











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: FlexSpec Respec Limitation Relaxer 1.5.5 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Marauder |
| Level / Exp | 34 / 5% |
| Size | medium |
| Lifes / Deaths | Killed by pwnerer at level 14 on the 48th Dusk 122nd year of Ascendancy at 05:57 1 / 5Killed by Salelralaith the snow giant chieftain at level 21 on the 28th Dusk 123rd year of Ascendancy at 06:14 Killed by blade horror at level 24 on the 62nd Dusk 123rd year of Ascendancy at 18:43 Killed by Yvebreda the eternal bone giant at level 27 on the 61st Haze 123rd year of Ascendancy at 00:06 Killed by Xaneretta the orc warrior at level 34 on the 64th Pyre 124th year of Ascendancy at 00:48 |
Primary Stats
| Strength | 89 (base 60) |
| Dexterity | 72 (base 29) |
| Constitution | 35 (base 20) |
| Magic | 10 (base 10) |
| Willpower | 24 (base 10) |
| Cunning | 60 (base 42) |
Resources
| Life | 873/873 |
| Stamina | 244/244 |
| Healing Factor | 1.4829268292683 |
| Regeneration | 4.8195121951222 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 5 |
| See Stealth | 40.606190251377 |
| See Invisible | 51.606190251377 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
| Damage | 165 |
| Accuracy | 67 |
| Crit Chance | 41% |
| APR | 44 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 37 |
| Accuracy | 67 |
| Crit Chance | 44% |
| APR | 48 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 20 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +12% |
| Physical | +18% |
| Mind | +9% |
| Arcane | +6% |
| Cold | +15% |
| All | 0% |
Offense: Damage Penetration
| Acid | +20% |
Defense: Base
| Armour (hardiness) | 41.883307766991 (81.030927835052%) |
| Defense | 32 |
| Ranged Defense | 32 |
| Fatigue | 24 |
| Physical Save | 42 |
| Spell Save | 20 |
| Mental Save | 33 |
Defense: Resistances
| Acid | + 37%( 70%) |
| Blight | + 44%( 70%) |
| Physical | + 14%( 70%) |
| Cold | + 55%( 70%) |
| All | + 7%( 70%) |
| Lightning | + 36%( 70%) |
| Arcane | + 12%( 70%) |
| Fire | + 42%( 70%) |
| Nature | + 54%( 70%) |
Defense: Immunities
| Stun Resistance | 44% |
| Disarm Resistance | 40% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 44% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 24% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 305 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 496 life over 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 150 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Bloodthirst | 1.10 |
| 5/5 |
| 3/5 |
| 4/5 |
| 4/5 |
| Technique / Duelist | 1.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Dual techniques | 1.20 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Battle tactics | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 2/5 |
| 4/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Thuggery | 1.30 |
| 4/5 |
| 3/5 |
| 5/5 |
| 3/5 |
| Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Norgos Lair. Escort: lone alchemist (level 3 of Norgos Lair)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)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 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Daikara. Escort: lost tinker (level 1 of Daikara)As a reward you improved talent Craftsman's Eye (+1 level(s)). | done |
You failed to protect the lost warrior from death by pwnerer. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by Salemina the rogue. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved talent Foresight (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of precision. Agrimley the hermit has completed an elixir of serendipity without your aid. Agrimley the hermit has completed an elixir of focus 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. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You 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 within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
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. Frost Treads (1 def, 4 armour) (On feet)]Frost Treads (1 def, 4 armour) Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 (-) Defense: +1 (+0 eff.) (-) Fatigue: +7% (-) Changes stats: +4(-) Str / +4(-) Dex / +4(-) Cun Changes resistances: +10%(-) nature / +20%(-) cold Changes damage: +15%(-) cold Light radius: +1 (-) A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Quiver | [vs. Hornet Stingers (20/20, 18-25.2 power, 10 apr) (Quiver)]Hornet Stingers (20/20, 18-25.2 power, 10 apr) Requires: - Dexterity 18 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 2 Base power: 18.0 - 25.2 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 (-) Crit. chance: +5.0% (-) Capacity: 20 (-) On weapon hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
| Light source | Planar Beacon Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 (-) It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 60.08 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 60.08 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
