









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Ghoul |
Class | Berserker |
Level / Exp | 47 / 50% |
Size | medium |
Lifes / Deaths | Killed by orc necromancer at level 47 on the 72nd Dusk 124th year of Ascendancy at 02:42 / 1 |
Primary Stats
Strength | 72 (base 27) |
Dexterity | 35 (base 16) |
Constitution | 101 (base 60) |
Magic | 69 (base 60) |
Willpower | 14 (base 9) |
Cunning | 73 (base 52) |
Resources
Life | -4/2432 |
Mana | 249/256 |
Stamina | 138/252 |
Healing Factor | 1.6936900369003 |
Regeneration | 42.096374608654 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +30% |
Spell | 0% |
Global | +80% |
Vision
Sight | 10 |
Lite | 5 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 161 |
Accuracy | 84 |
Crit Chance | 65% |
APR | 39 |
Speed | 1.00 |
Offense: Spell
Spellpower | 52 |
Crit Chance | 40% |
Speed | 1 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 34% |
Speed | 1 |
Offense: Damage Bonus
Blight | +17% |
Darkness | +17% |
Arcane | +49% |
All | +2% |
Offense: Damage Penetration
Temporal | +50% |
All | +10% |
Defense: Base
Armour (hardiness) | 76.455059996103 (98.681318681319%) |
Defense | 28 |
Ranged Defense | 38 |
Fatigue | 19 |
Physical Save | 61 |
Spell Save | 43 |
Mental Save | 60 |
Defense: Resistances
Temporal | -8%( 70%) |
Blight | -21%( 70%) |
Nature | -24%( 70%) |
Fire | + 13%( 70%) |
All | -15%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 21% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Silence Resistance | 22% |
Bleed Resistance | 100% |
Disarm Resistance | 45% |
Pinning Resistance | 95% |
Instadeath Resistance | 100% |
Knockback Resistance | 46% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 5 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 275.81 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 Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 445 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 78 with a minimum range of 15. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 449 damage for 4 turns. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 433 damage for 3 turns. |
Class Talents
Technique / Combat techniques | 1.60 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Berserker's strength | 1.60 |
| 1/5 |
| 3/5 |
| 5/5 |
| 4/5 |
Technique / Bloodthirst | 1.20 |
| 1/5 |
| 2/5 |
| 2/5 |
| 5/5 |
Technique / Two-handed assault | 1.60 |
| 3/5 |
| 1/5 |
| 3/5 |
| 4/5 |
Technique / Combat veteran | 1.60 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Cunning / Dirty fighting | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Generic Talents
Undead / Ghoul | 1.10 |
| 4/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 1.60 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 3/5 |
Spell / Staff combat | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Berserker Rage |
talent | Chant of Fortitude |
talent | Defensive Posture |
talent | Premonition |
detrimental effect | The target is on fire, taking 83.02 fire damage per turn. Burning |
detrimental effect | The more you use runes, the longer they will take to recharge (+3 cooldowns). Runic Saturation |
beneficial effect | The thrill of combat improves the target's maximum life by 5%, life regeneration by 15.83, and stamina regeneration by 3.17. Bloodbath |
detrimental effect | The target is cursed, reducing all resistances by 30%. Curse of Vulnerability |
beneficial effect | Reduces fire damage received by 18%. Premonition Shield |
beneficial effect | Increases critical hit chance by 16%. Berserker Rage |
detrimental effect | The target takes 32% more damage from necrotic minions. Rigor Mortis |
beneficial effect | The target is recovering 82 life each turn. Recovery |
beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
detrimental effect | Zone-wide effect: +10% critical chance, +20% critical damage, -20% nature and blight resistance. Sinister Aura |
beneficial effect | The target's combat attack is improved by 136. Attack |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to 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 Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the injured seer from death by armoured skeleton warrior. Escort: injured seer (level 6 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by skeleton magus. Escort: lost sun paladin (level 4 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by Staffzerker. Escort: repented thief (level 3 of Old Forest) | failed |
