue: +25% Damage when hit (Melee): 30 physical Changes stats: +10 Str / +10 Con Changes resistances: +20% physical Physical save: +15 Life regen: +0.00 Blood Charges: 0 It can be used to drain blood from all units within 5 spaces, causing them to bleed for 120 physical damage over 4 turns. For every unit (up to 10) drained, the armor's stats increase, but decrease over 10 turns until back to normal, costing 22 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 the plate remained, dying to finally taste fresh blood again. |
Cloak | Cloth of Dreams (10 def, 0 armour) Cloth of Dreams (10 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 Spell save: +10 Mental save: +10 Mindpower: +6 The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 9 power out of 25/25) : Effective talent level: 3.3 Power cost: 9 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 40 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 21% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Around neck | Burig the Pyreknave Burig the PyreknaveInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +7 Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 8 fire Changes stats: +3 Con Changes resistances: +9% blight / +3% fire Changes resistances penetration: +10% fire Changes damage: +9% physical Physical save: +10 Blindness immunity: +26% Life regen: +1.70 Maximum life: +58.00 Infravision radius: +6 Sight radius: +2 See invisible: +9 Combat speed: +10% Amulets can have magical properties. |
Inventory
healing infusion of the titan (heal 291) healing infusion of the titan (heal 291)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to instantly heal yourself for 291 and cleanse 1 wound and poison effect. Its effects scale with your Constitution 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 ability. |
insidious poison infusion of the titan (43 nature damage, 41% healing reduction) insidious poison infusion of the titan (43 nature damage, 41% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 21 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 43.11 nature damage per turns for 7 turns, and reducing the target's healing received by 41%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Constitution 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 ability. |
insidious poison infusion of the warrior (51 nature damage, 44% healing reduction) insidious poison infusion of the warrior (51 nature damage, 44% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 50.75 nature damage per turns for 7 turns, and reducing the target's healing received by 44%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Strength 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 ability. |
movement infusion of the warrior (693% speed; 5 turns) movement infusion of the warrior (693% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 693% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength 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 ability. |
movement infusion of the wizard (609% speed; 5 turns) movement infusion of the wizard (609% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 609% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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 ability. |
regeneration infusion of the titan (heal 592 over 5 turns) regeneration infusion of the titan (heal 592 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 592 life over 5 turns. Its effects scale with your Constitution 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 ability. |
regeneration infusion of the warrior (heal 730 over 5 turns) regeneration infusion of the warrior (heal 730 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 730 life over 5 turns. Its effects scale with your Strength 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 ability. |
regeneration infusion of the wizard (heal 412 over 5 turns) regeneration infusion of the wizard (heal 412 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 412 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 ability. |
sun infusion of the warrior (rad 7; power 179; turns 3; dispells darkness) sun infusion of the warrior (rad 7; power 179; turns 3; dispells darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 7 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 90). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 179) for 3 turns. Its effects scale with your Strength 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 ability. |
sun infusion of the wizard (rad 8; power 122; turns 3; dispells darkness) sun infusion of the wizard (rad 8; power 122; turns 3; dispells darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 8 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 61). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 122) for 3 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 ability. |