| On head | [vs. Mayatta the voratun helm (0 def, 5 armour) (On head)]Mayatta the voratun helm (0 def, 5 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +15 (+4 eff.) (-) Armour: +5 (-) Fatigue: +5% (-) Changes stats: +9(-) Str / +4(-) Wil / +4(-) Con Changes resistances: +12%(-) acid / +7%(-) physical / +11%(-) cold / +8%(-) fire / +5%(-) arcane / +11%(-) lightning Changes resistances penetration: +20%(-) acid Changes damage: +6%(-) arcane / +12%(-) acid Physical save: +15 (+7 eff.) (-) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | [vs. Fists of the Desert Scorpion (8 def, 4 armour) (On hands)]Fists of the Desert Scorpion (8 def, 4 armour) Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 (-) Defense: +8 (+4 eff.) (-) Changes stats: +3(-) Str / +3(-) Wil / +3(-) Cun Changes damage: +8%(-) physical Talent masteries: +0.20(-) Technique / Grappling Disarm immunity: +40% (-) Mindpower: +3 (+1 eff.) (-) It can be used to activate talent Mindhook (costing 16 power out of 24/24) : Effective talent level: 4.0 Power cost: 16 out of 24/24. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
| Tool | [vs. Skull of the Rat Lich (Tool)]Skull of the Rat Lich Powered by arcane forces 1.00 Encumbrance. [Unique] Type: tool / skull ; tier 3 When wielded/worn: Damage when hit (Melee): 12(-) darkness Spellpower: +10 (+10 eff.) (-) Spell crit. chance: +4% (-) It can be used to raise one or two undead rats to fight beside you, costing 70 power out of 70/70. This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets. |
| On fingers | [vs. sneakthief's gold ring (On fingers, 1 of 2)]sneakthief's gold ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) (-) Changes stats: +6(-) Cun / +6(-) Dex Rings can have magical properties. Tap to cycle through comparison choices |
| On fingers | [vs. sneakthief's gold ring (On fingers, 1 of 2)]Velivea Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) (-6 (-1 eff.)) Changes stats: +4 Str / +2(-4) Dex / +1 Wil / +2(-4) Cun / +4 Con Grants telepathy: Demon/Minor Demon/Major Physical save: +8 (+2 eff.) See invisible: +6 Rings can have magical properties. Tap to cycle through comparison choices |
| Around neck | [vs. copper amulet 'Flamemaster' (Around neck)]copper amulet 'Flamemaster' Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +1(-) Wil / +3(-) Con Changes resistances: +9%(-) fire Changes damage: +9%(-) mind Mental save: +12 (+6 eff.) (-) Amulets can have magical properties. |
| In main hand | [vs. Razorblade, the Cursed Waraxe (58-81.2 power, 16 apr) (In main hand)]Razorblade, the Cursed Waraxe (58-81.2 power, 16 apr) Requires: - Strength 42 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 58.0 - 81.2 Uses stat: 100% Str Damage type: Physical bleed Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +16 (-) Crit. chance: +7.0% (-) Attack speed: 100% (-) When wielded/worn: Changes stats: +4(-) Str / +4(-) Dex Changes damage: +10%(-) physical See invisible: +5 (-) This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. This item has been sent to the Item's Vault. |
| Around waist | [vs. Girdle of the Calm Waters (Around waist)]Girdle of the Calm Waters Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3(-) Wil Changes resistances: +20%(-) blight / +20%(-) cold / +20%(-) nature Healing mod.: +30% (-) A belt rumoured to have been worn by the Conclave healers. |
| In off hand | [vs. Razorblade, the Cursed Waraxe (58-81.2 power, 16 apr) (In main hand, 1 of 2)]Shantiz the Stormblade (15-19.5 power, 20 apr) Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5(-43.0 - -61.7) Uses stat: 100% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 (+4) Crit. chance: +10.0% (+3.0%) Attack speed: 100% (-) On weapon hit: + Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +0(-4) Str / +20(+16) Dex Changes damage: +0%(-10%) physical See invisible: +0 (-5) Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. Tap to cycle through comparison choices |
| Cloak | [vs. regal linen cloak of the hunter (1 def, 0 armour) (Cloak)]regal linen cloak of the hunter (1 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +16 (+4 eff.) (-) Defense: +1 (+0 eff.) (-) Fatigue: -4% (-) Changes stats: +2(-) Wil Mental save: +6 (+3 eff.) (-) Maximum life: +41.00 (-) Maximum stamina: +10.00 (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | [vs. Scale Mail of Kroltar (10 def, 18 armour) (Main armor)]Scale Mail of Kroltar (10 def, 18 armour) Requires: - Strength 38 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +18 (-) Defense: +10 (+5 eff.) (-) Fatigue: +16% (-) Changes stats: +5(-) Str / +3(-) Dex / +4(-) Con Changes resistances: +20%(-) acid / +20%(-) blight / +20%(-) fire / +20%(-) nature / +20%(-) lightning Maximum life: +120.00 (-) It can be used to activate talent Inferno (costing 50 power out of 80/80) : Effective talent level: 3.0 Power cost: 50 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a spell Description: Raging flames burn foes and allies alike, doing 21.86 fire damage in a radius of 5 each turn for 8 turns. The damage will increase with your Spellpower. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. This item has been sent to the Item's Vault. |
