Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
Addons | Quick Drown NPCs 1.2.1New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Inventory Squelching 1.2.5Clear up inventory clutter and focus on the items that matter. This addon allows you to hide items that aren't any use to your character so you can carefully inspect those that do, and suffer from less inventory fatigue over the course of a playthrough. This addon adds an extra dialog which is opened using Ctrl+D by default. The options should be fairly self-explanatory and mostly cover squelching individual item types, along with a few options useful to antimagic and undead characters, as well as the ability to squelch the mostly useless white items. Note that these options are tied to your character, so you'll need to set this up for each character you create. It also only applies to the transmogrification chest tab in your inventory; squelched items get their own special tab due to a variety of technical details. Items will be shown when they are picked up in the log, and artifacts will still show their lore popups. Squelched items will also be transmogrified when you leave the level, as normal. Items Vault 1.2.0Donators/Buyers bonus! Infinite500 v2.4: Revised high level play for ToME 1.2.4Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch Use Item Shortcuts 1.2.0Adds some additional entries to the inventory's use-item dialog to more conveniently apply some talents to items in inventory. Current added entries are:
In addition, if you have turned off the "Object & Creature links" chat message filter under Game Options, the "Link item in chat" entry is removed from the dialog. (new in v3) Also adds game option "[ZOmnibus] | Allow object actions in stores", which will allow some item actions (like tagging) to be performed on items in your inventory from within the store dialog. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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:
Tier-1 Short Circuit Option 1.0.6Adds a new game option "Short-circuit some early dungeons" to enable or disable the new b43 behavior of skipping the player directly to the bottom of tier-1 dungeons if you're strong enough. The option will appear under Game Options in the <Esc> menu. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Marson's Bosses Gone AWOL 1.2.5The addon you hope you never have to use. If all goes well, you never have to touch it. Behind the scenes, BGA monitors the location of every NPC on the current map level. • In cheat mode you can use CTRL-B to pull up a list of all NPCs with details about their locations. Cheat mode will stamp your character, but it can be used as a last resort to see if a quest-required boss has gone all-out missing or not. • If an NPC goes outside the map borders or into the middle of a wall (and it isn't a ghost), BGA will notify you and allow you to relocate the offender to a random free tile somewhere else on the level so that you can reach it. The NPC will not be placed into a vault, but it may be in a secluded room you have to dig to reach. Some levels have rooms behind undiggable walls that aren't marked as vaults. At this point, there isn't much that can be done about those locations beyond using a teleport of some sort. • If a summons is temporarily removed from the level via Time Skip, it remains in your party. If you leave the level before the summons returns, the connection to the summons is severed and it becomes a not-there party member. If you return to the previous level, the original summons will come back out of Time Skip, but it will now be a separate entity from the one that's in your party. The one on the level will sit there and then decay. The one in your party will not decay and will take up a summons slot from that point on, but will not be on any level you visit. BGA will remove the summons in the party slot if the connection is broken, clearing it for future summons. • If an NPC spawns and is then killed in the same turn, it can sit on that tile 'dead'. If a creature—including yourself—walks over that tile, a clone will be made, possibly creating an impassable roadblock. Hitting CTRL-C will cycle through all tiles on the level and remove any clones it finds. • Some rooms will spawn a large group of NPCs. If there are more NPCs than tiles, they will exist 'out of phase'. You can't see or target them and can walk through them as if they didn't exist, but party members may attack the tile they are on. If the NPC has an AOE effect on them, such as an Empire Wight's lighting, it may strike you. You may also hear any sounds associated with the NPC. BGA will 'rephase' the NPC once the square they are on is unoccupied. If the tile and NPC are in sight, you will get the message, '[Name] steps out from hiding.' This may result in an unexpected enemy or two showing up in packed rooms once available space is made. • Log will flush after special actions are taken so that cut/paste is available immediately. • Checks for invalid Dark Fey Clones (StarKeep's Faerie Race addon) + Bugfix: Limmir disappearing immediately after quest completion. Removed check for 'mod.class.PartyMember' on non party members. • v2.2.2 - Compatible with ToME 1.1.5 to 1.2.2
Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Randventurer Class 1.2.3Adds a new character class to the game: The Randventurer! Randventurers are similar to Adventurers, they can get any talent tree - except they don't get to pick which ones! At character creation they are given many semi-random talent trees, selected so that (hopefully) every character is playable and viable. Any talent tree that can be learned in the game has a chance of appearing on your character. To keep characters playable, randventurer does several things: Prevents conflicting weapon styles, Limits the number of stats used, Makes sure any requirements are met, Ensures any resources the character has are usable and many other small things. See the forums for more detail about Randventurers. Most addons will work normally and have the talents chosen as part of the random character creation. The following addons have full support:
Plenum Tooltip: Enhanced actor tooltip display for TOME v2.3 1.2.4Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Marson's Autoexplore & Rest Tweaks 1.2.4v2.1.0 *** FOR ToME v1.2.4 ONLY *** Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'First Sighting' stops running when a hostile creature is sighted via telepathy for the first time. The creature will then be ignored by auto-explore until spotted by actual sight, which will trigger a halt as normal. • 'Reset on Rest' is the same as First Sighting, but resting will forget all creatures spotted via telepathy so that they will trigger a stop again. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. Also utilizes C. Lowe/CaptainTrip's 'Rest Tweaks' addon code and updates it to 1.1.5. Additional features: + Compatible with ToME v1.2.4 Notes: Enhanced Object Compare 1.1.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Halfling |
Class | Brawler |
Level / Exp | 62 / 68% |
Size | small |
Lifes / Deaths | Killed by skeleton mage at level 26 on the 42nd Regrowth 123rd year of Ascendancy at 09:57 / 3Killed by naga myrmidon at level 61 on the 74th Dusk 124th year of Ascendancy at 00:07 Killed by Galdon's Inner Demon at level 62 on the 77th Dusk 124th year of Ascendancy at 16:49 |
Primary Stats
Strength | 102 (base 25) |
Dexterity | 103 (base 72) |
Constitution | 92 (base 14) |
Magic | 20 (base 9) |
Willpower | 78 (base 66) |
Cunning | 99 (base 72) |
Resources
Life | -17/2210 |
Mana | 701/706 |
Stamina | 405/433 |
Positive | 0/213 |
Healing Factor | 1 |
Regeneration | 132.92115085782 |
Speed
Mental | -10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +86.95652173913% |
Vision
Sight | 10 |
Lite | 12 |
See Stealth | 24 |
See Invisible | 34 |
Offense: Barehand
Damage | 197 |
Accuracy | 98 |
Crit Chance | 93% |
APR | 40 |
Speed | 0.89 |
Offense: Spell
Spellpower | 21 |
Crit Chance | 31% |
Speed | 1 |
Offense: Mind
Mindpower | 53.066666666667 |
Crit Chance | 31% |
Speed | 1 |
Offense: Damage Bonus
All | +7% |
Defense: Base
Armour (hardiness) | 50.4 (99.2%) |
Defense | 65.018319774497 |
Ranged Defense | 65.018319774497 |
Fatigue | 10 |
Physical Save | 53.883333333334 |
Spell Save | 58.016666666667 |
Mental Save | 49.233333333333 |
Defense: Resistances
All | + 22%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 17% |
Blind Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 19 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. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse 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 149 with a minimum range of 15. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 631 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 20 for 11 turns. While Heroism is active, you will only die when reaching -1110 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 1009% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
Cunning / Tactical | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 6/5 |
Technique / Combat techniques | 1.40 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Finishing moves | 1.60 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Grappling | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Technique / Pugilism | 1.60 |
| 4/5 |
| 4/5 |
| 3/5 |
| 4/5 |