sun infusion of the wizard (rad 7; power 123; turns 3; dispells darkness) sun infusion of the wizard (rad 7; power 123; turns 3; dispells darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 7 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 61). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 123) for 3 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 ability. |
sun infusion of the wizard (rad 5; power 122; turns 4; dispells darkness) sun infusion of the wizard (rad 5; power 122; turns 4; dispells darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 61). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 122) for 4 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 ability. |
wild infusion (resist 25%; cure magical, physical) wild infusion (resist 25%; cure magical, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, physical effects and reduce all damage taken by 25% for 6 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the psychic (resist 23%; cure mental, physical) wild infusion of the psychic (resist 23%; cure mental, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental, physical effects and reduce all damage taken by 23% for 6 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 ability. |
wild infusion of the titan (resist 21%; cure magical, physical) wild infusion of the titan (resist 21%; cure magical, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, physical effects and reduce all damage taken by 21% for 5 turns. Its effects scale with your Constitution 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 ability. |
wild infusion of the warrior (resist 38%; cure mental) wild infusion of the warrior (resist 38%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental effects and reduce all damage taken by 38% for 7 turns. Its effects scale with your Strength 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 ability. |
wild infusion of the warrior (resist 27%; cure physical) wild infusion of the warrior (resist 27%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 27% for 4 turns. Its effects scale with your Strength 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 ability. |
wild infusion of the warrior (resist 30%; cure mental) wild infusion of the warrior (resist 30%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental effects and reduce all damage taken by 30% for 5 turns. Its effects scale with your Strength 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 ability. |
Rune of the Rift (302.00 temporal damage, removed from time 4 turns) Rune of the Rift (302.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Inflicts 323.14 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 60 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune (range 8) controlled phase door rune (range 8)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport in a range of 8. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune (range 6) controlled phase door rune (range 6)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport in a range of 6. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune (range 7) controlled phase door rune (range 7)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport in a range of 7. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the psychic (range 9) controlled phase door rune of the psychic (range 9)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport in a range of 9. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune of the titan (293 fire damage) heat beam rune of the titan (293 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of heat, doing 292.97 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
invisibility rune of the titan (power 18 for 8 turns) invisibility rune of the titan (power 18 for 8 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to become invisible (power 18) for 8 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
invisibility rune of the titan (power 16 for 5 turns) invisibility rune of the titan (power 16 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to become invisible (power 16) for 5 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
invisibility rune of the wizard (power 17 for 5 turns) invisibility rune of the wizard (power 17 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to become invisible (power 17) for 5 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the warrior (401 lightning damage) lightning rune of the warrior (401 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of lightning, doing 133.68 to 401.04 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the warrior (306 lightning damage) lightning rune of the warrior (306 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 22 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of lightning, doing 101.94 to 305.81 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the wizard (403 lightning damage) lightning rune of the wizard (403 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 25 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of lightning, doing 134.18 to 402.53 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the wizard (1502% regen over 10 turns; 75 instant mana) manasurge rune of the wizard (1502% regen over 10 turns; 75 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1502% over 10 turns and instantly restoring 75 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the titan (range 13; power 38; dur 4) phase door rune of the titan (range 13; power 38; dur 4)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 13. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 38%, your defense is increased by 38 and all your resistances by 38%. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the warrior (range 15; power 43; dur 3) phase door rune of the warrior (range 15; power 43; dur 3)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 15. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 43%, your defense is increased by 43 and all your resistances by 43%. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune (absorb 299 for 6 turns) shielding rune (absorb 299 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 299 damage for 6 turns. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the titan (range 137) teleportation rune of the titan (range 137)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 137 with a minimum range of 15. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the warrior (range 159) teleportation rune of the warrior (range 159)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 159 with a minimum range of 15. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune of the warrior (radius 8; dur 18; see undead) vision rune of the warrior (radius 8; dur 18; see undead)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to get a vision of the area surrounding you (8 radius) and to allow you to see invisible and stealthed creatures (power 30) for 18 turns. Your mind will become more receptive for 18 turns, allowing you to sense any undead around. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune of the wizard (radius 10; dur 15; see animal) vision rune of the wizard (radius 10; dur 15; see animal)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to get a vision of the area surrounding you (10 radius) and to allow you to see invisible and stealthed creatures (power 22) for 15 turns. Your mind will become more receptive for 15 turns, allowing you to sense any animal around. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune of the wizard (radius 10; dur 14; see animal) vision rune of the wizard (radius 10; dur 14; see animal)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to get a vision of the area surrounding you (10 radius) and to allow you to see invisible and stealthed creatures (power 26) for 14 turns. Your mind will become more receptive for 14 turns, allowing you to sense any animal around. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Ce'Nydakira the voratun amulet Ce'Nydakira the voratun amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 4 acid Talent mastery: +0.27 Technique / Combat techniques Blindness immunity: +10% Poison immunity: +10% Silence immunity: +15% Confusion immunity: +25% Teleport immunity: +10% Mental crit. chance: +3% Amulets can have magical properties. |
Frost Lord's Chain Frost Lord's ChainPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
Zemekkys' Broken Hourglass Zemekkys' Broken HourglassPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes resistances: +20% temporal Changes resistances cap: +5% temporal Changes damage: +10% temporal Lowers spell cool-downs by: 10% It can be used to activate talent Wormhole (costing 18 power out of 20/20) : Effective talent level: 4.0 Power cost: 18 out of 20/20. Range: 12 Travel Speed: instantaneous Is: a spell Description: You fold the space between yourself and a random point within range, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported to the other. The wormholes will last 8 turns. At level 4, you may choose the exit location target area (radius 3). The duration will scale with your Paradox. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
restful voratun amulet of soulsearing restful voratun amulet of soulsearingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -9% Changes damage: +11% blight / +7% fire Critical mult.: +15.00% Life regen: +1.60 Spellpower: +9 Amulets can have magical properties. |
savior's voratun amulet of perfection (0.28 Wild-gift / Harmony,0.28 Corruption / Wrath) savior's voratun amulet of perfection (0.28 Wild-gift / Harmony,0.28 Corruption / Wrath)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Talent masteries: +0.28 Wild-gift / Harmony +0.28 Corruption / Wrath Physical save: +13 Spell save: +16 Mental save: +17 Amulets can have magical properties. |