Inventory
Primal Infusion (affinity 14%; cure magical, physical, mental)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 14% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
heroism infusion of the warrior (+17 for 9 turns, die at -562)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 17 for 9 turns. While Heroism is active, you will only die when reaching -562 life. 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 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. |
[vs. Infusion: Regeneration [regeneration infusion of the duelist (heal 148 over 5 turns)] (on body, 1 of 2)]regeneration infusion of the warrior (heal 386 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17(+5) Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 386(+81) life over 5(-) turns. Its effects scale with your -Dexterity, +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. Infusion: Wild [wild infusion of the duelist (resist 20%; cure physical)] (on body)]wild infusion of the warrior (resist 20%; cure mental, physical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16(-1) Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random +mental or physical effect and reduce all damage taken by 20%(-4%) for 6(+1) turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your -Dexterity, +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. |
[vs. Infusion: Wild [wild infusion of the duelist (resist 20%; cure physical)] (on body)]wild infusion of the warrior (resist 23%; cure mental) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15(-2) Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random +mental or -physical effect and reduce all damage taken by 23%(-1%) for 4(-1) turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your -Dexterity, +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. |
[vs. Infusion: Wild [wild infusion of the duelist (resist 20%; cure physical)] (on body)]wild infusion of the warrior (resist 26%; cure magical, physical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13(-4) Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random +magical or physical effect and reduce all damage taken by 26%(+2%) for 7(+2) turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your -Dexterity, +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. |
Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
phase door rune of the duelist (range 11; power 30; dur 3)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 11. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 30%, your defense is increased by 30 and all your resistances by 30%. 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. |
phase door rune of the titan (range 10; power 32; dur 6)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 6 turns. In this state all new negative status effects duration is reduced by 32%, your defense is increased by 32 and all your resistances by 32%. 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. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
[vs. copper amulet 'Flamemaster' (Around neck)]Voidonslaught the steel amulet Infused by nature Infused by arcane disrupting forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 4 darkness Changes stats: +0(-3) Con / +1(-) Wil Changes resistances: +15% blight / +0%(-9%) fire / +14% nature / +3% darkness Changes damage: +15% darkness / +0%(-9%) mind Grants telepathy: Dragon Physical save: +12 (+4 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+6 eff.) (-) Blindness immunity: +15% Poison immunity: +28% Disease immunity: +26% Infravision radius: +3 Sight radius: +2 See invisible: +7 Amulets can have magical properties. |
[vs. copper amulet 'Flamemaster' (Around neck)]Withering Orbs Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Changes stats: +0(-1) Wil / +0(-3) Con Changes resistances: +0%(-9%) fire Changes damage: +0%(-9%) mind Mental save: +0 (+0 eff.) (-12 (-6 eff.)) Mindpower: +5 (+3 eff.) See stealth: +10 See invisible: +10 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... |
[vs. sneakthief's gold ring (On fingers, 1 of 2)]Bloodcaller Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +0 (+0 eff.) (-6 (-1 eff.)) Fatigue: -5% Changes stats: +0(-6) Cun / +0(-6) Dex Mental save: -7 (-3 eff.) 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 |
[vs. sneakthief's gold ring (On fingers, 1 of 2)]copper ring of corrosion (+22%) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-6 (-1 eff.)) Changes stats: +0(-6) Cun / +0(-6) Dex Changes resistances: +22% acid Changes damage: +11% acid Rings can have magical properties. Tap to cycle through comparison choices |