Technique / Combat veteran | 1.40 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Unarmed discipline | 1.60 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Combat training | 1.40 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Field control | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.10 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.20 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed training | 1.60 |
| 6/5 |
| 6/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Precise Strikes |
talent | Exploit Weakness |
talent | Premonition |
talent | Chant of Fortress |
talent | Striking Stance |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 1.0)Penalty : Fractured Sanity: -3% Mind Resistance, -4% Confusion Immunity Power 1+: Unleashed: +3% critical damage, +4% off-hand weapon damage Power 2+: -1 Luck, +3 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 18.7% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
beneficial effect | Has a 61% chance to counter attack with a defensive throw when avoiding a melee attack, possibly throwing the target to the ground and stunning it. (2.3 throws remaining) Grappling Defensively |
detrimental effect | The target's physical resistance has been reduced by -40%. Weakened Defenses |
beneficial effect | Countering melee attacks: Has a 56% chance to get an automatic counter attack when avoiding a melee attack. (2.2 counters remaining) Counter Attacking |
detrimental effect | The target is losing hope, all damage it does is reduced by 15%. Numbing Darkness |
beneficial effect | A flow of life spins around the target, regenerating 126.12 life per turn. Regeneration |
beneficial effect | Reduces mind damage received by 13%. Premonition Shield |
detrimental effect | Reduces global action speed by 15%. Slow |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | The target is in the middle of a combo chain and has earned 2 combo points. 2 Combo |
detrimental effect | The target has been splashed with acid, reducing armour by 30% (22). Armor Corroded |
beneficial effect | The target is recovering 75 life each turn. Recovery |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 4.0): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 22% when tested. Power 1+: Removed from Reality: +5 Physical Resistance, +4 Maximum Physical Resistance Power 2+: -3 Luck, +7 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 14 air and an additional 6 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 3.0)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 10%) for 4 turns. Power 1+: Nightwalker: +12 Darkness Resistance, +9% Max Darkness Resistance, +8 See Invisible Power 2+: -2 Luck, +5 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Dreadfell. Escort: lost anorithil (level 1 of Dreadfell)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You failed to protect the lost anorithil from death by giant yellow ant. Escort: lost anorithil (level 3 of Dreadfell) | failed |
You successfully escorted the lost anorithil to the recall portal on level 6 of Dreadfell. Escort: lost anorithil (level 6 of Dreadfell)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 7 of Dreadfell. Escort: lost sun paladin (level 7 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the repented thief from death by fire drake hatchling. Escort: repented thief (level 2 of Daikara) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved Dexterity 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have 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: 1432. | 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 Ungrol of Last Hope. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of avoidance 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 mastery. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have 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 within | 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 to join the slavers and take part in their game. You won the ring of blood! You 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 | [vs. Bloodcaller (On fingers, 1 of 2)] Unbreakable Greaves (8 def, 20 armour) (Shrouds)Unbreakable Greaves (8 def, 20 armour) (Shrouds) 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% (+17%) Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Mental save: +0 (+7) Knockback immunity: +100% Life leech chance: +0% (-15%) Life leech: +0% (-30%) Curse of Shrouds These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. Tap to cycle through comparison choices |
On hands | [vs. Bloodcaller (On fingers, 1 of 2)] Tulerosta the Corpsereign (0 def, 29 armour) (Shrouds)Tulerosta the Corpsereign (0 def, 29 armour) (Shrouds) Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +25 Armour: +29 Armour Hardiness: +15% Fatigue: +0% (+5%) Effects on melee hit: * Slows global speed by 15% Changes stats: +6 Dex / +15 Con Changes resistances: +5% arcane / +12% physical Changes resistances penetration: +10% nature Changes damage: +6% lightning / +3% nature Mental save: +15 (+22) Life regen: +3.00 Stamina each turn: +2.00 Maximum life: +79.00 Maximum stamina: +40.00 Life leech chance: +0% (-15%) Life leech: +0% (-30%) When used to modify unarmed attacks: Base power: 39.5 - 55.3 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +25 Armour Penetration: +15 Physical crit. chance: +22.0% Attack speed: 83% When this weapon hits: Battle Shout (10% chance level 5). When this weapon hits: Stone Touch (5% chance level 5). When this weapon hits: Slumber (10% chance level 5). On weapon hit: * Slows global speed by 40% (+40%) Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. Tap to cycle through comparison choices |
On head | [vs. Bloodcaller (On fingers, 1 of 2)] voratun helm 'Zanyharathad' (0 def, 5 armour) (Nightmares)voratun helm 'Zanyharathad' (0 def, 5 armour) (Nightmares) Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% (+10%) Effects on melee hit: * 66% chance to corrode armor Damage when hit (Melee): 8 blight / 8 arcane Changes stats: +19 Str / +9 Dex Changes damage: +9% mind / +3% acid Mental save: +0 (+7) Stamina when hit: +2.70 Equilibrium when hit: +2.30 Mana when firing critical spell: +1.00 Maximum mana: +20.00 Spellpower: +2 Life leech chance: +0% (-15%) Life leech: +0% (-30%) Damage Shield penetration: +30% Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Tap to cycle through comparison choices |
Tool | [vs. Bloodcaller (On fingers, 1 of 2)] Blindseam [power 70] (49 cooldown)Blindseam [power 70] (49 cooldown) Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 4 When wielded/worn: Fatigue: +0% (+5%) Effects on melee hit: * 15% chance to inflict damage reduction Damage when hit (Melee): 8 blight Changes resistances: +6% darkness / +6% blight Changes damage: +6% blight Mental save: +0 (+7) Life leech chance: +0% (-15%) Life leech: +0% (-30%) It can be used to teleport randomly (rad 70), placing all other charms into a 49 cooldown. Torques are made by powerful psionics to store psionic powers. Tap to cycle through comparison choices |
On fingers | [vs. Bloodcaller (On fingers, 1 of 2)] BloodcallerBloodcaller Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% (-) Mental save: -7 (-) Life leech chance: +15% (-) Life leech: +30% (-) You won the Ring of Blood trial, and this is your reward. Tap to cycle through comparison choices |
On fingers | [vs. Bloodcaller (On fingers, 1 of 2)] Ring of the War MasterRing of the War Master Crafted 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 Fatigue: +0% (+5%) 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 / Archery excellence +0.30 Technique / Two-handed weapons +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Finishing moves +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 / Dual techniques +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 / Combat training +0.30 Technique / Superiority +0.30 Technique / Grappling +0.30 Technique / Dual weapons Mental save: +0 (+7) Life leech chance: +0% (-15%) Life leech: +0% (-30%) A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. Tap to cycle through comparison choices |
Around neck | [vs. Bloodcaller (On fingers, 1 of 2)] Withering OrbsWithering Orbs Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: +0% (+5%) Damage (Melee): 5 mind Damage (Ranged): 5 mind Mental save: +0 (+7) Mindpower: +5 See stealth: +10 See invisible: +10 Life leech chance: +0% (-15%) Life leech: +0% (-30%) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... Tap to cycle through comparison choices |
Main armor | [vs. Bloodcaller (On fingers, 1 of 2)] The Untouchable (14 def, 12 armour) (Madness)The Untouchable (14 def, 12 armour) (Madness) Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 Fatigue: +0% (+5%) Changes stats: +8 Cun Mental save: +0 (+7) Life leech chance: +0% (-15%) Life leech: +0% (-30%) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. Curse of Madness This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. Tap to cycle through comparison choices |
Light source | [vs. Bloodcaller (On fingers, 1 of 2)] watchleader's dwarven lantern of healthwatchleader's dwarven lantern of health Infused by nature Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Fatigue: +0% (+5%) Mental save: +0 (+7) Blindness immunity: +20% Confusion immunity: +21% Maximum life: +60.00 Light radius: +10 See stealth: +14 See invisible: +16 Life leech chance: +0% (-15%) Life leech: +0% (-30%) It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 36 for 5 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. Tap to cycle through comparison choices |
