Lance has barely worked a day in his life. A descendent from a wealthy line of collectors, Lance was bored of his comfortable life and decided to hunt for treasures of unimaginable value after overhearing a conversation between his family's hired hands.
Time is running out though, his cruise ship leaves soon. Allows shapeshifting into this form.
+50% movement speed while active.Conquering land is one thing, but when you really wanna take over, you gotta capture it all!
Although Conqueron had an immense fighting force of mobile warriors, these skeletal beings couldn't exactly handle the open seas. When you're trying to overtake lands surrounded by open bodies of water however, you don't really have too many options.
Conqueron knew very well what had to be done. If the ocean were a weapon, it's aquatic creatures would most definitely, be the ammo. But who would command these water-dwelling, sea serpents? Conqueron wasn't quite fit for the job, but he most definitely had a candidate in mind.
Thus, Metakrawkus was born. One of the few species of marine life, with the ability of traversing both land, and sea, this oversized crocodile would become the perfect choice to lead this newly formed army, into battle. With speeds greater than most land animals, and ferocious jaws, capable of tearing through entire tree trunks in a single snap, this legendary beast would go on to become a key asset in the fall of many kingdoms.
Metakrawkus may have been a creature from a distant past, but some say that it's barbaric spirit stills lives on, today! Grants the Cleanse ability, allowing harmful effects to be removed during an adventure.
Cleanse has a 26 second cooldown and costs 450 energy.
Your companion also helps break objects.Frosty does, what frosty wants... most of the time.
Being half man, half beast, has it perks, but at the end of the day, having the the face of a troll isn't exactly a great bodily feature to possess, when seeking potential employment.
Frosty will take the odd job here and there, whether that's helping to construct homes in Ayorke, or clearing the sewer rats around Talmuth, but most of all, he loves adventure.
Despite his outward appearance, Frosty has no problem attracting the attention of local adventurers, in need of a bit of muscle. If it's a companion you seek, there are few more reliable than this fearless, brawny beast, who's sure to leave no doubt in your enemies minds, as to why they call him... The Trollman! +10% chance to FreezeWinter came and the river froze over the watery graves of the warriors from the north whose ferry had capsized, drowning them all.
A few years later, a large band of valiant men made camp by the frozen river and set about cutting holes into the ice from which to fish from.
When one of the men got hold of 'something big!', it was believed he had caught a fish.
Instead, he pulled up what was to be one of the many masterly crafted swords they retrieved from beneath the ice!+10% chance to FreezeNayle watched carefully through the wind tormented trees.
Timing the sway of the branch his quarry was hiding behind, he let an arrow fly from his Draft Winder bow.
It skimmed past the swaying branch and pierced the quarry, dropping it to the ground with a thud. +36 Weapon Damage, +5% Crit DamageThe Amulet of Impact is a coveted artifact forged in the heart of an ancient forge. This gleaming amulet grants its wearer a formidable edge in combat, enhancing ranged and melee attacks.
The Amulet of Impact is a prized possession for any adventurer seeking to dominate the battlefield with might and precision.+10% Melee Weapon Damage, 30% Melee Weapon energy consumptionWhat a peculiar item. Adorned with outward-thrusting thorns, giving the impression that it would harm its wearer.
Despite its menacing appearance, the ring enhances physical stamina, although it comes with the drawback of increased energy consumption.+1000 health over 10 seconds, invisibility during this time. Effect is lost if you deal damage.The kingdom of Anaria has been a well kept secret for centuries, and the Anarians would like to keep it that way. Located on the outskirts of the known world, and nestled deep within the jungles of the land it lay, Anaria is a remarkable, and never-ending realm of discovery.
Learning of this land through an ancient text, Talmuthian adventurer Marlon Rauk, set out on a mission to track down it's whereabouts, and prove it's very existence. This task wouldn't be easy however. If the ancient texts were true, no outsider was ever able to make their way through the bush, and to the kingdom, while living to tell the tale.
Marlon loved a good challenge, and despite the dangers depicted in the text, he proceeded with his expedition. After determining that the kingdom must be located on an island in the eastern hemisphere, Marlon purchased a vessel, and sailed for several days, before finally arriving at the shores of his destination.