[vs. sneakthief's gold ring (On fingers, 1 of 2)]gladiator's steel ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-6 (-1 eff.)) Physical power: +6 (+1 eff.) Changes stats: +5 Str / +0(-6) Dex / +0(-6) Cun / +4 Con Rings can have magical properties. Tap to cycle through comparison choices |
[vs. sneakthief's gold ring (On fingers, 1 of 2)]rogue's copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-6 (-1 eff.)) Defense: +6 (+3 eff.) Changes stats: +3(-3) Cun / +0(-6) Dex Rings can have magical properties. Tap to cycle through comparison choices |
[vs. sneakthief's gold ring (On fingers, 1 of 2)]solipsist's gold ring of life Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) (-6 (-1 eff.)) Changes stats: +0(-6) Dex / +5 Wil / +6(-) Cun Life regen: +1.00 Maximum life: +68.00 Mindpower: +8 (+4 eff.) Healing mod.: +15% Rings can have magical properties. Tap to cycle through comparison choices |
[vs. sneakthief's gold ring (On fingers, 1 of 2)]steel ring of blinding strikes Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-6 (-1 eff.)) Effects on melee hit: * 12% chance to blind Damage (Melee): 21 light Effects on ranged hit: * 16% chance to blind Damage (Ranged): 21 light Changes stats: +0(-6) Cun / +0(-6) Dex Rings can have magical properties. Tap to cycle through comparison choices |
[vs. sneakthief's gold ring (On fingers, 1 of 2)]treant's steel ring of lightning (+6%) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-6 (-1 eff.)) Changes stats: +0(-6) Cun / +0(-6) Dex Changes resistances: +6% blight / +7% nature / +24% lightning Changes damage: +12% lightning Poison immunity: +14% Disease immunity: +10% Rings can have magical properties. Tap to cycle through comparison choices |
[vs. sneakthief's gold ring (On fingers, 1 of 2)]warrior's copper ring of sensing Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-6 (-1 eff.)) Armour: +6 Changes stats: +3 Str / +0(-6) Dex / +0(-6) Cun Blindness immunity: +21% Infravision radius: +3 See stealth: +6 See invisible: +6 Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Razorblade, the Cursed Waraxe (58-81.2 power, 16 apr) (In main hand)]Drake's Bane (52-78 power, 21 apr) Requires: - Strength 45 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 52.0 - 78.0(-6.0 - -3.2) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +21 (+5) Crit. chance: +2.0% (-5.0%) Attack speed: 100% (-) Damage against: +25% Dragon When wielded/worn: Changes stats: +6(+2) Str / +0(-4) Dex Changes damage: +0%(-10%) physical Physical save: +9 (+3 eff.) Stun/Freeze immunity: +20% Knockback immunity: +40% See invisible: +0 (-5) The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
[vs. Razorblade, the Cursed Waraxe (58-81.2 power, 16 apr) (In main hand, 1 of 2)]Dagger of the Past (25-32.5 power, 20 apr) Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. Potentially it would go with a sword in the future. Base power: 25.0 - 32.5(-33.0 - -48.7) Uses stats: 50% Mag, 50% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 (+4) Crit. chance: +20.0% (+13.0%) Attack speed: 111% (+11%) Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Defense: +10 (+5 eff.) Changes stats: +0(-4) Str / +0(-4) Dex Changes damage: +0%(-10%) physical / +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spell save: +10 (+5 eff.) See invisible: +0 (-5) Movement speed: +20% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. Tap to cycle through comparison choices |
[vs. Razorblade, the Cursed Waraxe (58-81.2 power, 16 apr) (In main hand, 1 of 2)]Silent Blade (25-32.5 power, 10 apr) Requires: - Cunning 25 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5(-33.0 - -48.7) Uses stats: 35% Str, 55% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 (-6) Crit. chance: +8.0% (+1.0%) Attack speed: 100% (-) When used from stealth a simple attack with it will not break stealth. Damage (Melee): +10 silence When wielded/worn: Accuracy: +10 (+3 eff.) Changes stats: +0(-4) Str / +0(-4) Dex Changes damage: +0%(-10%) physical See invisible: +0 (-5) A thin, dark dagger that seems to meld seamlessly into the shadows. Tap to cycle through comparison choices |
[vs. Razorblade, the Cursed Waraxe (58-81.2 power, 16 apr) (In main hand, 1 of 2)]Spellblaze Shard (20-26 power, 10 apr) Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0(-38.0 - -55.2) Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 (-6) Crit. chance: +12.0% (+5.0%) Attack speed: 100% (-) Lifesteal (this weapon only): +6% Damage (Melee): +10 blight / +10 fire burn Burst (radius 2) on crit: +20 infective blight / +20 fire When wielded/worn: Changes stats: +0(-4) Str / +0(-4) Dex / +5 Mag Changes resistances: +10% blight / +10% fire Changes damage: +0%(-10%) physical See invisible: +0 (-5) This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. Tap to cycle through comparison choices |