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 notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 672. | 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 |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Stire of Derth in creating an elixir of avoidance. Stire of Derth has completed an elixir of precision without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of the savior. You have aided Agrimley the hermit in creating an elixir of focus. 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 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 within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * You have destroyed Vor. * Grushnak Pride, near a small mountain range in the north west. * You have destroyed Gorbat. | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | 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 | ![]() Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Silence immunity: +22% Confusion immunity: +21% Stun/Freeze immunity: +20% Movement speed: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +11 Changes stats: +3 Wil Changes resistances penetration: +10% all / +25% temporal Changes damage: +6% blight Spell save: +26 (+9 eff.) Mana each turn: +0.20 Spell crit. chance: +3% Light radius: +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 12 temporal Changes resistances: +6% temporal Changes resistances penetration: +15% temporal Critical mult.: +15.00% Physical save: +13 (+3 eff.) Mental save: +32 (+8 eff.) Equilibrium when hit: +0.04 A cap made of leather. |
Tool | ![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 15% chance to inflict 15% damage reduction Changes stats: +2 Cun / +1 Wil Critical mult.: +15.00% Mental save: +3 (+1 eff.) Mental crit. chance: +2% It can be used to heal a target within range 6 (based on Willpower) for 470, putting all charms on cooldown for 36 turns. When used: 100% chance to regenerate 28 stamina. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 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 (+1 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Dual techniques +0.30 Technique / Combat training +0.30 Technique / Combat veteran +0.30 Technique / Finishing moves +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Shield defense +0.30 Technique / Thuggery +0.30 Technique / Shield offense +0.30 Technique / Two-handed weapons +0.30 Technique / Archery prowess +0.30 Technique / Pugilism +0.30 Technique / Superiority +0.30 Technique / Two-handed assault +0.30 Technique / Berserker's strength +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Combat techniques +0.30 Technique / Archery excellence +0.30 Technique / Unarmed training +0.30 Technique / Grappling +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+2 eff.) Armour: +18 Changes stats: +17 Str / +6 Con Changes resistances: +12% nature / +15% blight Changes damage: +15% darkness Poison immunity: +27% Disease immunity: +26% Disarm immunity: +45% Pinning immunity: +47% Knockback immunity: +46% Mana when firing critical spell: +10.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +46.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Rings can have magical properties. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+7 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 29% chance to evade melee and ranged attacks and 21 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
In main hand | ![]() Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. It is part of a set of items. Base power: 37.5 - 45.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +3 Con / +3 Wil Changes damage: +47% arcane Talent granted: +1 Command Staff Spellpower: +27 (+8 eff.) Spell crit. chance: +5% It can be used to recover the Crystal Focus (destroys this weapon), costing 1 power out of 1/1. Staves designed for wielders of magic, by the greats of the art. Transformed with the power of the Spellblaze. |
On hands | ![]() Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +8 Damage when hit (Melee): 12 darkness Changes stats: +4 Str Changes resistances: +6% fire Physical save: +45 (+11 eff.) Mental save: +30 (+7 eff.) Stun/Freeze immunity: +15% Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+5 eff.) Fatigue: +26% Life regen: +2.70 Maximum life: +69.00 Healing mod.: +19% A suit of armour made of metal plates. |
Cloak | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +28 (+6 eff.) Defense: +3 (+2 eff.) Fatigue: -6% Changes stats: +4 Str / +5 Con Physical save: +7 (+2 eff.) Maximum life: +146.00 Maximum stamina: +24.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -6% Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Dex / +3 Mag / +5 Cun / +5 Con Changes damage: +9% blight Life regen: +0.40 Stamina each turn: +0.60 Maximum vim: +40.00 Movement speed: +10% Amulets can have magical properties. |
Inventory
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 210.12 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 73.44 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 40 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. 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. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 6. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() heat beam rune of the duelist (136 fire damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: 7 Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 136.68 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 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. |
![]() lightning rune (243 lightning damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7 Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 81.26 to 243.78 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) 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. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 134.23 to 402.70 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. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 217 damage for 7 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() teleportation rune of the duelist (range 80) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 80 with a minimum range of 15. 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. |