Without hesitation, Marlon began to make his way through the jungle. Being the skilled adventurer that he was, Marlon knew what to look out for in order to survive, and having read those ancient texts, was well prepared for the journey ahead. After successfully evading dozens of man-made traps, and slaying countless creatures that he had never encountered before, Marlon could see the kingdom through the remainder of the trees, and continued to make his way out of the bush.
Upon stepping foot in the kingdom, and distracted by the amazing view that lay in front of him, Marlon made one mistake; always check for traps. Before he could even look down at his feet, Marlon was whisked into the air, where he was left hanging, and trapped inside of a sturdy net. After several minutes, the Anarians arrived to check on their trap, in order to see what they had caught. Much to their surprise, it wasn't their usual wild grunt.
After having a discussion on whether to kill the intruder, or let him live, the Anarians ultimately decided that they would spare Marlon's life, but under one condition. He must never tell a soul about the location of the island, or what he had seen. Feeling that they could trust Marlon, the Anarians decided that they would give him a tour of their land. Over the course of the next few days, Marlon would explore some of the greatest natural wonders he had ever seen.
Having felt like he had fulfilled his mission, it was time for Marlon to leave, but not without a parting gift. The Anarians were still amazed by the fact that Marlon had managed to locate the kingdom and survive, that they wanted to show their respects by letting him leave with a little souvenir. After bottling up as many vials of their mystic spring water as Marlon's vessel could possibly hold, Marlon graciously departed the ancient land, and headed straight back to towards his home of Talmuth, with a great sense of accomplishment, and ultimate serenity.3 uses per Adventure+24 weapon damage and 5% Crit ChanceThe Ember of Might is a smoldering remnant from the forge of an ancient warlord, where weapons of legendary power were crafted.
This ember still burns with the intensity of a thousand battles, imbuing its bearer with both raw strength and the precision needed to strike critical blows.
Its glow intensifies in the heat of combat, enhancing the wielder's attacks with devastating impact and deadly accuracy.
Those who carry the Ember of Might are said to wield the fury of the warlord himself, leaving a trail of fallen foes in their wake.Leeches up to +25 health from nearby monsters up to 2500 health (The effect is stronger the closer you are to the target)Bloodstone is made by combining Ashenite with other materials and is quite effective at attracting pests and other unsavoury creatures by the odour that is given off by the Bloodstone's energized fumes.
The combined ingredients have a toxic reaction which can do neurological damage when inhaled.
Bloodstones are employed as a costly but vastly effective way of clearing vermin from an area.
The strength of this particular stone is quite feeble.Leeches up to +25 health and converts it to energy from nearby monsters up to 1500 health (The effect is stronger the closer you are to the target)A moderately powered amulet imbued with dark magic.
This mystical trinket siphons life from nearby enemies, transferring their vitality to the wearer.
However, its power wanes over time, leaving its owner vulnerable when the magic fades. Detonates on impact, dealing 214 damage to a single target, and causing Vulnerable to enemies within the blast areaLight the fuse and toss it in the general direction of an enemy.
Keep your distance or your adventuring days will be over!1 use per AdventureStacks to 60A corrupted core of a Guardian, this dark and jagged core pulses with a malevolent glow. The eerie light emanating from within whispers of untold power and lingering wrath. Handle it with care, for it thrums with the Guardian's lingering hatred and fury.
Binds to your soul, however can be unbound by specialists, such as Edmund Ironhand.Stacks to 10Large Bones can be crushed, yielding a moderate amount of Bone Dust.Large Bones can be crushed, yielding a moderate amount of Bone Dust.Forged not by mortal hands, but by the breath of the world itself. When the Isle awakens, life gathers in hidden pockets, energy drawn from root, tide, and sky. These rare crystals, known as Nature's Gift, hold the purest essence of creation.
Those who respect the land may find them glimmering beneath leaves or water, a silent token of the Mother's favor. In the right hands, their energy can be coaxed into any form, wood, ore, herb, or scale, each a reflection of the world's boundless generosity.
"All things return to her in time, but a chosen few carry her blessing onward."Stacks to 70