[vs. Razorblade, the Cursed Waraxe (58-81.2 power, 16 apr) (In main hand, 1 of 2)]Umbral Razor (25-32.5 power, 10 apr) Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5(-33.0 - -48.7) Uses stats: 45% Dex, 10% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 (-6) Crit. chance: +9.0% (+2.0%) Attack speed: 100% (-) Damage conversion: 50% darkness When wielded/worn: Changes stats: +0(-4) Str / +0(-4) Dex / +4 Mag / +4 Cun Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness / +0%(-10%) physical Stealth bonus: +10 See invisible: +0 (-5) It can be used to activate talent Invoke Darkness (costing 8 power out of 10/10) : Effective talent level: 2.0 Power cost: 8 out of 10/10. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 65.08 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. Tap to cycle through comparison choices |
[vs. Razorblade, the Cursed Waraxe (58-81.2 power, 16 apr) (In main hand, 1 of 2)]acidic dwarven-steel dagger of massacre (23.5-30.55 power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 23.5 - 30.6(-34.5 - -50.6) Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 (-9) Crit. chance: +6.0% (-1.0%) Attack speed: 100% (-) On weapon crit: + splashes the target with acid Damage (Melee): +7 acid When wielded/worn: Changes stats: +0(-4) Str / +0(-4) Dex Changes damage: +0%(-10%) physical See invisible: +0 (-5) Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. Razorblade, the Cursed Waraxe (58-81.2 power, 16 apr) (In main hand)]chilling dwarven-steel longsword of massacre (34-47.6 power, 4 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 34.0 - 47.6(-24.0 - -33.6) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 (-12) Crit. chance: +3.5% (-3.5%) Attack speed: 100% (-) Damage (Melee): +10 cold When wielded/worn: Changes stats: +0(-4) Str / +0(-4) Dex Changes damage: +0%(-10%) physical See invisible: +0 (-5) Sharp, long, and deadly. |
[vs. Girdle of the Calm Waters (Around waist)]grounding rough leather belt of burglary Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Dex / +0(-3) Wil / +3 Cun / +6 Lck Changes resistances: +6% lightning / +6% temporal / +0%(-20%) blight / +0%(-20%) cold / +0%(-20%) nature Trap disarming bonus: +7 Stealth bonus: +7 Infravision radius: +4 Healing mod.: +0% (-30%) A belt that goes around your waist. |
[vs. Girdle of the Calm Waters (Around waist)]reinforced hardened leather belt of the giants Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +7 Defense: +7 (+4 eff.) Changes stats: +0(-3) Wil Changes resistances: +0%(-20%) blight / +0%(-20%) cold / +0%(-20%) nature Physical save: +14 (+4 eff.) Spell save: +8 (+4 eff.) Healing mod.: +0% (-30%) Size category: +1 A belt that goes around your waist. |
[vs. regal linen cloak of the hunter (1 def, 0 armour) (Cloak)]Zubyta the elven-silk cloak (3 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) (-8 (-2 eff.)) Armour penetration: +11 Defense: +3 (+1 eff.) (+2 (+1 eff.)) Fatigue: +0% (+4%) Changes stats: +2 Dex / +3 Mag / +3(+1) Wil / +2 Cun Grants telepathy: Demon/Minor Demon/Major Critical mult.: +14.00% Stealth bonus: +9 Spell save: +10 (+5 eff.) Mental save: +12 (+6 eff.) (+6 (+3 eff.)) Maximum life: +0.00 (-41.00) Maximum mana: +68.00 Maximum stamina: +0.00 (-10.00) Maximum hate: +6.00 Heals friendly targets nearby when you use a nature summon: +10 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. regal linen cloak of the hunter (1 def, 0 armour) (Cloak)]linen cloak (1 def, 0 armour) 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-16 (-4 eff.)) Defense: +1 (+0 eff.) (-) Fatigue: +0% (+4%) Changes stats: +0(-2) Wil Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Maximum life: +0.00 (-41.00) Maximum stamina: +0.00 (-10.00) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Frost Treads (1 def, 4 armour) (On feet)]Brenoroddakath the Blazesage (3 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (-1) Defense: +3 (+1 eff.) (+2 (+1 eff.)) Ranged Defense: +3 (+2 eff.) Fatigue: +2% (-5%) Changes stats: +0(-4) Str / +0(-4) Dex / +0(-4) Cun Changes resistances: +9% lightning / +0%(-20%) cold / +0%(-10%) nature Changes damage: +12% lightning / +0%(-15%) cold Light radius: +0 (-1) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. Frost Treads (1 def, 4 armour) (On feet)]Cinderravager the pair of drakeskin leather boots (0 def, 5 armour) Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 (+1) Defense: +0 (+0 eff.) (-1 (+0 eff.)) Fatigue: +5% (-2%) Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 12 fire Changes stats: +0(-4) Str / +0(-4) Dex / +6 Mag / +0(-4) Cun Changes resistances: +0%(-10%) nature / +0%(-20%) cold Changes damage: +7% acid / +9% darkness / +8% blight / +3% fire / +0%(-15%) cold Disease immunity: +42% Silence immunity: +35% Confusion immunity: +31% Stun/Freeze immunity: +36% Spellpower: +10 (+5 eff.) Light radius: +0 (-1) A pair of boots made of leather. |