stabilizing voratun amulet of manastreaming stabilizing voratun amulet of manastreamingPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +3 Mag Changes resistances: +18% temporal Pinning immunity: +29% Knockback immunity: +50% Mana each turn: +0.31 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +40.00 Amulets can have magical properties. |
starlit copper amulet of mastery (0.10 Corruption / Shadowflame) starlit copper amulet of mastery (0.10 Corruption / Shadowflame)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% light / +11% darkness Talent mastery: +0.10 Corruption / Shadowflame Blindness immunity: +23% Amulets can have magical properties. |
wanderer's voratun amulet of constitution (+8) wanderer's voratun amulet of constitution (+8)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -6% Changes stats: +8 Dex / +8 Cun / +12 Con Life regen: +0.50 Stamina each turn: +0.50 Movement speed: +10% Amulets can have magical properties. |
wanderer's voratun amulet of strength (+8) wanderer's voratun amulet of strength (+8)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -7% Changes stats: +8 Str / +6 Dex / +8 Cun / +6 Con Life regen: +1.00 Stamina each turn: +1.20 Movement speed: +10% Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 9 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Elemental Fury Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Ring of the Archlich Ring of the ArchlichPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. When wielded/worn: Changes resistances: +10% darkness / +10% cold Changes damage: +10% darkness / +10% cold Spell save: +8 Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +8 This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
Ring of the Dead Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 Spell save: +10 Mental save: +10 Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
conjurer's stralite ring conjurer's stralite ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Mag / +6 Wil Spellpower: +12 Rings can have magical properties. |
gladiator's voratun ring of life gladiator's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +8 Changes stats: +7 Str / +7 Con Life regen: +1.90 Maximum life: +48.00 Healing mod.: +19% Rings can have magical properties. |
painweaver's stralite ring painweaver's stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +10 Changes damage: +5% all Spellpower: +14 Mindpower: +9 Rings can have magical properties. |
pixie's voratun ring pixie's voratun ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Cun / +5 Mag Spellpower: +9 Rings can have magical properties. |
solipsist's voratun ring of life solipsist's voratun ring of lifeInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Cun / +6 Wil Life regen: +0.90 Maximum life: +81.00 Mindpower: +8 Healing mod.: +11% Rings can have magical properties. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
Blighted Maul (96-144 power, 22 apr) Blighted Maul (96-144 power, 22 apr)Requires: - Strength 60 Powered by arcane forces 12.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 96.0 - 144.0 Uses stat: 140% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +22 Physical crit. chance: +10.0% Attack speed: 83% On weapon hit: * 50% chance to disease * Damages enemies in radius 1 around your target (based on Strength). Damage conversion: 20% blight When wielded/worn: Changes damage: +12% physical Critical mult.: +40.00% Knockback immunity: +30% It can be used to knock away nearby foes, costing 44 power out of 50/50. The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. |
Crystalline Voratun greatmaul (81.25-121.875 power, 4 apr) Crystalline Voratun greatmaul (81.25-121.875 power, 4 apr)Requires: - Strength 48 Powered by arcane forces 5.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. It is part of a set of items. Base power: 81.3 - 121.9 Uses stat: 120% Str Damage type: Arcane Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical power: +12 Changes stats: +3 Con / +3 Wil Changes damage: +10% arcane Spellpower: +12 Massive two-handed mauls. |
Latafayn (68-108.8 power, 5 apr) Latafayn (68-108.8 power, 5 apr)Requires: - Strength 40 Powered by arcane forces Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 68.0 - 108.8 Uses stat: 125% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +10.0% Attack speed: 100% Lifesteal (this weapon only): +8% Damage conversion: 50% fire burn When wielded/worn: Changes stats: +3 Cun / +5 Str Changes resistances: +15% fire Changes damage: +10% darkness / +15% fire It can be used to accelerate burns, instantly inflicting 125% of all burn damage, costing 9 power out of 25/25. This massive, flame-coated greatsword was stolen by the adventurer Kestin Highfin, during the Age of Dusk. It originally belonged to a demon named Frond'Ral the Red. It roars with vile flames and its very existence seems to be a blight upon the lands. |