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Blindness immunity: +100% Spellpower: +5 (+1 eff.) See invisible: +10 It can be used to summon an elder vampire to your side for 15 turns, costing 60 power out of 60/60. The evilness of undeath radiates from this amulet. |
![]() Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate, 288 strength, based on Magic) for 5 turns, costing 24 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 (+9 eff.) Confusion immunity: -100% Mindpower: +8 (+4 eff.) It can be used to activate talent Inner Demons (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Brings the target's inner demons to the surface. Each turn, for 10 turns, there's a 12% chance that a demon will surface, requiring the target to make a Mental Save to keep it from manifesting. If the target is sleeping, the chance to save will be halved, and fear immunity will be ignored. Otherwise, if the summoning is resisted, the effect will end early. The summon chance will scale with your Mindpower and the demon's life will scale with the target's rank. A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes resistances: +20% temporal Changes resistances cap: +5% temporal Changes damage: +10% temporal Lowers spell cool-downs by: 10% Activating this item is instant. It can be used to activate talent Time Stop (costing 50 power out of 80/80) : Effective talent level: 1.0 Power cost: 50 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Talent masteries: +0.16 Technique / Combat techniques +0.16 Spell / Staff combat Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +12% lightning Stun/Freeze immunity: +22% Amulets can have magical properties. |
![]() Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Wil Mental save: +5 (+1 eff.) Blindness immunity: +14% Confusion immunity: +13% Mindpower: +6 (+3 eff.) Infravision radius: +4 Sight radius: +2 See invisible: +6 Amulets can have magical properties. |
![]() Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +1 Mag Changes resistances: +12% temporal Pinning immunity: +20% Knockback immunity: +21% Mana each turn: +0.10 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +22.00 Amulets can have magical properties. |
![]() 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 Amulets can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -7% Changes stats: +6 Dex / +5 Mag / +6 Cun / +5 Con Life regen: +0.90 Stamina each turn: +0.80 Movement speed: +10% Amulets can have magical properties. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb 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. |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances: +13% acid / +10% fire / +14% cold / +14% lightning Changes resistances penetration: +5% mind / +20% physical Changes damage: +9% physical Only die when reaching: -40.00 life Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +10% physical / +15% temporal Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+3 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). It can be used to attempt to inflict 82.46 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 1 turn(s), costing 32 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
![]() 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Stun/Freeze immunity: +30% Life regen: +2.00 Healing mod.: +30% Rings can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +16 (+3 eff.) Physical power: +14 (+2 eff.) Effects on melee hit: * 19% chance to blind Damage (Melee): 48 light Effects on ranged hit: * 20% chance to blind Damage (Ranged): 41 light Changes stats: +11 Dex / +1 Mag / +4 Cun Changes damage: +7% all Grants telepathy: Dragon Demon/Major Demon/Minor Spellpower: +17 (+5 eff.) Mindpower: +15 (+8 eff.) Rings can have magical properties. |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Wil / +5 Cun / +3 Con Changes damage: +12% mind Spell save: +42 (+14 eff.) Mental save: +8 (+2 eff.) Confusion immunity: +24% Maximum stamina: +17.00 Maximum hate: +4.00 Maximum psi: +20.00 Mindpower: +7 (+4 eff.) Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+3 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+3 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 6 power out of 6/6) : Effective talent level: 4.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful bolt doing 226.49 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +5 Dex / +3 Con Changes resistances penetration: +5% nature Changes damage: +6% physical Rings can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+1 eff.) Effects on melee hit: * 15% chance to blind Damage (Melee): 27 light Effects on ranged hit: * 14% chance to blind Damage (Ranged): 24 light Changes stats: +5 Str / +5 Con Rings can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Changes stats: +7 Str / +7 Con Life regen: +1.60 Maximum life: +64.00 Healing mod.: +22% Rings can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +8 (+4 eff.) Changes stats: +4 Cun Changes resistances: +20% fire Changes damage: +10% fire Rings can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Con Physical save: +12 (+3 eff.) Life regen: +1.70 Maximum life: +70.00 Healing mod.: +14% Rings can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +6% nature / +6% blight Poison immunity: +10% Disease immunity: +10% Stun/Freeze immunity: +20% Life regen: +1.10 Rings can have magical properties. |