[vs. Frost Treads (1 def, 4 armour) (On feet)]The Black Boots (2 def, 1 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 (-3) Defense: +2 (+1 eff.) (+1 (+1 eff.)) Fatigue: +2% (-5%) Changes stats: +0(-4) Str / +0(-4) Dex / +4(-) Cun Changes resistances: +0%(-10%) nature / +0%(-20%) cold Changes damage: +0%(-15%) cold Stealth bonus: +10 Light radius: +0 (-1) Shadow Power: +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
[vs. Frost Treads (1 def, 4 armour) (On feet)]miner's pair of iron boots (0 def, 7 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +7 (+3) Defense: +0 (+0 eff.) (-1 (+0 eff.)) Fatigue: +2% (-5%) Changes stats: +0(-4) Str / +0(-4) Dex / +0(-4) Cun Changes resistances: +0%(-10%) nature / +0%(-20%) cold Changes damage: +0%(-15%) cold Light radius: +0 (-1) Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. Frost Treads (1 def, 4 armour) (On feet)]wanderer's pair of iron boots of evasion (10 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (-1) Defense: +10 (+5 eff.) (+9 (+5 eff.)) Fatigue: +2% (-5%) Changes stats: +0(-4) Str / +0(-4) Dex / +2(-2) Cun / +1 Con Changes resistances: +0%(-10%) nature / +0%(-20%) cold Changes damage: +0%(-15%) cold Physical save: +11 (+3 eff.) Mental save: +10 (+5 eff.) Light radius: +0 (-1) Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 5.2 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 36% chance to evade melee and ranged attacks and 44 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. Fists of the Desert Scorpion (8 def, 4 armour) (On hands)]Layynne the iron gauntlets (0 def, 1 armour) Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 (-3) Defense: +0 (+0 eff.) (-8 (-4 eff.)) Damage (Melee): 7 fire Changes stats: +0(-3) Str / +0(-3) Wil / +2(-1) Cun Changes resistances: +6% fire Changes damage: +0%(-8%) physical / +4% fire Talent mastery: +0.00(-0.20) Technique / Grappling Critical mult.: +10.00% Disarm immunity: +0% (-40%) Maximum psi: +40.00 Mindpower: +8 (+4 eff.) (+5 (+3 eff.)) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. Fists of the Desert Scorpion (8 def, 4 armour) (On hands)]Lisotta the Willowward (0 def, 1 armour) Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 (-3) Defense: +0 (+0 eff.) (-8 (-4 eff.)) Effects on melee hit: * Slows global speed by 30% Damage (Melee): 6 acid Changes stats: +0(-3) Str / +0(-3) Wil / +0(-3) Cun Changes resistances: +6% acid / +9% lightning / +6% nature / +3% blight Changes damage: +4% acid / +0%(-8%) physical Talent mastery: +0.00(-0.20) Technique / Grappling Disarm immunity: +0% (-40%) Mindpower: +0 (+0 eff.) (-3 (-1 eff.)) Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. Fists of the Desert Scorpion (8 def, 4 armour) (On hands)]Sludgegrip (0 def, 0 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +0 (-4) Defense: +0 (+0 eff.) (-8 (-4 eff.)) Changes stats: +0(-3) Str / +4(+1) Wil / +4(+1) Cun Changes resistances: +10% nature Changes damage: +5% nature / +0%(-8%) physical Talent masteries: +0.00(-0.20) Technique / Grappling +0.20 Wild-gift / Slime Poison immunity: +20% Disarm immunity: +0% (-40%) Mindpower: +2 (+1 eff.) (-1 (+0 eff.)) These gloves are coated with a thick, green liquid. |
[vs. Mayatta the voratun helm (0 def, 5 armour) (On head)]Quasit's Skull (0 def, 12 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Physical power: +0 (+0 eff.) (-15 (-4 eff.)) Armour: +12 (+7) Armour Hardiness: +5% Fatigue: +5% (-) Changes stats: +0(-9) Str / +0(-4) Wil / +3(-1) Con Changes resistances: +0%(-12%) acid / +0%(-7%) physical / +0%(-11%) cold / +0%(-8%) fire / +0%(-5%) arcane / +0%(-11%) lightning Changes resistances penetration: +0%(-20%) acid Changes damage: +0%(-6%) arcane / +0%(-12%) acid Physical save: +12 (+6 eff.) (-3 (-1 eff.)) Stun/Freeze immunity: +30% Skullcracker multiplicator: +2 Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
[vs. Mayatta the voratun helm (0 def, 5 armour) (On head)]dwarven-steel helm of might (0 def, 4 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +3 (+1 eff.) (-12 (-3 eff.)) Armour: +4 (-1) Fatigue: +4% (-1%) Changes stats: +3(-6) Str / +0(-4) Wil / +2(-2) Con Changes resistances: +0%(-12%) acid / +0%(-7%) physical / +0%(-11%) cold / +0%(-8%) fire / +0%(-5%) arcane / +0%(-11%) lightning Changes resistances penetration: +0%(-20%) acid Changes damage: +0%(-6%) arcane / +0%(-12%) acid Physical save: +0 (+0 eff.) (-15 (-7 eff.)) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
[vs. Mayatta the voratun helm (0 def, 5 armour) (On head)]iron helm of dexterity (+2) (0 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-15 (-4 eff.)) Armour: +3 (-2) Fatigue: +5% (-) Changes stats: +0(-9) Str / +2 Dex / +0(-4) Wil / +0(-4) Con Changes resistances: +0%(-12%) acid / +0%(-7%) physical / +0%(-11%) cold / +0%(-8%) fire / +0%(-5%) arcane / +0%(-11%) lightning Changes resistances penetration: +0%(-20%) acid Changes damage: +0%(-6%) arcane / +0%(-12%) acid Physical save: +0 (+0 eff.) (-15 (-7 eff.)) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