Awakened Staff of Absorption (60-72 power, 60 apr, physical element) Awakened Staff of Absorption (60-72 power, 60 apr, physical element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb energies, costing 176 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Emblem of Evasion Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% It can be used to activate talent Evasion (costing 27 power out of 30/30) : Effective talent level: 4.4 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 30% chance to completely evade them and granting you 24 defense for 9 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
reinforced hardened leather belt of recklessness reinforced hardened leather belt of recklessnessCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 Armour: +8 Defense: +9 Critical mult.: +8.00% Physical save: +14 A belt that goes around your waist. |
cashmere cloak of the hunter (2 def, 0 armour) cashmere cloak of the hunter (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +21 Defense: +2 Fatigue: -7% Maximum life: +64.00 Maximum stamina: +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of hardened leather boots 'Flashoozer' (0 def, 3 armour) pair of hardened leather boots 'Flashoozer' (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -3% Damage when hit (Melee): 4 lightning Changes stats: +8 Str / +8 Con Changes resistances: +3% darkness / +6% light / +6% nature Changes damage: +3% lightning / +7% physical Maximum encumbrance: +31 Physical save: +8 Spell save: +12 Spellpower: +4 Size category: +1 Activating this item is instant. It can be used to activate talent Heave, placing all other charms into a 9 cooldown : Effective talent level: 3.0 Power cost: 9 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 5 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
reinforced pair of rough leather boots of speed (0 def, 5 armour) reinforced pair of rough leather boots of speed (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Fatigue: +1% Changes resistances: +6% acid / +5% fire / +7% lightning / +6% cold Movement speed: +20% A pair of boots made of leather. |
alchemist's hardened leather gloves of dispersion (0 def, 2 armour) alchemist's hardened leather gloves of dispersion (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 5 acid / 5 lightning / 5 fire / 6 arcane / 6 cold Changes stats: +6 Mag / +8 Wil Changes resistances: +7% arcane It can be used to activate talent Disperse Magic, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
bladed dwarven-steel helm of the depths (0 def, 4 armour) bladed dwarven-steel helm of the depths (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 7 physical Changes stats: +3 Str Changes resistances: +8% cold Allows you to breathe in: water It can be used to activate talent Skullcracker, placing all other charms into a 18 cooldown : Effective talent level: 4.5 Power cost: 18 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 1538.8 Physical damage. If the attack hits, the target is confused (36% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Glowrune (9 def, 16 armour) Glowrune (9 def, 16 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 Fatigue: +26% Changes stats: +16 Str / +4 Con Changes resistances: +3% light / +12% physical / +20% darkness / +9% nature Changes resistances penetration: +5% nature / +5% light Changes damage: +3% light Life regen: +6.60 Stamina each turn: +2.40 Maximum life: +100.00 Light radius: +3 It can be used to activate talent Track, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 26 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Plate of the Blackened Mind (15 def, 40 armour) Plate of the Blackened Mind (15 def, 40 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +40 Defense: +15 Fatigue: +17% Effects when hit in melee: * 20% chance to cause random insanity Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +15% light / +20% blight / +25% mind / +20% darkness Talent mastery: +0.20 Cursed / Gloom Physical save: +15 Mental save: +25 Confusion immunity: +100% Fear immunity: +100% Mindpower: +10 Light radius: -2 Infravision radius: +4 It can be used to activate talent Dominate (costing 14 power out of 25/25) : Effective talent level: 2.0 Power cost: 14 out of 25/25. Range: 2 Travel Speed: instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 7 Armour, 10 Defense and your attacks will gain 32% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
Tarrasca (0 def, 50 armour) Tarrasca (0 def, 50 armour)Requires: - Strength 52 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +50 Armour Hardiness: +15% Fatigue: +35% Changes stats: +15 Con Physical save: +45 Knockback immunity: +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage equal to the speed detriment, but never to less than 30% of the original damage. Current Resistance: 0% It can be used to slow all units within 5 spaces (including yourself) by 40%, costing 22 power out of 25/25. This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. |