![]() 0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
![]() voratun ring 0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
![]() Requires: - Willpower 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 30% Wil, 30% Str, 50% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +40 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +8 (+2 eff.) Physical power: +15 (+2 eff.) Changes resistances penetration: +30% physical Talent mastery: +0.20 Psionic / Augmented striking It can be used to fire a bolt of kinetic force (range 8), dealing 150% (physical) weapon damage, costing 10 power out of 10/10. A simple, rudely crafted stone hilt, this object manifests a blade of wavering, nearly invisible force, like a heat haze, as you grasp it. Despite its simple appearance, it is capable of shearing through solid granite, in the hands of those with the necessary mental fortitude to use it properly. |
![]() Requires: - Magic 44 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 42.0 - 54.6 Uses stats: 105% Mag, 35% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +11 Crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes damage: +15% blight / +15% darkness / +15% acid Spellpower: +12 (+4 eff.) Spell crit. chance: +10% Infravision radius: +2 Talent on hit(spell): Blood Grasp (15% chance level 2). It can be used to activate talent Worm Rot (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6 Travel Speed: 600% of base Is: a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 11.95 acid and 13.71 blight damage. If not cleared after five turns it will inflict 77.82 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
![]() balanced voratun dagger of nature (38-49.4 power, 9 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 45% Str, 50% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +8 (+2 eff.) Defense: +8 (+4 eff.) Changes resistances: +5% all Changes resistances penetration: +7% nature Disarm immunity: +18% Sharp, short and deadly. |
![]() caustic dwarven-steel dagger (19.5-25.35 power, 7 apr) Requires: - Dexterity 24 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 19.5 - 25.4 Uses stats: 45% Str, 50% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 12% chance to corrode armour by 30% When wielded/worn: Changes resistances penetration: +6% acid Life regen: +1.00 Sharp, short and deadly. |
![]() thunderous voratun dagger of purging (36.5-47.45 power, 9 apr) Requires: - Dexterity 48 Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 36.5 - 47.5 Uses stats: 45% Str, 50% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 16% chance to daze at end of turn * 25% chance to remove a magical effect Damage (Melee): +12 nature When wielded/worn: Changes stats: +3 Str / +3 Dex / +4 Mag / +4 Wil / +3 Cun / +2 Con Changes resistances penetration: +8% lightning Sharp, short and deadly. |
![]() truestriking voratun dagger (38-49.4 power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 45% Str, 50% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +10 Changes resistances penetration: +12% physical Sharp, short and deadly. |
![]() truestriking voratun dagger of crippling (37-48.1 power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.0 - 48.1 Uses stats: 45% Str, 50% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +9 Physical crit. chance: +8.0% Changes resistances penetration: +9% physical Sharp, short and deadly. |
![]() inquisitor's voratun greatmaul of crippling (65.5-98.25 power, 4 apr) Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 65.5 - 98.2 Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 27 arcane resource burn On weapon crit: * burns latent spell energy * cripple the target When wielded/worn: Physical crit. chance: +14.0% Massive two-handed mauls. |
![]() chilling voratun greatsword of crippling (63-100.8 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 63.0 - 100.8 Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +12 cold When wielded/worn: Physical crit. chance: +14.0% Massive two-handed swords. |
![]() flaming voratun greatsword of torment (61-97.6 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 61.0 - 97.6 Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target Burst (radius 1) on hit: +12 fire When wielded/worn: Changes resistances penetration: +14% mind / +13% darkness Massive two-handed swords. |
![]() thunderous voratun longsword of torment (41.5-58.1 power, 6 apr) Requires: - Strength 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 41.5 - 58.1 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 21% chance to daze at end of turn * 20% chance to torment the target When wielded/worn: Changes stats: +3 Str / +3 Dex / +2 Mag / +3 Wil / +4 Cun / +4 Con Changes resistances penetration: +11% lightning / +13% mind / +11% darkness Sharp, long, and deadly. |