[vs. Scale Mail of Kroltar (10 def, 18 armour) (Main armor)]dwarven-steel mail armour of the deep (3 def, 12 armour) Requires: - Strength 28 - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +12 (-6) Defense: +3 (+2 eff.) (-7 (-3 eff.)) Fatigue: +16% (-) Changes stats: +0(-5) Str / +0(-3) Dex / +0(-4) Con Changes resistances: +6%(-14%) acid / +0%(-20%) lightning / +0%(-20%) blight / +6% cold / +0%(-20%) nature / +0%(-20%) fire Allows you to breathe in: water Maximum life: +0.00 (-120.00) A suit of armour made of mail. |
[vs. Scale Mail of Kroltar (10 def, 18 armour) (Main armor)]enlightening steel mail armour of Eyal (2 def, 6 armour) Requires: - Strength 20 - Talent Heavy Armour Training Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 (-12) Defense: +2 (+1 eff.) (-8 (-4 eff.)) Fatigue: +14% (-2%) Changes stats: +0(-5) Str / +0(-3) Dex / +4 Wil / +4 Cun / +0(-4) Con Changes resistances: +0%(-20%) acid / +0%(-20%) blight / +0%(-20%) fire / +0%(-20%) nature / +0%(-20%) lightning Mental save: +12 (+6 eff.) Life regen: +1.50 Maximum life: +48.00 (-72.00) Healing mod.: +12% A suit of armour made of mail. |
[vs. Scale Mail of Kroltar (10 def, 18 armour) (Main armor)]Cracklespawner the steel plate armour (4 def, 9 armour) Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 (-9) Defense: +4 (+2 eff.) (-6 (-3 eff.)) Fatigue: +18% (+2%) Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +0(-5) Str / +6(+3) Dex / +2 Mag / +7(+3) Con Changes resistances: +0%(-20%) acid / +0%(-20%) lightning / +0%(-20%) blight / +20% cold / +0%(-20%) nature / +0%(-20%) fire Maximum life: +0.00 (-120.00) A suit of armour made of metal plates. |
4 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
[vs. Hornet Stingers (20/20, 18-25.2 power, 10 apr) (Quiver)]74 alchemist agate 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 Armour Penetration: +0 (-10) Crit. chance: +0.0% (-5.0%) Capacity: 0 (-20) On weapon hit: - afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
4 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Demonic SoulPowered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
[vs. Skull of the Rat Lich (Tool)]miner's iron pickaxe (dig speed 30 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Damage when hit (Melee): 0(-12) darkness Changes stats: +1 Str Spellpower: +0 (+0 eff.) (-10 (-10 eff.)) Spell crit. chance: +0% (-4%) Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
[vs. Skull of the Rat Lich (Tool)]miner's iron pickaxe (dig speed 31 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Damage when hit (Melee): 0(-12) darkness Changes stats: +1 Str Spellpower: +0 (+0 eff.) (-10 (-10 eff.)) Spell crit. chance: +0% (-4%) Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
4 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
[vs. Planar Beacon (Light source)]Summertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 (+1) Healing mod.: +10% It can be used to call light (75 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
[vs. Planar Beacon (Light source)]nightwalker's alchemist's lamp of the zealot Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 (+1 eff.) Changes stats: +5 Wil Changes resistances: +3% all Critical mult.: +12.00% Spell save: +7 (+3 eff.) Light radius: +3 (-) A normal brass lantern, enhanced by alchemy to make it brighter. |
[vs. Planar Beacon (Light source)]survivor's brass lantern Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +6 (+2 eff.) Light radius: +2 (-1) Healing mod.: +10% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Orb of Many WaysPowered 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
6 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)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. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
12 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By pwnerer the Cornac Marauder level 31
13rd Regrowth 124th year of Ascendancy at 16:58 see stats
Brave new world
Went to the Far East and took part in the war.By pwnerer the Cornac Marauder level 33
69th Regrowth 124th year of Ascendancy at 14:11 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By pwnerer the Cornac Marauder level 10
9th Dusk 122nd year of Ascendancy at 12:32 see stats
Destroyer's bane
Killed Golbug the Destroyer.By pwnerer the Cornac Marauder level 32
49th Regrowth 124th year of Ascendancy at 09:32 see stats
Exterminator
Killed 1000 creatures.By pwnerer the Cornac Marauder level 17
19th Regrowth 123rd year of Ascendancy at 05:01 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By pwnerer the Cornac Marauder level 26
53rd Haze 123rd year of Ascendancy at 12:12 see stats
Fear me not!