The Black Plate (25 def, 35 armour) The Black Plate (25 def, 35 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +10 Armour: +35 Defense: +25 Fatigue: +15% Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +20% darkness / +15% blight / +25% fire / +20% cold Talent masteries: +0.20 Corruption / Doom covenant +0.20 Corruption / Oppression +0.20 Corruption / Wrath +0.20 Corruption / Infernal combat Physical save: +15 Spell save: +25 Confusion immunity: +100% Fear immunity: +100% Light radius: -2 Infravision radius: +3 Shadow Power: +10 Grants physical power equal to your Shadow Power. It can be used to activate talent Link of Pain (costing 14 power out of 15/15) : Effective talent level: 3.0 Power cost: 14 out of 15/15. Range: 7 Travel Speed: instantaneous Is: a spell Description: Using demonic forces you create a link of pain from a source creature to a victim for 6 turns. Each time the source creature takes damage the victim takes 70% of the damage. If the victim dies from the effect you gain a burst of energy, reducing all remaining cooldowns by 1. "Wreckage all about you. Is there anything left inside?" |
enlightening stralite plate armour of the dragon (7 def, 13 armour) enlightening stralite plate armour of the dragon (7 def, 13 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Infused by nature Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 Fatigue: +26% Changes stats: +3 Str / +5 Wil / +6 Cun / +3 Con Changes resistances: +8% acid / +7% physical / +8% fire / +8% lightning / +13% cold Talent cooldown: Rush (-5 turns) Mental save: +15 Disarm immunity: +30% Stun/Freeze immunity: +21% Knockback immunity: +31% A suit of armour made of metal plates. |
searing stralite plate armour of thunder (7 def, 13 armour) searing stralite plate armour of thunder (7 def, 13 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Physical crit. chance: +6.0% Physical power: +18 Armour: +13 Defense: +7 Fatigue: +26% Damage (Melee): 16 acid / 14 fire Damage when hit (Melee): 11 acid / 8 fire Changes stats: +5 Str / +7 Mag / +7 Wil Changes resistances: +15% acid / +22% fire / +15% lightning Spellpower: +14 Spell crit. chance: +8% Mindpower: +17 Mental crit. chance: +5% A suit of armour made of metal plates. |
voratun plate armour 'Brodahell' (19 def, 25 armour) voratun plate armour 'Brodahell' (19 def, 25 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour penetration: +1 Physical power: +2 Armour: +25 Defense: +19 Fatigue: +26% Changes stats: +5 Str / +2 Dex / +5 Cun / +5 Con Changes resistances: +6% blight Critical mult.: +6.00% Mental save: +16 Life regen: +6.20 Stamina each turn: +1.80 Maximum life: +86.00 A suit of armour made of metal plates. |
5 agate 5 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 Gems can be sold for money or used in arcane rituals. |
737 alchemist agate 737 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. |
10 onyx 10 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 Gems can be sold for money or used in arcane rituals. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Air currents swirl around this bright blue jewel. |
4 aquamarine 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 Gems can be sold for money or used in arcane rituals. |
7 lapis lazuli 7 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
11 opal 11 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 Gems can be sold for money or used in arcane rituals. |
18 sapphire 18 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used to imbue an object: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 Gems can be sold for money or used in arcane rituals. |
6 topaz 6 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
Belewen the voratun pickaxe (dig speed 17 turns) Belewen the voratun pickaxe (dig speed 17 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str Changes resistances: +6% light / +3% fire Reduces incoming crit damage: 5.00% Life regen: +0.40 Maximum life: +20.00 Maximum stamina: +15.00 Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
13 emerald 13 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 Gems can be sold for money or used in arcane rituals. |
10 jade 10 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 Gems can be sold for money or used in arcane rituals. |
5 spinel 5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
15 turquoise 15 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Gems can be sold for money or used in arcane rituals. |
Hettyndil HettyndilInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +1.0% Grants telepathy: Dragon Critical mult.: +6.00% Mental save: +8 Stamina each turn: +0.20 Light radius: +3 See stealth: +8 See invisible: +11 A normal brass lantern, enhanced by alchemy to make it brighter. |
Planar Beacon Planar BeaconPowered 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 22 power out of 25/25) : Effective talent level: 2.2 Power cost: 22 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 141.47 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 141.47 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. |