![]() voratun mace of massacre (54.5-76.3 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 54.5 - 76.3 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Blunt and deadly. |
![]() living mindstar 'Ravenpanic' (18-19.8 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This parasitic mindstar will draw strength from other psionic mindstars. This purifying mindstar will cleanse other mindstars. Base power: 18.0 - 19.8 Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20 arcane resource burn Burst (radius 1) on hit: +12 darkness When wielded/worn: Effects when hit in melee: * 20 arcane resource burn * Slows global speed by 9% Changes resistances: +7% arcane Changes resistances penetration: +7% arcane Changes damage: +6% lightning / +8% nature / +6% darkness / +9% arcane Hate when firing a critical mind attack: +4.00 Maximum hate: +19.00 Mindpower: +10 (+5 eff.) Mental crit. chance: +5% Life leech chance: +24% Life leech: +9% Activating this item is instant. It can be used to activate talent Destroy Magic, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: The target has a 8% chance (stacking to a maximum of 61%) to fail to cast any spell. At level 2 magical effects may be disrupted, at level 3 magical sustains may be disrupted, and at level 5 magical constructs and undead may be stunned. 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. |
![]() Requires: - Magic 48 Powered by unknown forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 200% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +8 Mag / +7 Wil Changes resistances penetration: +30% temporal Changes damage: +40% temporal Talent masteries: +0.10 Chronomancy / Stasis +0.10 Chronomancy / Flux +0.10 Spell / Temporal Talents cooldown: Attenuate (-1 turn) Stop (-2 turns) Time Shield (-3 turns) Time Shield (-3 turns) Teleport immunity: +100% Spellpower: +40 (+12 eff.) Spell crit. chance: +15% Reduces paradox anomalies(equivalent to willpower): +25 A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
![]() cruel dragonbone vilestaff of blasting (30-36 power, 6 apr, blight element) Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +10.0% Changes damage: +30% blight Talent granted: +1 Command Staff Critical mult.: +12.00% Spellpower: +23 (+7 eff.) Spell crit. chance: +13% It can be used to unleash an elemental blastwave, dealing 152.72 to 183.27 blight damage in a radius 6 around the user, putting all charms on cooldown for 10 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() lifebinding dragonbone vilestaff of illumination (30-36 power, 6 apr, blight element) Requires: - Magic 48 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +11 (+6 eff.) Effects on melee hit: * 7% chance to blind Changes stats: +5 Con Changes damage: +30% blight Talent granted: +1 Command Staff Life regen: +1.30 Spellpower: +21 (+7 eff.) Spell crit. chance: +5% Light radius: +3 Healing mod.: +21% It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 91.31 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes resistances penetration: +9% physical Changes damage: +25% physical Life regen: +1.40 Healing mod.: +22% A belt that goes around your waist. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Defense: +14 (+7 eff.) Damage when hit (Melee): 30 mind Changes stats: +4 Dex / +8 Wil / +6 Cun Changes resistances: +10% darkness / +10% mind Changes damage: +4% all Talent masteries: +0.20 Cursed / Gloom +0.20 Cursed / Darkness Stealth bonus: +12 Mental save: +10 (+2 eff.) Hate per kill: +5.00 Mindpower: +8 (+4 eff.) Mental crit. chance: +4% It can be used to activate talent Creeping Darkness (costing 18 power out of 18/18) : Effective talent level: 4.0 Power cost: 18 out of 18/18. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Creeping dark slowly spreads from 5 spots in a radius of 3 around the targeted location. The dark deals 20.57 darkness damage each turn to anything in its area, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +15% damage to anything that has entered your creeping dark. Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +8 Wil / +2 Mag Changes resistances: +5% arcane Changes damage: +21% arcane Mana when firing critical spell: +4.00 Damage Shield penetration: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() stargazer's elven-silk robe (5 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +4 Cun Changes damage: +12% light / +16% darkness Spellpower: +7 (+2 eff.) Spell crit. chance: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() sunsealed silk robe of darkness (+10%) (10 def, 6 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Armour: +6 Defense: +10 (+5 eff.) Changes stats: +8 Mag Changes resistances: +10% light / +29% darkness Changes damage: +13% light / +14% darkness Maximum life: +47.00 Light radius: +1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() pair of voratun boots (0 def, 5 armour) Requires: - Talent Heavy Armour Training 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() drakeskin leather gloves of the starseeker (0 def, 3 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Changes stats: +5 Cun / +4 Mag Changes resistances: +7% light / +6% darkness Infravision radius: +1 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 73.29 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. |