Cloak | [vs. Bloodcaller (On fingers, 1 of 2)] Tarridostir the cashmere cloak (28 def, 6 armour) (Nightmares)Tarridostir the cashmere cloak (28 def, 6 armour) (Nightmares) Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour: +6 Defense: +28 Fatigue: -2% (+3%) Damage when hit (Melee): 4 physical Changes stats: +2 Str Changes resistances penetration: +15% physical Critical mult.: +3.00% Reduces incoming crit damage: 5.00% Physical save: +32 Spell save: +15 Mental save: +16 (+23) Life leech chance: +0% (-15%) Life leech: +0% (-30%) Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Tap to cycle through comparison choices |
Around waist | [vs. Bloodcaller (On fingers, 1 of 2)] drakeskin leather belt 'Shimmersmasher' (Shrouds)drakeskin leather belt 'Shimmersmasher' (Shrouds) Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +5 Fatigue: +0% (+5%) Damage when hit (Melee): 12 lightning Changes stats: +1 Str Changes resistances: +12% blight / +13% light / +11% darkness Changes resistances penetration: +20% physical Changes damage: +13% physical Critical mult.: +14.00% Mental save: +0 (+7) Life leech chance: +0% (-15%) Life leech: +0% (-30%) Curse of Shrouds A belt that goes around your waist. Tap to cycle through comparison choices |
Inventory
[vs. Bloodcaller (On fingers, 1 of 2)] healing infusion of the duelist (heal 328)healing infusion of the duelist (heal 328) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When wielded/worn: Fatigue: +0% (+5%) Mental save: +0 (+7) Life leech chance: +0% (-15%) Life leech: +0% (-30%) 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 instantly heal yourself for 328 and cleanse 1 wound and poison effect. Its effects scale with your Dexterity 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. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] heroism infusion of the duelist (+19 for 9 turns, die at -871)heroism infusion of the duelist (+19 for 9 turns, die at -871) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When wielded/worn: Fatigue: +0% (+5%) Mental save: +0 (+7) Life leech chance: +0% (-15%) Life leech: +0% (-30%) When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 19 for 9 turns. While Heroism is active, you will only die when reaching -871 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity 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. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] insidious poison infusion of the psychic (74 nature damage, 49% healing reduction)insidious poison infusion of the psychic (74 nature damage, 49% healing reduction) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When wielded/worn: Fatigue: +0% (+5%) Mental save: +0 (+7) Life leech chance: +0% (-15%) Life leech: +0% (-30%) When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 74.49 nature damage per turns for 7 turns, and reducing the target's healing received by 49%. The sudden stream of natural forces also strips you of one random detrimental magical effect. 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. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] movement infusion of the warrior (1009% speed; 7 turns)movement infusion of the warrior (1009% speed; 7 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When wielded/worn: Fatigue: +0% (+5%) Mental save: +0 (+7) Life leech chance: +0% (-15%) Life leech: +0% (-30%) 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 1009% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 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. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] regeneration infusion (heal 514 over 5 turns)regeneration infusion (heal 514 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When wielded/worn: Fatigue: +0% (+5%) Mental save: +0 (+7) Life leech chance: +0% (-15%) Life leech: +0% (-30%) 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 514 life over 5 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. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] sun infusion of the warrior (rad 8; power 145; turns 3; dispells darkness)sun infusion of the warrior (rad 8; power 145; turns 3; dispells darkness) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When wielded/worn: Fatigue: +0% (+5%) Mental save: +0 (+7) Life leech chance: +0% (-15%) Life leech: +0% (-30%) 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 brighten the area in a radius of 8 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 73). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 145) 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. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] wild infusion (resist 24%; cure mental)wild infusion (resist 24%; cure mental) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When wielded/worn: Fatigue: +0% (+5%) Mental save: +0 (+7) Life leech chance: +0% (-15%) Life leech: +0% (-30%) 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 cure yourself of mental effects and reduce all damage taken by 24% 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. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] wild infusion (resist 23%; cure magical, mental)wild infusion (resist 23%; cure magical, mental) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When wielded/worn: Fatigue: +0% (+5%) Mental save: +0 (+7) Life leech chance: +0% (-15%) Life leech: +0% (-30%) When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, mental effects and reduce all damage taken by 23% 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. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] wild infusion of the sneak (resist 24%; cure physical)wild infusion of the sneak (resist 24%; cure physical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When wielded/worn: Fatigue: +0% (+5%) Mental save: +0 (+7) Life leech chance: +0% (-15%) Life leech: +0% (-30%) 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 cure yourself of physical effects and reduce all damage taken by 24% for 5 turns. Its effects scale with your Cunning 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. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] wild infusion of the titan (resist 27%; cure magical)wild infusion of the titan (resist 27%; cure magical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When wielded/worn: Fatigue: +0% (+5%) Mental save: +0 (+7) Life leech chance: +0% (-15%) Life leech: +0% (-30%) 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 effects and reduce all damage taken by 27% 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. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] Antimagic Wyrm Bile ExtractAntimagic Wyrm Bile Extract Crafted by a master 0.40 Encumbrance. [Unique] Type: potion / potion When wielded/worn: Fatigue: +0% (+5%) Mental save: +0 (+7) Life leech chance: +0% (-15%) Life leech: +0% (-30%) It can be used to quaff the elixir. This potent elixir extracted from a powerful wyrm can grant the power to repel arcane forces. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] acid wave rune of the titan (434 acid damage; dur 5; apply 77)acid wave rune of the titan (434 acid damage; dur 5; apply 77) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When wielded/worn: Fatigue: +0% (+5%) Mental save: +0 (+7) Life leech chance: +0% (-15%) Life leech: +0% (-30%) When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 434.06 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 77. The surge of natural acids will remove one detrimental magical 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. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] biting gale rune of the sneak (207 cold damage; 65 apply power)biting gale rune of the sneak (207 cold damage; 65 apply power) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When wielded/worn: Fatigue: +0% (+5%) Mental save: +0 (+7) Life leech chance: +0% (-15%) Life leech: +0% (-30%) 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 direct a cone of chilling stormwind doing 207.37 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 65. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Cunning 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. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] controlled phase door rune of the warrior (range 13)controlled phase door rune of the warrior (range 13) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When wielded/worn: Fatigue: +0% (+5%) Mental save: +0 (+7) Life leech chance: +0% (-15%) Life leech: +0% (-30%) 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 13. 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. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] heat beam rune of the psychic (309 fire damage)heat beam rune of the psychic (309 fire damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When wielded/worn: Fatigue: +0% (+5%) Mental save: +0 (+7) Life leech chance: +0% (-15%) Life leech: +0% (-30%) When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of heat, doing 308.59 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 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. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] invisibility rune of the sneak (power 19 for 9 turns)invisibility rune of the sneak (power 19 for 9 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When wielded/worn: Fatigue: +0% (+5%) Mental save: +0 (+7) Life leech chance: +0% (-15%) Life leech: +0% (-30%) When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to become invisible (power 19) for 9 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Cunning 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. