John's plain clothes may not stand out, but they're all he needs as he embarks on his journey as a budding adventurer, ready to carve his path in the unknown. This finely crafted cap, adorned with a striking feather, is a symbol of your bravery in saving Talmuth.
Worn proudly by those who have faced and overcome great danger, it serves as a reminder of your heroic deeds. Grants the Cleanse ability, allowing harmful effects to be removed during an adventure.
Cleanse has a 30 second cooldown and consumes 500 energy.
Your companion also helps break objects.Pets are your best friends!
They will follow you wherever you go and never grow tired. +10% damageThe legendary assassin known as Darkscar, is rumored to possess some of the greatest weapons known to man, but getting your hands on one of them? Don't be silly. Attempting to perform such a futile act like that, would be a lethal experience to say the least.
Wanting to profit off of a household name like Darkscar, but not willing to risk his life in the process, Norm Macarthur decided that he would attempt to create a replica of one of Darkscar's most infamous weapons; the Scarcarver. A brilliant blacksmith, and counterfeiting expert, Norm knew that this task wouldn't be an easy one, but the profound financial benefit that would come of it, would make this project a worthwhile undertaking.
With only a single photo of the original to base his recreation on, Norm had to get creative, but the end result ended up being an enormous success. With very minor differences compared to the original, only Darkscar himself would ever be able to truly determine it's inauthentic reality!+10% Crit ChanceThis bow was strung from the sinew of a stag slain in the royal hunt, its wood taken from a grove forbidden to commoners.
Though weathered and scarred, it still carries the memory of that sacred forest, and those who draw it often feel the weight of unseen eyes upon them. +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+250 health and +550 energy over 5 secondsLong before the first great kingdoms rose and fell, there was a hidden spring said to flow from the heart of the world itself. Its waters were pure, untouched by time, carrying the lifeblood of the land. Legends tell of a nameless guardian who, fearing that mortal greed would drain the sacred well dry, sealed its essence within a single talisman, a relic that could only be wielded by those deemed worthy.
The Wellspring Talisman is said to carry a drop of that enchanted water, bound by ancient runes that channel its healing power. When activated, it releases a surge of restorative energy, washing over the wearer like the tide of a forgotten river, mending wounds and rekindling lost strength. Those who possess it often speak of hearing a faint, distant whisper, like the sound of running water in a cavern unseen—perhaps the voice of the lost spring, calling out to be found once more.2 uses per Adventure+25% Weapon Damage against undead monstersAlso known as the manual of the undead, the Terror Tome is said to have once been Darthrauka's only true fear; a chronicle of ungodly spells, and secrets, carefully crafted to oppose his very will.
Through torn pages, and faded passages, all that remains is but a single entry, a lone fragment of text, with a descriptively ominous tone...
Probably nothing important.+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.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.Reduces all damage by 10%Contrary to popular belief, even the most diabolical of beings, will often participate in ceremonial procedures of death. A way of honoring their fallen soldiers, for carrying out a life of unholy horrors, against the enemy.
Commonly buried amongst the dead, are miniature, dark idols; effigies of evil. Ominous figurines of hardened clay, with unknown purpose. What do these creations represent? What is their true purpose? Studying these idols, in order to obtain such information, is nearly impossible, as very few have ever managed to escape the petrifying world, below.
What we do know, is that malicious creatures of the underworld, rarely do anything, without purpose, and therefore, there's a very good chance that these terrifying ceramic figures, aren't as harmless as they appear...