![]() insulating elven-silk wizard hat of corrosion (+24%) (3 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+2 eff.) Changes resistances: +24% acid / +12% fire / +10% cold Changes damage: +16% acid A pointy cloth hat, very wizardly... |
![]() radiant voratun mail armour of acid resistance (5 def, 10 armour) Requires: - Strength 48 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+3 eff.) Fatigue: +16% Damage when hit (Melee): 7 light Changes stats: +3 Wil Changes resistances: +26% blight / +23% darkness / +22% acid Light radius: +1 A suit of armour made of mail. |
![]() searing drakeskin leather armour of fire resistance (5 def, 8 armour) Requires: - Strength 20 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+3 eff.) Fatigue: +8% Damage (Melee): 23 acid / 14 fire Damage when hit (Melee): 12 acid / 14 fire Changes resistances: +28% acid / +39% fire A suit of armour made of leather. |
![]() troll-hide drakeskin leather armour of Toknor (5 def, 8 armour) Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+1 eff.) Armour: +8 Defense: +5 (+3 eff.) Fatigue: +8% Critical mult.: +11.00% Life regen: +12.30 Maximum life: +51.00 Healing mod.: +21% A suit of armour made of leather. |
![]() spiked voratun plate armour of lightning resistance (9 def, 16 armour) Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+5 eff.) Fatigue: +26% Damage when hit (Melee): 12 physical Changes resistances: +21% lightning A suit of armour made of metal plates. |
![]() stralite plate armour of the deep (7 def, 17 armour) Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +17 Defense: +7 (+4 eff.) Fatigue: +26% Changes resistances: +9% acid / +8% cold Allows you to breathe in: water A suit of armour made of metal plates. |
![]() voratun plate armour of stability (9 def, 16 armour) Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+5 eff.) Fatigue: +26% Changes resistances: +8% physical Physical save: +20 (+5 eff.) A suit of armour made of metal plates. |
![]() Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Base power: 34.0 - 47.6 Uses stats: 50% Str, 50% Mag, 70% Dex Damage type: Bright light Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 Crit. chance: +2.0% Capacity: 25 Travel speed: +300% Shots beam through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. |
![]() hateful quiver of dragonbone arrows of gravity (20/20, 53-74.2 power, 18 apr) Requires: - Dexterity 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 53.0 - 74.2 Uses stats: 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 20 On weapon hit: * 10% chance to crush the target Damage (Ranged): +33 darkness / +20 gravity Damage against: +15% Living Arrows are used with bows to pierce your foes to death. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str / +3 Con Changes resistances penetration: +10% physical Physical save: +7 (+2 eff.) Spell save: +7 (+2 eff.) Mental save: +7 (+2 eff.) Maximum life: +50.00 When carried: Talent granted: +1 Dig It can be used to activate talent Pulverizing Auger (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: 6 Travel Speed: instantaneous Is: a spell Description: Fire a powerful beam of stone-shaterring force, digging out any walls in its path up to 4. The beam also affect any creatures in its path, dealing 214.59 physical damage to all. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (58 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Defense: +10 (+5 eff.) Changes stats: +3 Con Changes resistances: +12% blight Physical save: +16 (+4 eff.) Spell save: +14 (+5 eff.) Mental save: +12 (+3 eff.) Life regen: +1.50 Light radius: +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+2 eff.) Mindpower: +5 (+3 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() Crafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +12 Defense: +12 (+6 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 18 power out of 35/35) : Effective talent level: 2.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 32 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact), costing 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb 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 to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire 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. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, 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. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 485.52 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), 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. |
![]() plaguebringer's pouch of voratun shots of annihilation (23/23, 61.5-73.8 power, 12 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 61.5 - 73.8 Uses stats: 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Crit. chance: +14.0% Capacity: 23 When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 10% chance to disease Travel speed: +200% Damage (Ranged): +14 blight Shots are used with slings to pummel your foes to death. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +18% light / +9% arcane Spell save: +6 (+2 eff.) Mana when firing critical spell: +4.00 It can be used to teleport randomly (rad 30), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+5 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+5 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