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] lightning rune of the titan (532 lightning damage)lightning rune of the titan (532 lightning damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When wielded/worn: Fatigue: +0% (+5%) Mental save: +0 (+7) Life leech chance: +0% (-15%) Life leech: +0% (-30%) When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 8 Cooldown: 25 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of lightning, doing 177.26 to 531.78 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 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. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] manasurge rune (1589% regen over 10 turns; 79 instant mana)manasurge rune (1589% regen over 10 turns; 79 instant mana) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When wielded/worn: Fatigue: +0% (+5%) Mental save: +0 (+7) Life leech chance: +0% (-15%) Life leech: +0% (-30%) 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 unleash a manasurge upon yourself, increasing mana regeneration by 1589% over 10 turns and instantly restoring 79 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] phase door rune of the warrior (range 18; power 58; dur 3)phase door rune of the warrior (range 18; power 58; dur 3) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When wielded/worn: Fatigue: +0% (+5%) Mental save: +0 (+7) Life leech chance: +0% (-15%) Life leech: +0% (-30%) 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 spell Description: Activate the rune to teleport randomly in a range of 18. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 58%, your defense is increased by 58 and all your resistances by 58%. 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. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] shielding rune of the duelist (absorb 683 for 5 turns)shielding rune of the duelist (absorb 683 for 5 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When wielded/worn: Fatigue: +0% (+5%) Mental save: +0 (+7) Life leech chance: +0% (-15%) Life leech: +0% (-30%) 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 spell Description: Activate the rune to create a protective shield absorbing at most 683 damage for 5 turns. Its effects scale with your Dexterity 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. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] teleportation rune (range 103)teleportation rune (range 103) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When wielded/worn: Fatigue: +0% (+5%) Mental save: +0 (+7) Life leech chance: +0% (-15%) Life leech: +0% (-30%) When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 103 with a minimum range of 15. 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. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] vision rune (radius 13; dur 18; see dragon)vision rune (radius 13; dur 18; see dragon) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When wielded/worn: Fatigue: +0% (+5%) Mental save: +0 (+7) Life leech chance: +0% (-15%) Life leech: +0% (-30%) 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 (13 radius) and to allow you to see invisible and stealthed creatures (power 20) for 18 turns. Your mind will become more receptive for 18 turns, allowing you to sense any dragon around. 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. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] vision rune (radius 13; dur 14; see undead)vision rune (radius 13; dur 14; see undead) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When wielded/worn: Fatigue: +0% (+5%) Mental save: +0 (+7) Life leech chance: +0% (-15%) Life leech: +0% (-30%) When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to get a vision of the area surrounding you (13 radius) and to allow you to see invisible and stealthed creatures (power 18) for 14 turns. Your mind will become more receptive for 14 turns, allowing you to sense any undead around. 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. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] vision rune (radius 17; dur 20; see demon)vision rune (radius 17; dur 20; see demon) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When wielded/worn: Fatigue: +0% (+5%) Mental save: +0 (+7) Life leech chance: +0% (-15%) Life leech: +0% (-30%) When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to get a vision of the area surrounding you (17 radius) and to allow you to see invisible and stealthed creatures (power 19) for 20 turns. Your mind will become more receptive for 20 turns, allowing you to sense any demon around. 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. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] vision rune (radius 15; dur 19; see animal)vision rune (radius 15; dur 19; see animal) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When wielded/worn: Fatigue: +0% (+5%) Mental save: +0 (+7) Life leech chance: +0% (-15%) Life leech: +0% (-30%) When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to get a vision of the area surrounding you (15 radius) and to allow you to see invisible and stealthed creatures (power 14) for 19 turns. Your mind will become more receptive for 19 turns, allowing you to sense any animal around. 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. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] vision rune (radius 12; dur 24; see horror)vision rune (radius 12; dur 24; see horror) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When wielded/worn: Fatigue: +0% (+5%) Mental save: +0 (+7) Life leech chance: +0% (-15%) Life leech: +0% (-30%) When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to get a vision of the area surrounding you (12 radius) and to allow you to see invisible and stealthed creatures (power 13) for 24 turns. Your mind will become more receptive for 24 turns, allowing you to sense any horror around. 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. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] vision rune of the duelist (radius 13; dur 22; see humanoid)vision rune of the duelist (radius 13; dur 22; see humanoid) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When wielded/worn: Fatigue: +0% (+5%) Mental save: +0 (+7) Life leech chance: +0% (-15%) Life leech: +0% (-30%) 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 get a vision of the area surrounding you (13 radius) and to allow you to see invisible and stealthed creatures (power 33) for 22 turns. Your mind will become more receptive for 22 turns, allowing you to sense any humanoid around. Its effects scale with your Dexterity 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. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] Sealed Scroll of Last HopeSealed Scroll of Last Hope 0.10 Encumbrance. [Unique] Type: scroll / scroll When wielded/worn: Fatigue: +0% (+5%) Mental save: +0 (+7) Life leech chance: +0% (-15%) Life leech: +0% (-30%) 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. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] The Dark Codex: 'Rex Necrotrus'The Dark Codex: 'Rex Necrotrus' Powered by arcane forces 2.00 Encumbrance. [Unique] Type: scroll / tome When wielded/worn: Fatigue: +0% (+5%) Mental save: +0 (+7) Life leech chance: +0% (-15%) Life leech: +0% (-30%) It can be used to gain knowledge of the darkest magics in a secluded, arcane-infused place or to summon a lich to aid you for a short time, costing 1000 power out of 1000/1000. This skull-faced codex exudes a powerful scent of decay, but also seems to hum with arcane power. Perusal reveals images of death and rebirth embedded within flowing esoteric magical script. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] Garkul's TeethGarkul's Teeth Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. When wielded/worn: Fatigue: +0% (+5%) Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Two-handed maiming +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed weapons Physical save: +18 Mental save: +18 (+25) Pinning immunity: +100% Life leech chance: +0% (-15%) Life leech: +0% (-30%) It can be used to activate talent Shattering Shout (costing 10 power out of 48/48) : Effective talent level: 5.2 Power cost: 10 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 342.78 physical damage in a radius 8 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] Limmir's Amulet of the MoonLimmir's Amulet of the Moon 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +12 Armour: +5 Fatigue: +0% (+5%) Damage when hit (Melee): 34 darkness Changes stats: +8 Cun / +8 Dex Changes resistances: +5% all Changes damage: +20% lightning / +9% all Damage affinity(heal): +20% lightning Grants telepathy: Demon/Major Demon/Minor Mental save: +0 (+7) Spellpower: +16 Infravision radius: +3 See invisible: +14 Movement speed: +15% Healing mod.: +50% Life leech chance: +0% (-15%) Life leech: +0% (-30%) Chance to avoid any damage: +8% Amulets can have magical properties. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] YarydinYarydin Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +4 Fatigue: +0% (+5%) Changes stats: +9 Str / +8 Dex / +10 Wil / +1 Cun Mental save: +0 (+7) Hate when firing a critical mind attack: +3.00 Mindpower: +4 Life leech chance: +0% (-15%) Life leech: +0% (-30%) Amulets can have magical properties. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] voratun amuletvoratun amulet 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: +0% (+5%) Mental save: +0 (+7) Life leech chance: +0% (-15%) Life leech: +0% (-30%) Amulets can have magical properties. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] Orb of Many WaysOrb of Many Ways Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb When wielded/worn: Fatigue: +0% (+5%) Mental save: +0 (+7) Life leech chance: +0% (-15%) Life leech: +0% (-30%) It can be used to activate a portal, costing 10 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. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] Elemental FuryElemental Fury Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: +0% (+5%) Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold Mental save: +0 (+7) Life leech chance: +0% (-15%) Life leech: +0% (-30%) All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] Glory of the PrideGlory of the Pride Crafted 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% (-10%) Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 Mental save: +0 (+7) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 Life leech chance: +0% (-15%) Life leech: +0% (-30%) The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] voratun ringvoratun ring 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: +0% (+5%) Mental save: +0 (+7) Life leech chance: +0% (-15%) Life leech: +0% (-30%) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] voratun ringvoratun ring 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: +0% (+5%) Mental save: +0 (+7) Life leech chance: +0% (-15%) Life leech: +0% (-30%) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] voratun ringvoratun ring 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: +0% (+5%) Mental save: +0 (+7) Life leech chance: +0% (-15%) Life leech: +0% (-30%) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] insidious voratun battleaxe of the leech (57-85.5 power, 4 apr) (Nightmares)This item will automatically be transmogrified when you leave the level. insidious voratun battleaxe of the leech (57-85.5 power, 4 apr) (Nightmares) Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 57.0 - 85.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * Slows global speed by 28% (+28%) + leeches stamina from the target Damage (Melee): +84 insidious poison When wielded/worn: Fatigue: +0% (+5%) Damage when hit (Melee): 21 nature slow Mental save: +0 (+7) Life leech chance: +0% (-15%) Life leech: +0% (-30%) Curse of Nightmares Massive two-handed battleaxes. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] quick iron battleaxe of crippling (13.5-20.25 power, 1 apr) (Madness)This item will automatically be transmogrified when you leave the level. quick iron battleaxe of crippling (13.5-20.25 power, 1 apr) (Madness) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 13.5 - 20.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +4.5% Attack speed: 111% On weapon crit: + cripple the target When wielded/worn: Accuracy: +10 Physical crit. chance: +10.0% Fatigue: +0% (+5%) Changes stats: +3 Dex Mental save: +0 (+7) Life leech chance: +0% (-15%) Life leech: +0% (-30%) Curse of Madness Massive two-handed battleaxes. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] gifted vined mindstar of balance (6-6.6 power, 18 apr, nature damage) (Corpses)This item will automatically be transmogrified when you leave the level. gifted vined mindstar of balance (6-6.6 power, 18 apr, nature damage) (Corpses) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 6.0 - 6.6 Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Fatigue: +0% (+5%) Physical save: +6 Spell save: +5 Mental save: +5 (+12) Equilibrium when hit: +1.10 Mindpower: +8 Mental crit. chance: +2% Life leech chance: +0% (-15%) Life leech: +0% (-30%) Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] summoner's mossy mindstar of flames (2.5-2.75 power, 12 apr, mind damage) (Misfortune)This item will automatically be transmogrified when you leave the level. summoner's mossy mindstar of flames (2.5-2.75 power, 12 apr, mind damage) (Misfortune) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 It is part of a set of items. Base power: 2.5 - 2.8 Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Fatigue: +0% (+5%) Damage when hit (Melee): 8 fire Changes resistances: +8% fire Changes resistances penetration: +8% fire Changes damage: +6% fire Mental save: +0 (+7) Mindpower: +5 Mental crit. chance: +3% Global speed: +2% Life leech chance: +0% (-15%) Life leech: +0% (-30%) Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] 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: Fatigue: +0% (+5%) Changes stats: +10 Wil / +10 Mag 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 Mental save: +0 (+7) Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 Spell crit. chance: +15% Life leech chance: +0% (-15%) Life leech: +0% (-30%) Allows you to speak and read the old Sher'Tul language. It can be used to absorb energies, costing 200 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." Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] void walker's dragonbone starstaff of invocation (30-36 power, 6 apr, light element) (Shrouds)This item will automatically be transmogrified when you leave the level. void walker's dragonbone starstaff of invocation (30-36 power, 6 apr, light element) (Shrouds) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Fatigue: +0% (+5%) Changes resistances: +12% temporal / +11% cold Changes damage: +30% light Talent granted: +1 Command Staff Mental save: +0 (+7) Spellpower on spell critical (stacks up to 3 times): +9 Spellpower: +25 Spell crit. chance: +5% Life leech chance: +0% (-15%) Life leech: +0% (-30%) Defense after a teleport: +34 Resist all after a teleport: +25% New effects duration reduction after a teleport: +42% Reduces paradox failures(equivalent to willpower): +50 Curse of Shrouds It can be used to project damage in a cone from the staff, placing all other charms into a 8 cooldown. Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] elemental orite trident of shearing (42.5-68 power, 13 apr) (Misfortune)This item will automatically be transmogrified when you leave the level. elemental orite trident of shearing (42.5-68 power, 13 apr) (Misfortune) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 42.5 - 68.0 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +13 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: + Random elemental explosion When wielded/worn: Armour penetration: +19 Fatigue: +0% (+5%) Changes resistances penetration: +21% acid / +19% physical / +21% cold / +21% lightning / +21% fire Changes damage: +19% physical Mental save: +0 (+7) Life leech chance: +0% (-15%) Life leech: +0% (-30%) Curse of Misfortune A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] Glithra the elven-silk robe (5 def, 0 armour) (Misfortune)This item will automatically be transmogrified when you leave the level. Glithra the elven-silk robe (5 def, 0 armour) (Misfortune) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 Fatigue: +0% (+5%) Damage when hit (Melee): 8 arcane / 8 temporal Changes stats: +4 Wil Changes resistances: +20% mind / +9% temporal Changes resistances penetration: +5% arcane Changes damage: +20% mind Critical mult.: +20.00% Mental save: +0 (+7) Mana when firing critical spell: +3.00 Life leech chance: +0% (-15%) Life leech: +0% (-30%) Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +30% Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] Crystalline Voratun gauntlets (0 def, 3 armour) (Nightmares)Crystalline Voratun gauntlets (0 def, 3 armour) (Nightmares) Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. When wielded/worn: Physical power: +12 Armour: +3 Fatigue: +0% (+5%) Changes stats: +3 Wil / +3 Con Changes damage: +10% arcane Mental save: +0 (+7) Spellpower: +12 Life leech chance: +0% (-15%) Life leech: +0% (-30%) When used to modify unarmed attacks: Base power: 37.9 - 53.0 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 83% Damage conversion: 100% arcane Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] restful drakeskin leather gloves of the starseeker (0 def, 3 armour) (Shrouds)This item will automatically be transmogrified when you leave the level. restful drakeskin leather gloves of the starseeker (0 def, 3 armour) (Shrouds) Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Fatigue: +0% (+5%) Changes stats: +6 Cun / +6 Mag Changes resistances: +9% light / +10% darkness Mental save: +0 (+7) Life regen: +2.70 Stamina each turn: +2.00 Maximum stamina: +36.00 Infravision radius: +2 Life leech chance: +0% (-15%) Life leech: +0% (-30%) When used to modify unarmed attacks: Base power: 25.0 - 27.5 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +5.0% Attack speed: 100% When this weapon hits: Slumber (10% chance level 5). Burst (radius 2) on crit: +50 light / +48 darkness Curse of Shrouds It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 40.25 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] stabilizing dwarven-steel helm of the depths (0 def, 4 armour) (Corpses)stabilizing dwarven-steel helm of the depths (0 def, 4 armour) (Corpses) 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% (+9%) Changes resistances: +8% cold Allows you to breathe in: water Physical save: +15 Mental save: +0 (+7) Life leech chance: +0% (-15%) Life leech: +0% (-30%) Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] voratun helm 'Galebright' (0 def, 5 armour) (Madness)This item will automatically be transmogrified when you leave the level. voratun helm 'Galebright' (0 def, 5 armour) (Madness) Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +8 Armour penetration: +1 Physical crit. chance: +8.0% Armour: +5 Fatigue: +5% (+10%) Changes stats: +9 Str / +17 Dex / +17 Lck Changes resistances: +17% darkness / +3% light Changes resistances penetration: +20% lightning / +10% light Physical save: +40 Mental save: +0 (+7) Only die when reaching: -40.00 life Maximum life: +20.00 Spell crit. chance: +8% Mental crit. chance: +8% Infravision radius: +8 Life leech chance: +0% (-15%) Life leech: +0% (-30%) Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] prismatic dwarven-steel mail armour of delving (3 def, 8 armour) (Madness)This item will automatically be transmogrified when you leave the level. prismatic dwarven-steel mail armour of delving (3 def, 8 armour) (Madness) Requires: - Strength 28 - Talent Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 Fatigue: +16% (+21%) Changes stats: +8 Str Changes resistances: +11% physical / +32% darkness / +16% light Mental save: +0 (+7) Light radius: +2 Life leech chance: +0% (-15%) Life leech: +0% (-30%) Curse of Madness It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 36 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] spiked reinforced leather armour of the deep (4 def, 10 armour) (Madness)spiked reinforced leather armour of the deep (4 def, 10 armour) (Madness) Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +10 Defense: +4 Fatigue: +8% (+13%) Damage when hit (Melee): 15 physical Changes resistances: +9% acid / +10% cold Allows you to breathe in: water Mental save: +0 (+7) Life leech chance: +0% (-15%) Life leech: +0% (-30%) Curse of Madness A suit of armour made of leather. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] elemental quiver of elven-wood arrows of corruption (21/21, 42-58.8 power, 14 apr)This item will automatically be transmogrified when you leave the level. elemental quiver of elven-wood arrows of corruption (21/21, 42-58.8 power, 14 apr) Requires: - Dexterity 35 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 42.0 - 58.8 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Physical crit. chance: +2.5% Capacity: 21 On weapon hit: + 20% chance to curse the target + Random elemental explosion Damage (Ranged): +17 blight / +15 darkness When wielded/worn: Fatigue: +0% (+5%) Mental save: +0 (+7) Life leech chance: +0% (-15%) Life leech: +0% (-30%) Arrows are used with bows to pierce your foes to death. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] 133 alchemist agate133 alchemist agate 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When wielded/worn: Fatigue: +0% (+5%) Mental save: +0 (+7) Life leech chance: +0% (-15%) Life leech: +0% (-30%) When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] onyxonyx 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Fatigue: +0% (+5%) Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Mental save: +0 (+7) Life leech chance: +0% (-15%) Life leech: +0% (-30%) 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. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] lapis lazulilapis lazuli 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Fatigue: +0% (+5%) Physical save: +6 Spell save: +6 Mental save: +6 (+13) Life leech chance: +0% (-15%) Life leech: +0% (-30%) 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. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] 7 sapphire7 sapphire 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 Fatigue: +0% (+5%) Physical save: +8 Spell save: +8 Mental save: +8 (+15) Life leech chance: +0% (-15%) Life leech: +0% (-30%) 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. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] topaztopaz 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Fatigue: +0% (+5%) Physical save: +4 Spell save: +4 Mental save: +4 (+11) Life leech chance: +0% (-15%) Life leech: +0% (-30%) 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. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] Glorissra (dig speed 8 turns)Glorissra (dig speed 8 turns) Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 3 When wielded/worn: Physical power: +6 Fatigue: +0% (+5%) Changes stats: +3 Str / +2 Dex / +3 Con Changes resistances: +8% fire / +7% darkness / +3% temporal Reduces incoming crit damage: 10.00% Physical save: +20 Mental save: +0 (+7) Stamina each turn: +0.40 Maximum life: +26.00 Maximum stamina: +22.00 Light radius: +1 Life leech chance: +0% (-15%) Life leech: +0% (-30%) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] 3 emerald3 emerald 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Fatigue: +0% (+5%) Changes resistances: +3% all Mental save: +0 (+7) Life leech chance: +0% (-15%) Life leech: +0% (-30%) When used to imbue an object: Armour: +3 Changes resistances: +3% all Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] 18 jade18 jade 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Fatigue: +0% (+5%) Changes resistances: +4% all Mental save: +0 (+7) Life leech chance: +0% (-15%) Life leech: +0% (-30%) When used to imbue an object: Armour: +4 Changes resistances: +4% all Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] spinelspinel 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Fatigue: +0% (+5%) Physical save: +2 Spell save: +2 Mental save: +2 (+9) Life leech chance: +0% (-15%) Life leech: +0% (-30%) 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. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] 8 turquoise8 turquoise 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Fatigue: +0% (+5%) Mental save: +0 (+7) See stealth: +10 See invisible: +10 Life leech chance: +0% (-15%) Life leech: +0% (-30%) When used to imbue an object: See stealth: +10 See invisible: +10 Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] Eldritch PearlEldritch Pearl Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 Fatigue: +0% (+5%) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Mental save: +0 (+7) Spellpower: +12 Light radius: +6 Life leech chance: +0% (-15%) Life leech: +0% (-30%) It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) : Effective talent level: 4.0 Power cost: 80 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 3, doing 12.17 cold damage and 14.22 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect which reduces their stun/freeze 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. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] Prothotipe's Prismatic EyeProthotipe's Prismatic Eye Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Fatigue: +0% (+5%) Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Mental save: +0 (+7) Life leech chance: +0% (-15%) Life leech: +0% (-30%) When used to imbue an object: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] Dragon Orb (Orb of Command)Dragon Orb (Orb of Command) Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When wielded/worn: Fatigue: +0% (+5%) Mental save: +0 (+7) Life leech chance: +0% (-15%) Life leech: +0% (-30%) 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. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] Elemental Orb (Orb of Command)Elemental Orb (Orb of Command) Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When wielded/worn: Fatigue: +0% (+5%) Mental save: +0 (+7) Life leech chance: +0% (-15%) Life leech: +0% (-30%) 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. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] 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 wielded/worn: Fatigue: +0% (+5%) Mental save: +0 (+7) Life leech chance: +0% (-15%) Life leech: +0% (-30%) 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. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] 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 wielded/worn: Fatigue: +0% (+5%) Mental save: +0 (+7) Life leech chance: +0% (-15%) Life leech: +0% (-30%) 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. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] Scrying OrbScrying Orb Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When wielded/worn: Fatigue: +0% (+5%) Mental save: +0 (+7) Life leech chance: +0% (-15%) Life leech: +0% (-30%) When carried: This orb will automatically identify items you find. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] Atamathon's Ruby EyeAtamathon's Ruby Eye 0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Fatigue: +0% (+5%) Damage when hit (Melee): 100 fire Changes damage: +20% fire Mental save: +0 (+7) Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 Life leech chance: +0% (-15%) Life leech: +0% (-30%) When used to imbue an object: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed, it managed to deal a crippling blow by killing their leader, Garkul the Devourer. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] 18 bloodstone18 bloodstone 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Fatigue: +0% (+5%) Mental save: +0 (+7) Stun/Freeze immunity: +60% Life leech chance: +0% (-15%) Life leech: +0% (-30%) When used to imbue an object: Stun/Freeze immunity: +60% Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] 17 fire opal17 fire opal 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Fatigue: +0% (+5%) Changes damage: +10% all Mental save: +0 (+7) Spell crit. chance: +5% Mental crit. chance: +5% Life leech chance: +0% (-15%) Life leech: +0% (-30%) 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. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] 2 garnet2 garnet 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Fatigue: +0% (+5%) Changes damage: +6% all Mental save: +0 (+7) Spell crit. chance: +3% Mental crit. chance: +3% Life leech chance: +0% (-15%) Life leech: +0% (-30%) 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. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] 26 ruby26 ruby 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Fatigue: +0% (+5%) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Mental save: +0 (+7) Life leech chance: +0% (-15%) Life leech: +0% (-30%) 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. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] Rod of AnnulmentRod of Annulment Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When wielded/worn: Fatigue: +0% (+5%) Mental save: +0 (+7) Life leech chance: +0% (-15%) Life leech: +0% (-30%) It can be used to force some of your foe's infusions, runes or talents on cooldown, costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] Rod of Recall (1/1)Rod of Recall (1/1) Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod When wielded/worn: Fatigue: +0% (+5%) Mental save: +0 (+7) Life leech chance: +0% (-15%) Life leech: +0% (-30%) It can be used to recall the user to the worldmap, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] Rod of Spydric Poison (3/3)Rod of Spydric Poison (3/3) Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod When wielded/worn: Fatigue: +0% (+5%) Mental save: +0 (+7) Life leech chance: +0% (-15%) Life leech: +0% (-30%) It can be used to shoot a bolt of spydric poison, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] Transmogrification ChestTransmogrification Chest Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When wielded/worn: Fatigue: +0% (+5%) Mental save: +0 (+7) Life leech chance: +0% (-15%) Life leech: +0% (-30%) 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. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] hateful stralite torque of charged psionic shield [power 103] (20 cooldown)hateful stralite torque of charged psionic shield [power 103] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Fatigue: +0% (+5%) Mental save: +0 (+7) Life leech chance: +0% (-15%) Life leech: +0% (-30%) It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 103 for 7 turns, placing all other charms into a 20 cooldown. When used: 100% chance to regenerate 7 hate. Torques are made by powerful psionics to store psionic powers. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] overpowered stralite torque of mindblast [power 373] (10 cooldown)overpowered stralite torque of mindblast [power 373] (10 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Fatigue: +0% (+5%) Mental save: +0 (+7) Life leech chance: +0% (-15%) Life leech: +0% (-30%) It can be used to fire a blast of psionic energies in a beam (dam 186-373), placing all other charms into a 10 cooldown. Torques are made by powerful psionics to store psionic powers. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] overpowered voratun torque of kinetic psionic shield [power 191] (31 cooldown)overpowered voratun torque of kinetic psionic shield [power 191] (31 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Fatigue: +0% (+5%) Mental save: +0 (+7) Life leech chance: +0% (-15%) Life leech: +0% (-30%) It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 191 for 7 turns, placing all other charms into a 31 cooldown. Torques are made by powerful psionics to store psionic powers. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] quiet voratun torque of thermal psionic shield [power 171] (20 cooldown)quiet voratun torque of thermal psionic shield [power 171] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Fatigue: +0% (+5%) Talent cooldown: Silence (+5 turn) Talent granted: +3 Silence Mental save: +0 (+7) Life leech chance: +0% (-15%) Life leech: +0% (-30%) It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 171 for 7 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] stralite torque of clear mind 'Glimmerwell' [power 7] (15 cooldown)stralite torque of clear mind 'Glimmerwell' [power 7] (15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Fatigue: +0% (+5%) Damage when hit (Melee): 8 lightning Changes resistances penetration: +20% light Changes damage: +3% light / +6% lightning Mental save: +0 (+7) Light radius: +2 Life leech chance: +0% (-15%) Life leech: +0% (-30%) It can be used to absorb and nullify at most 7 detrimental mental status effects in the next 10 turns, placing all other charms into a 15 cooldown. Torques are made by powerful psionics to store psionic powers. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] Phoenixcrypt the dragonbone totem of cure ailments [power 6] (15 cooldown)Phoenixcrypt the dragonbone totem of cure ailments [power 6] (15 cooldown) Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Fatigue: +0% (+5%) Changes stats: +4 Wil Changes resistances: +3% acid / +9% fire Maximum wards: +10 acid / +8 nature / +10 light Talent granted: +2 Ward Mental save: +0 (+7) Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +14 Life leech chance: +0% (-15%) Life leech: +0% (-30%) Damage Shield penetration: +80% It can be used to remove up to 6 poisons or diseases from the target, placing all other charms into a 15 cooldown. Natural totems are made by powerful wilders to store nature power. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] dragonbone totem of thorny skin 'Ragigaleg' [power 115] (27 cooldown)dragonbone totem of thorny skin 'Ragigaleg' [power 115] (27 cooldown) Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Fatigue: +0% (+5%) Changes stats: +4 Cun / +3 Wil Changes damage: +9% mind Mental save: +0 (+7) Maximum psi: +20.00 Life leech chance: +0% (-15%) Life leech: +0% (-30%) It can be used to harden the skin for 7 turns increasing armour by 115 and armour hardiness by 70%, placing all other charms into a 27 cooldown. When used: 100% chance to regenerate 18 stamina. Natural totems are made by powerful wilders to store nature power. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] overpowered elven-wood totem of healing [power 287] (32 cooldown)overpowered elven-wood totem of healing [power 287] (32 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Fatigue: +0% (+5%) Mental save: +0 (+7) Life leech chance: +0% (-15%) Life leech: +0% (-30%) It can be used to heal the target for 287, placing all other charms into a 32 cooldown. Natural totems are made by powerful wilders to store nature power. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] 2 amethyst2 amethyst 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Fatigue: +0% (+5%) Changes damage: +4% all Mental save: +0 (+7) Spell crit. chance: +2% Mental crit. chance: +2% Life leech chance: +0% (-15%) Life leech: +0% (-30%) 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. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] Rod of AsphyxiationRod of Asphyxiation Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / wand When wielded/worn: Fatigue: +0% (+5%) Mental save: +0 (+7) Life leech chance: +0% (-15%) Life leech: +0% (-30%) It can be used to asphyxiate an unsuspecting target, costing 6 power out of 30/30. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] Void ShardVoid Shard Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Fatigue: +0% (+5%) Damage when hit (Melee): 16 temporal darkness Changes stats: +8 Mag Changes resistances: +10% darkness / +10% temporal Changes damage: +12% darkness / +12% temporal Mental save: +0 (+7) Spellpower: +10 Life leech chance: +0% (-15%) Life leech: +0% (-30%) It can be used to release a burst of void energy, costing 20 power out of 40/40. This jagged shape looks like a hole in space, yet it is solid, though light in weight. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] overpowered dragonbone wand of conjuration [power 835] (17 cooldown)overpowered dragonbone wand of conjuration [power 835] (17 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Fatigue: +0% (+5%) Mental save: +0 (+7) Life leech chance: +0% (-15%) Life leech: +0% (-30%) It can be used to fire a bolt of a random element (dam 418-835), placing all other charms into a 17 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] overpowered dragonbone wand of trap destruction [power 194] (25 cooldown)overpowered dragonbone wand of trap destruction [power 194] (25 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Fatigue: +0% (+5%) Mental save: +0 (+7) Life leech chance: +0% (-15%) Life leech: +0% (-30%) It can be used to try to disarm traps in a line (disarm power 194), placing all other charms into a 25 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] overpowered elven-wood wand of clairvoyance [power 16] (10 cooldown)overpowered elven-wood wand of clairvoyance [power 16] (10 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Fatigue: +0% (+5%) Mental save: +0 (+7) Life leech chance: +0% (-15%) Life leech: +0% (-30%) It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 16), placing all other charms into a 10 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] warded dragonbone wand of firewall [power 365] (6 cooldown)warded dragonbone wand of firewall [power 365] (6 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Fatigue: +0% (+5%) Maximum wards: +4 lightning / +4 temporal / +4 blight / +3 fire / +4 cold Talent granted: +1 Ward Mental save: +0 (+7) Life leech chance: +0% (-15%) Life leech: +0% (-30%) It can be used to creates a wall of flames lasting for 4 turns (dam 365 overall), placing all other charms into a 6 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] Burning StarBurning Star Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When wielded/worn: Fatigue: +0% (+5%) Mental save: +0 (+7) Life leech chance: +0% (-15%) Life leech: +0% (-30%) When carried: Light radius: +1 It can be used to map surroundings, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] Pearl of Life and DeathPearl of Life and Death Infused by nature 2.00 Encumbrance. [Unique] Type: gem / white When wielded/worn: Fatigue: +0% (+5%) Mental save: +0 (+7) Life leech chance: +0% (-15%) Life leech: +0% (-30%) 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. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] 16 diamond16 diamond 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Fatigue: +0% (+5%) Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Mental save: +0 (+7) Life leech chance: +0% (-15%) Life leech: +0% (-30%) 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. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] 8 moonstone8 moonstone 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 Fatigue: +0% (+5%) Physical save: +10 Spell save: +10 Mental save: +10 (+17) Life leech chance: +0% (-15%) Life leech: +0% (-30%) 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. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] 21 pearl21 pearl 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Fatigue: +0% (+5%) Changes resistances: +5% all Mental save: +0 (+7) Life leech chance: +0% (-15%) Life leech: +0% (-30%) When used to imbue an object: Armour: +5 Changes resistances: +5% all Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] 2 quartz2 quartz 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Fatigue: +0% (+5%) Mental save: +0 (+7) Stun/Freeze immunity: +30% Life leech chance: +0% (-15%) Life leech: +0% (-30%) When used to imbue an object: Stun/Freeze immunity: +30% Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. Bloodcaller (On fingers, 1 of 2)] 23 amber23 amber 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Fatigue: +0% (+5%) Changes damage: +8% all Mental save: +0 (+7) Spell crit. chance: +4% Mental crit. chance: +4% Life leech chance: +0% (-15%) Life leech: +0% (-30%) 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. Tap to cycle through comparison choices |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By Galdon the Halfling Brawler level 27
46th Regrowth 123rd year of Ascendancy at 12:52 see stats
By Galdon the Halfling Brawler level 21
3rd Regrowth 123rd year of Ascendancy at 02:23 see stats
By Galdon the Halfling Brawler level 36
21st Dusk 123rd year of Ascendancy at 18:45 see stats
By Galdon the Halfling Brawler level 50
42nd Pyre 124th year of Ascendancy at 09:00 see stats
By Galdon the Halfling Brawler level 50
3rd Dusk 124th year of Ascendancy at 13:51 see stats
By Galdon the Halfling Brawler level 43
7th Regrowth 124th year of Ascendancy at 03:50 see stats
By Galdon the Halfling Brawler level 35
17th Dusk 123rd year of Ascendancy at 05:10 see stats
By Galdon the Halfling Brawler level 15
55th Haze 122nd year of Ascendancy at 10:08 see stats
By Galdon the Halfling Brawler level 30
17th Pyre 123rd year of Ascendancy at 21:44 see stats
By Galdon the Halfling Brawler level 38
8th Haze 123rd year of Ascendancy at 07:20 see stats
By Galdon the Halfling Brawler level 12
27th Dusk 122nd year of Ascendancy at 03:28 see stats
By Galdon the Halfling Brawler level 37
37th Dusk 123rd year of Ascendancy at 16:19 see stats
By Galdon the Halfling Brawler level 33
79th Pyre 123rd year of Ascendancy at 04:52 see stats
By Galdon the Halfling Brawler level 31
37th Pyre 123rd year of Ascendancy at 12:14 see stats
By Galdon the Halfling Brawler level 50
4th Mirth 124th year of Ascendancy at 03:26 see stats
By Galdon the Halfling Brawler level 17
70th Haze 122nd year of Ascendancy at 22:07 see stats
By Galdon the Halfling Brawler level 50
36th Pyre 124th year of Ascendancy at 08:56 see stats
By Galdon the Halfling Brawler level 50
9th Flare 124th year of Ascendancy at 17:14 see stats
By Galdon the Halfling Brawler level 16
60th Haze 122nd year of Ascendancy at 22:21 see stats
By Galdon the Halfling Brawler level 20
7th Allure 123rd year of Ascendancy at 04:32 see stats
By Galdon the Halfling Brawler level 12
27th Dusk 122nd year of Ascendancy at 03:28 see stats
By Galdon the Halfling Brawler level 15
57th Haze 122nd year of Ascendancy at 01:23 see stats
By Galdon the Halfling Brawler level 49
18th Pyre 124th year of Ascendancy at 06:01 see stats
By Galdon the Halfling Brawler level 37
37th Dusk 123rd year of Ascendancy at 01:21 see stats
By Galdon the Halfling Brawler level 50
26th Dusk 124th year of Ascendancy at 15:53 see stats
By Galdon the Halfling Brawler level 21
2nd Regrowth 123rd year of Ascendancy at 22:13 see stats
By Galdon the Halfling Brawler level 50
42nd Pyre 124th year of Ascendancy at 23:43 see stats
By Galdon the Halfling Brawler level 50
5th Mirth 124th year of Ascendancy at 22:50 see stats
By Galdon the Halfling Brawler level 55
51st Dusk 124th year of Ascendancy at 12:45 see stats
By Galdon the Halfling Brawler level 43
20th Regrowth 124th year of Ascendancy at 17:56 see stats
By Galdon the Halfling Brawler level 10
4th Flare 122nd year of Ascendancy at 05:11 see stats
By Galdon the Halfling Brawler level 20
7th Decay 122nd year of Ascendancy at 10:52 see stats
By Galdon the Halfling Brawler level 30
78th Regrowth 123rd year of Ascendancy at 12:08 see stats
By Galdon the Halfling Brawler level 40
56th Haze 123rd year of Ascendancy at 17:33 see stats
By Galdon the Halfling Brawler level 50
23rd Pyre 124th year of Ascendancy at 17:24 see stats
By Galdon the Halfling Brawler level 50
60th Pyre 124th year of Ascendancy at 14:01 see stats
By Galdon the Halfling Brawler level 31
50th Pyre 123rd year of Ascendancy at 15:40 see stats
By Galdon the Halfling Brawler level 50
10th Dusk 124th year of Ascendancy at 08:11 see stats
By Galdon the Halfling Brawler level 35
1st Dusk 123rd year of Ascendancy at 00:49 see stats
By Galdon the Halfling Brawler level 48
1st Pyre 124th year of Ascendancy at 00:58 see stats
By Galdon the Halfling Brawler level 50
57th Pyre 124th year of Ascendancy at 03:39 see stats
By Galdon the Halfling Brawler level 44
24th Regrowth 124th year of Ascendancy at 23:52 see stats
By Galdon the Halfling Brawler level 13
52nd Dusk 122nd year of Ascendancy at 21:51 see stats
By Galdon the Halfling Brawler level 40
80th Haze 123rd year of Ascendancy at 08:35 see stats
By Galdon the Halfling Brawler level 20
7th Allure 123rd year of Ascendancy at 21:06 see stats
By Galdon the Halfling Brawler level 35
13rd Dusk 123rd year of Ascendancy at 03:45 see stats
By Galdon the Halfling Brawler level 50
59th Pyre 124th year of Ascendancy at 08:28 see stats
By Galdon the Halfling Brawler level 50
57th Pyre 124th year of Ascendancy at 23:00 see stats
By Galdon the Halfling Brawler level 50
36th Pyre 124th year of Ascendancy at 08:55 see stats
By Galdon the Halfling Brawler level 21
3rd Regrowth 123rd year of Ascendancy at 02:23 see stats
By Galdon the Halfling Brawler level 46
52nd Regrowth 124th year of Ascendancy at 04:57 see stats
By Galdon the Halfling Brawler level 7
8th Mirth 122nd year of Ascendancy at 05:18 see stats
By Galdon the Halfling Brawler level 21
3rd Regrowth 123rd year of Ascendancy at 02:23 see stats
By Galdon the Halfling Brawler level 50
36th Pyre 124th year of Ascendancy at 08:56 see stats
By Galdon the Halfling Brawler level 7
5th Mirth 122nd year of Ascendancy at 20:45 see stats
By Galdon the Halfling Brawler level 39
45th Haze 123rd year of Ascendancy at 14:33 see stats
By Galdon the Halfling Brawler level 21
11st Regrowth 123rd year of Ascendancy at 07:13 see stats
By Galdon the Halfling Brawler level 31
60th Pyre 123rd year of Ascendancy at 23:11 see stats
By Galdon the Halfling Brawler level 17
64th Haze 122nd year of Ascendancy at 08:16 see stats
By Galdon the Halfling Brawler level 26
42nd Regrowth 123rd year of Ascendancy at 09:57 see stats
By Galdon the Halfling Brawler level 26
43rd Regrowth 123rd year of Ascendancy at 06:04 see stats
Log
Galdon's Inner Demon HEALS from physical damage!
Galdon's Inner Demon HEALS from light damage!
Galdon's Inner Demon HEALS from lightning damage!
Galdon's Inner Demon HEALS from arcane damage!
Galdon's Inner Demon HEALS from blight damage!
Galdon leeches life from Galdon's Inner Demon!
Galdon's Inner Demon hits Galdon for (31 resist armour), 179 physical, (1 resist armour), 0 mind, (31 resist armour), 184 physical, (3 resist armour), 0 mind (363 total damage).
Galdon hits Galdon's Inner Demon for 7 lightning, 1 healing, 2 light, 2 physical, 8 blight, 2 healing, 4 arcane, 7 lightning, 1 healing, 2 light, 2 physical, 8 blight, 2 healing, 4 arcane (48 total damage) [6 healing].
The protective shield of Galdon's Inner Demon disappears.
Galdon's Inner Demon receives 37 healing.
Talent Spinning Backhand is ready to use.
The protective shield of Galdon disappears.
Galdon speeds up.
Galdon has recovered!
Galdon receives 75 healing.
Looking around... (direction keys to select interesting things, shift+direction keys to move freely)
Galdon unleashes a flurry of disrupting kicks.
Galdon's Inner Demon evades Galdon.
Galdon's Inner Demon counters the attack!
Galdon's Inner Demon performs a melee critical strike against Galdon!
Galdon slows down.
Galdon casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Galdon's Inner Demon casts a protective shield just in time!
Galdon's Inner Demon performs a melee critical strike against Galdon!
Galdon's Inner Demon evades Galdon.
Galdon's Inner Demon throws Galdon to the ground!
Galdon misses Galdon's Inner Demon.
Saving game...