watchleader's alchemist's lamp of the zealot watchleader's alchemist's lamp of the zealotInfused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +3% all Spell save: +10 Blindness immunity: +30% Confusion immunity: +13% Light radius: +6 See stealth: +9 See invisible: +8 It can be used to activate talent Track, placing all other charms into a 36 cooldown : Effective talent level: 3.0 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 31 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Eternity's Counter Eternity's CounterPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: -12% all / +15% temporal Reduce damage by fixed amount: +0 all Changes damage: +10% all / +15% temporal Movement speed: -16% Combat speed: +12% Casting speed: +12% Mental speed: +12% Offers either offensive or defensive benefits, depending on the position of the sands. It can be used to flip the hourglass, costing 18 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. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 Sleep immunity: +100% Mindpower: +5 It can be used to activate talent Sleep (costing 18 power out of 25/25) : Effective talent level: 3.3 Power cost: 18 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 4 turns, rendering them unable to act. Every 9 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 21% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Gives a 25% chance to shrug off up to three stuns, pins, and dazes each turn, with a 10 turn cooldown. A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 9 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
67 alchemist bloodstone 67 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. |
9 bloodstone 9 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% Gems can be sold for money or used in arcane rituals. |
11 fire opal 11 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% Gems can be sold for money or used in arcane rituals. |
10 garnet 10 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Gems can be sold for money or used in arcane rituals. |
13 ruby 13 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 Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/2) Rod of Recall (1/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 178 power out of 316/400. 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 Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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. |
Honeywood Chalice Honeywood ChaliceInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
11 amethyst 11 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% Gems can be sold for money or used in arcane rituals. |
Void Shard 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 It can be used to release a burst of void energy, costing 18 power out of 40/40. This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
8 diamond 8 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 Gems can be sold for money or used in arcane rituals. |
4 moonstone 4 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 When used to imbue an object: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 Gems can be sold for money or used in arcane rituals. |
4 pearl 4 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 Gems can be sold for money or used in arcane rituals. |
9 quartz 9 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% Gems can be sold for money or used in arcane rituals. |
14 amber 14 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% Gems can be sold for money or used in arcane rituals. |
8 ametrine 8 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% Gems can be sold for money or used in arcane rituals. |
4 citrine 4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Gems can be sold for money or used in arcane rituals. |
6 zircon 6 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 Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
Achievements
By Branda the Dwarf Doombringer level 30
23rd Gold 123rd year of Ascendancy at 22:03 see stats
By Branda the Dwarf Doombringer level 17
25th Loss 122nd year of Ascendancy at 05:15 see stats
By Branda the Dwarf Doombringer level 30
22nd Gold 123rd year of Ascendancy at 00:56 see stats
By Branda the Dwarf Doombringer level 42
11st Dearth 123rd year of Ascendancy at 10:34 see stats
By Branda the Dwarf Doombringer level 44
6th Shortage 123rd year of Ascendancy at 12:57 see stats
By Branda the Dwarf Doombringer level 41
24th Wealth 123rd year of Ascendancy at 05:26 see stats
By Branda the Dwarf Doombringer level 34
11st Voratun 123rd year of Ascendancy at 10:04 see stats
By Branda the Dwarf Doombringer level 21
22nd Shortage 122nd year of Ascendancy at 09:51 see stats
By Branda the Dwarf Doombringer level 42
2nd Loss 123rd year of Ascendancy at 15:53 see stats
By Branda the Dwarf Doombringer level 9
41st Profit 122nd year of Ascendancy at 15:56 see stats
By Branda the Dwarf Doombringer level 42
3rd Dearth 123rd year of Ascendancy at 10:26 see stats
By Branda the Dwarf Doombringer level 34