By Staffzerker the Ghoul Berserker level 28
8th Mirth 123rd year of Ascendancy at 17:25 see stats
By Staffzerker the Ghoul Berserker level 26
63rd Pyre 123rd year of Ascendancy at 22:37 see stats
By Staffzerker the Ghoul Berserker level 28
7th Mirth 123rd year of Ascendancy at 00:52 see stats
By Staffzerker the Ghoul Berserker level 45
49th Dusk 124th year of Ascendancy at 14:17 see stats
By Staffzerker the Ghoul Berserker level 34
7th Regrowth 124th year of Ascendancy at 12:59 see stats
By Staffzerker the Ghoul Berserker level 41
5th Flare 124th year of Ascendancy at 19:28 see stats
By Staffzerker the Ghoul Berserker level 34
7th Haze 123rd year of Ascendancy at 17:47 see stats
By Staffzerker the Ghoul Berserker level 19
30th Regrowth 123rd year of Ascendancy at 05:04 see stats
By Staffzerker the Ghoul Berserker level 15
3rd Regrowth 123rd year of Ascendancy at 11:14 see stats
By Staffzerker the Ghoul Berserker level 33
3rd Haze 123rd year of Ascendancy at 05:21 see stats
By Staffzerker the Ghoul Berserker level 31
56th Dusk 123rd year of Ascendancy at 02:50 see stats
By Staffzerker the Ghoul Berserker level 16
11st Regrowth 123rd year of Ascendancy at 03:25 see stats
By Staffzerker the Ghoul Berserker level 16
11st Regrowth 123rd year of Ascendancy at 07:31 see stats
By Staffzerker the Ghoul Berserker level 29
9th Flare 123rd year of Ascendancy at 16:23 see stats
By Staffzerker the Ghoul Berserker level 21
35th Regrowth 123rd year of Ascendancy at 20:23 see stats
By Staffzerker the Ghoul Berserker level 36
9th Regrowth 124th year of Ascendancy at 03:25 see stats
By Staffzerker the Ghoul Berserker level 46
60th Dusk 124th year of Ascendancy at 22:05 see stats
By Staffzerker the Ghoul Berserker level 10
4th Dusk 122nd year of Ascendancy at 14:03 see stats
By Staffzerker the Ghoul Berserker level 20
32nd Regrowth 123rd year of Ascendancy at 19:13 see stats
By Staffzerker the Ghoul Berserker level 30
9th Flare 123rd year of Ascendancy at 16:23 see stats
By Staffzerker the Ghoul Berserker level 40
1st Mirth 124th year of Ascendancy at 13:21 see stats
By Staffzerker the Ghoul Berserker level 45
42nd Dusk 124th year of Ascendancy at 20:03 see stats
By Staffzerker the Ghoul Berserker level 11
47th Dusk 122nd year of Ascendancy at 21:22 see stats
By Staffzerker the Ghoul Berserker level 41
11st Dusk 124th year of Ascendancy at 16:52 see stats
By Staffzerker the Ghoul Berserker level 30
24th Dusk 123rd year of Ascendancy at 12:21 see stats
By Staffzerker the Ghoul Berserker level 33
3rd Haze 123rd year of Ascendancy at 07:41 see stats
By Staffzerker the Ghoul Berserker level 7
4th Flare 122nd year of Ascendancy at 15:11 see stats
By Staffzerker the Ghoul Berserker level 26
63rd Pyre 123rd year of Ascendancy at 22:37 see stats
By Staffzerker the Ghoul Berserker level 19
31st Regrowth 123rd year of Ascendancy at 14:31 see stats
By Staffzerker the Ghoul Berserker level 10
22nd Dusk 122nd year of Ascendancy at 08:46 see stats
By Staffzerker the Ghoul Berserker level 44
40th Dusk 124th year of Ascendancy at 14:47 see stats
By Staffzerker the Ghoul Berserker level 37
44th Regrowth 124th year of Ascendancy at 00:33 see stats
By Staffzerker the Ghoul Berserker level 22
77th Regrowth 123rd year of Ascendancy at 05:33 see stats
By Staffzerker the Ghoul Berserker level 32
1st Time of Equilibrium 123rd year of Ascendancy at 21:53 see stats
By Staffzerker the Ghoul Berserker level 20
35th Regrowth 123rd year of Ascendancy at 15:28 see stats
By Staffzerker the Ghoul Berserker level 27
5th Mirth 123rd year of Ascendancy at 10:22 see stats
Log
Rune: Reflection Shield is still on cooldown for 9 turns.
Rune: Shielding is still on cooldown for 19 turns.
Staffzerker casts Rune: Shielding.
A shield forms around Staffzerker.
Staffzerker casts Channel Staff.
A part of orc corruptor's bone shield regenerates.
Orc corruptor casts Soul Rot.
Orc corruptor's spell attains critical power!
Orc blood mage casts Soul Rot.
Orc blood mage's spell attains critical power!
Orc necromancer casts Rune: Acid Wave.
Ghast is disarmed!
Your shield crumbles under the damage!
The shield around Staffzerker crumbles.
Orc necromancer leeches life from Ghast!
Orc necromancer hits Ghast for 243 acid damage.
Orc necromancer hits Staffzerker for (280 absorbed), 0 acid (0 total damage).
Something hits Staffzerker for (152 absorbed), 89 darkness (90 total damage).
Orc necromancer receives 47 healing from Ghast.
Orc blood mage's Soul Rot hits Staffzerker for 583 blight damage.
Orc corruptor's Soul Rot hits Staffzerker for 616 blight damage.
Staffzerker deactivates Daunting Presence.
Orc necromancer leeches life from Staffzerker!
Burning from Orc necromancer hits Staffzerker for 73 fire damage.
Staffzerker receives 139 healing.
Orc necromancer receives 13 healing from Staffzerker.
Orc corruptor calms down.
Orc necromancer casts Invoke Darkness.
Orc necromancer roars triumphantly.
Saving game...