Survived the Fearscape!By pwnerer the Cornac Marauder level 30
79th Haze 123rd year of Ascendancy at 02:58 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By pwnerer the Cornac Marauder level 24
63rd Dusk 123rd year of Ascendancy at 12:13 see stats
Level 10
Got a character to level 10.By pwnerer the Cornac Marauder level 10
3rd Summertide 122nd year of Ascendancy at 16:52 see stats
Level 20
Got a character to level 20.By pwnerer the Cornac Marauder level 20
26th Dusk 123rd year of Ascendancy at 15:05 see stats
Level 30
Got a character to level 30.By pwnerer the Cornac Marauder level 30
73rd Haze 123rd year of Ascendancy at 07:52 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By pwnerer the Cornac Marauder level 15
7th Allure 123rd year of Ascendancy at 06:14 see stats
Size is everything
Did over 1500 damage in one attack.By pwnerer the Cornac Marauder level 31
12nd Regrowth 124th year of Ascendancy at 15:20 see stats
Size matters
Did over 600 damage in one attack.By pwnerer the Cornac Marauder level 26
66th Dusk 123rd year of Ascendancy at 22:57 see stats
Sliders
Activated a portal using the Orb of Many Ways.By pwnerer the Cornac Marauder level 33
57th Regrowth 124th year of Ascendancy at 07:41 see stats
That was close
Killed your target while having only 1 life left.By pwnerer the Cornac Marauder level 22
31st Dusk 123rd year of Ascendancy at 02:52 see stats
The Arena
Unlocked Arena mode.By pwnerer the Cornac Marauder level 10
3rd Summertide 122nd year of Ascendancy at 17:32 see stats
The Rat Lich
Killed the terrible Rat Lich.By pwnerer the Cornac Marauder level 22
31st Dusk 123rd year of Ascendancy at 02:52 see stats
The secret city
Discovered the truth about mages.By pwnerer the Cornac Marauder level 14
53rd Dusk 122nd year of Ascendancy at 06:33 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By pwnerer the Cornac Marauder level 16
13rd Regrowth 123rd year of Ascendancy at 04:32 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By pwnerer the Cornac Marauder level 19
11st Dusk 123rd year of Ascendancy at 01:56 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By pwnerer the Cornac Marauder level 30
73rd Haze 123rd year of Ascendancy at 21:56 see stats
Treasure Hunter
Amassed 1000 gold pieces.By pwnerer the Cornac Marauder level 19
23rd Regrowth 123rd year of Ascendancy at 09:26 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By pwnerer the Cornac Marauder level 30
73rd Haze 123rd year of Ascendancy at 11:58 see stats
Log
Pwnerer shrugs off the effect 'Fiery Grasp'!
Pwnerer shrugs off the effect 'Deadly Poison'!
Orc necromancer casts Rigor Mortis.
pwnerer hits Xaneretta the orc warrior for 10 darkness damage.
pwnerer hits Orc assassin for 8 darkness, 8 darkness (17 total damage).
Xaneretta the orc warrior hits pwnerer for 8 fire, 304 physical, 19 darkness, 7 fire (337 total damage).
Orc assassin hits pwnerer for (15 parried), 9 physical, 17 physical (26 total damage).
Burning from Xaneretta the orc warrior hits pwnerer for 2 fire damage.
pwnerer receives 50 healing.
Pwnerer uses Infusion: Regeneration.
Pwnerer starts regenerating health quickly.
Pwnerer feels death coming!
Orc necromancer's Rigor Mortis hits pwnerer for 221 darkness damage.
Xaneretta the orc warrior casts Abduction.
Xaneretta the orc warrior roars triumphantly.
Xaneretta the orc warrior hits pwnerer for 270 physical damage.
pwnerer hits Xaneretta the orc warrior for 9 darkness damage.
pwnerer the level 34 cornac marauder was stabbed to death by Xaneretta the orc warrior on level 1 of Ambush!.
You have 1 life(s) left.
Pwnerer has finished recovering.
Pwnerer stops regenerating health quickly.
Pwnerer speeds up.
Pwnerer is not crippled anymore.
Pwnerer is freed from the rigor mortis.
Pwnerer no longer revels in blood quite so much.
Pwnerer stops burning.
Pwnerer deactivates Chant of Fortitude.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.



























































































