25th Voratun 123rd year of Ascendancy at 22:37 see stats
By Branda the Dwarf Doombringer level 31
4th Stralite 123rd year of Ascendancy at 13:21 see stats
By Branda the Dwarf Doombringer level 42
7th Loss 123rd year of Ascendancy at 14:26 see stats
By Branda the Dwarf Doombringer level 50
25th Shortage 123rd year of Ascendancy at 09:47 see stats
By Branda the Dwarf Doombringer level 18
6th Shortage 122nd year of Ascendancy at 08:21 see stats
By Branda the Dwarf Doombringer level 23
20th Iron 123rd year of Ascendancy at 04:53 see stats
By Branda the Dwarf Doombringer level 24
24th Iron 123rd year of Ascendancy at 03:44 see stats
By Branda the Dwarf Doombringer level 44
26th Loss 123rd year of Ascendancy at 02:55 see stats
By Branda the Dwarf Doombringer level 34
22nd Voratun 123rd year of Ascendancy at 15:04 see stats
By Branda the Dwarf Doombringer level 5
20th Voratun 122nd year of Ascendancy at 18:28 see stats
By Branda the Dwarf Doombringer level 17
25th Loss 122nd year of Ascendancy at 04:46 see stats
By Branda the Dwarf Doombringer level 45
7th Shortage 123rd year of Ascendancy at 00:10 see stats
By Branda the Dwarf Doombringer level 43
8th Loss 123rd year of Ascendancy at 09:31 see stats
By Branda the Dwarf Doombringer level 10
19th Dearth 122nd year of Ascendancy at 13:46 see stats
By Branda the Dwarf Doombringer level 20
10th Shortage 122nd year of Ascendancy at 06:47 see stats
By Branda the Dwarf Doombringer level 30
21st Gold 123rd year of Ascendancy at 20:12 see stats
By Branda the Dwarf Doombringer level 40
17th Wealth 123rd year of Ascendancy at 11:39 see stats
By Branda the Dwarf Doombringer level 50
25th Shortage 123rd year of Ascendancy at 04:53 see stats
By Branda the Dwarf Doombringer level 25
42nd Steel 123rd year of Ascendancy at 13:54 see stats
By Branda the Dwarf Doombringer level 23
3rd Iron 123rd year of Ascendancy at 12:40 see stats
By Branda the Dwarf Doombringer level 32
21st Stralite 123rd year of Ascendancy at 03:50 see stats
By Branda the Dwarf Doombringer level 43
9th Loss 123rd year of Ascendancy at 16:22 see stats
By Branda the Dwarf Doombringer level 37
36th Profit 123rd year of Ascendancy at 12:40 see stats
By Branda the Dwarf Doombringer level 9
19th Wealth 122nd year of Ascendancy at 20:28 see stats
By Branda the Dwarf Doombringer level 25
25th Iron 123rd year of Ascendancy at 18:40 see stats
By Branda the Dwarf Doombringer level 36
2nd Acquisition 123rd year of Ascendancy at 06:35 see stats
By Branda the Dwarf Doombringer level 26
4th Gold 123rd year of Ascendancy at 23:59 see stats
By Branda the Dwarf Doombringer level 33
7th Voratun 123rd year of Ascendancy at 15:02 see stats
By Branda the Dwarf Doombringer level 50
25th Shortage 123rd year of Ascendancy at 09:45 see stats
By Branda the Dwarf Doombringer level 7
3rd Profit 122nd year of Ascendancy at 13:05 see stats
By Branda the Dwarf Doombringer level 17
25th Loss 122nd year of Ascendancy at 05:15 see stats
By Branda the Dwarf Doombringer level 22
30th Shortage 122nd year of Ascendancy at 05:06 see stats
By Branda the Dwarf Doombringer level 50
25th Shortage 123rd year of Ascendancy at 09:47 see stats
By Branda the Dwarf Doombringer level 42
12nd Dearth 123rd year of Ascendancy at 18:45 see stats
By Branda the Dwarf Doombringer level 13
44th Dearth 122nd year of Ascendancy at 14:44 see stats
By Branda the Dwarf Doombringer level 39
14th Wealth 123rd year of Ascendancy at 20:40 see stats
By Branda the Dwarf Doombringer level 22
29th Shortage 122nd year of Ascendancy at 13:38 see stats
By Branda the Dwarf Doombringer level 30
22nd Gold 123rd year of Ascendancy at 00:38 see stats
By Branda the Dwarf Doombringer level 18
6th Shortage 122nd year of Ascendancy at 17:01 see stats
By Branda the Dwarf Doombringer level 29
15th Gold 123rd year of Ascendancy at 23:36 see stats
Log
There is an item here: Trident of the Tides (80-112 power, 20 apr)
There is an item here: The Black Spike (48-67.2 power, 20 apr)
There is an item here: Acera (33-46.2 power, 4 apr)
There is an item here: Twilight's Edge (47-65.8 power, 7 apr)
There is an item here: Corpathus (40-56 power, 12 apr)
Talent Share the Pain is ready to use.
Talent Abyssal Shield is ready to use.
There is an item here: Warmaster Gnarg's Murderblade (60-96 power, 19 apr)
There is an item here: Borosk's Hate (60-96 power, 22 apr)
There is an item here: Golden Three-Edged Sword 'The Truth' (49-78.4 power, 9 apr)
There is an item here: Crystalline Stralite greatsword (59.375-95 power, 3 apr)
There is an item here: Colaryem (48-76.8 power, 12 apr)
There is an item here: Khulmanar's Wrath (70-105 power, 8 apr)
There is an item here: Crude Iron Battle Axe of Kroll (68-102 power, 7 apr)
There is an item here: Drake's Bane (52-78 power, 21 apr)
There is an item here: Frozen Shards (25/25, 32-38.4 power, 15 apr)
There is an item here: Mighty Girdle
Branda picks up ( .): Windborne Azurite.
There is an item here: Skeletal Claw (55-60.5 power, 8 apr)
Talent Flame of Urh'Rok is ready to use.