






Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.9 |
Addons | Everything is Unique! 1.2.5Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Items Vault 1.5.0Donators/Buyers bonus! Auto-Transmo Gems 1.1.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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:
Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: 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:
Draconians 1.3.1Adds Draconians as playable race, with their own starting area. This addon was updated and forked by Aura of the Dawn, in the absence of ajfluffy. Second branch, due to upload system differences requring a new shortname. Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Male |
Race | Draconian |
Class | Brawler |
Level / Exp | 34 / 72% |
Size | medium |
Lifes / Deaths | Killed by Elyganne the thief at level 9 on the 34th Dusk 122nd year of Ascendancy at 11:03 / 52Killed by Elyganne the thief at level 9 on the 34th Dusk 122nd year of Ascendancy at 12:44 Killed by Xath the cutpurse at level 9 on the 34th Dusk 122nd year of Ascendancy at 13:38 Killed by Elyganne the thief at level 9 on the 34th Dusk 122nd year of Ascendancy at 15:57 Killed by Xath the cutpurse at level 9 on the 34th Dusk 122nd year of Ascendancy at 17:25 Killed by Xath the cutpurse at level 9 on the 34th Dusk 122nd year of Ascendancy at 20:31 Killed by Xath the cutpurse at level 9 on the 34th Dusk 122nd year of Ascendancy at 21:39 Killed by Elyganne the thief at level 9 on the 34th Dusk 122nd year of Ascendancy at 23:31 Killed by Elyganne the thief at level 9 on the 35th Dusk 122nd year of Ascendancy at 00:40 Killed by shadow at level 10 on the 35th Dusk 122nd year of Ascendancy at 07:44 Killed by Betariadhewe the thief at level 10 on the 35th Dusk 122nd year of Ascendancy at 10:16 Killed by Assassin Lord at level 11 on the 35th Dusk 122nd year of Ascendancy at 20:53 Killed by Saliyaralaith the giant white ant at level 12 on the 37th Dusk 122nd year of Ascendancy at 01:23 Killed by Vorylelaith the giant spider at level 12 on the 37th Dusk 122nd year of Ascendancy at 07:34 Killed by Poruda the white worm mass at level 12 on the 37th Dusk 122nd year of Ascendancy at 17:31 Killed by Vorylelaith the giant spider at level 12 on the 37th Dusk 122nd year of Ascendancy at 18:42 Killed by Betyyalaith the thief at level 12 on the 60th Dusk 122nd year of Ascendancy at 03:51 Killed by Betyyalaith the thief at level 12 on the 60th Dusk 122nd year of Ascendancy at 04:50 Killed by Aeruna the rogue at level 13 on the 60th Dusk 122nd year of Ascendancy at 08:00 Killed by Mayyrinne the degenerated skeleton archer at level 14 on the 62nd Dusk 122nd year of Ascendancy at 02:10 Killed by Layiminor the skeleton warrior at level 15 on the 62nd Dusk 122nd year of Ascendancy at 18:42 Killed by Xalenor the grey mold at level 15 on the 62nd Dusk 122nd year of Ascendancy at 20:10 Killed by war hound at level 17 on the 64th Dusk 122nd year of Ascendancy at 05:13 Killed by war hound at level 18 on the 77th Dusk 122nd year of Ascendancy at 06:07 Killed by Nsteg the thalore at level 19 on the 77th Dusk 122nd year of Ascendancy at 08:55 Killed by Cyrymikira the rogue at level 20 on the 32nd Haze 122nd year of Ascendancy at 15:07 Killed by Arevea the black mamba at level 27 on the 34th Haze 122nd year of Ascendancy at 18:10 Killed by Eilinoseda the elven tempest at level 30 on the 59th Haze 122nd year of Ascendancy at 23:13 Killed by Eilinoseda the elven tempest at level 30 on the 60th Haze 122nd year of Ascendancy at 00:18 Killed by Belosera the elven warrior at level 31 on the 60th Haze 122nd year of Ascendancy at 02:24 Killed by Mayeratira the elven guard at level 31 on the 60th Haze 122nd year of Ascendancy at 04:01 Killed by Eilinoseda the elven tempest at level 31 on the 60th Haze 122nd year of Ascendancy at 05:22 Killed by Aurja the fire imp at level 31 on the 60th Haze 122nd year of Ascendancy at 06:17 Killed by bloated horror at level 31 on the 60th Haze 122nd year of Ascendancy at 07:50 Killed by bloated horror at level 31 on the 60th Haze 122nd year of Ascendancy at 09:03 Killed by bloated horror at level 31 on the 60th Haze 122nd year of Ascendancy at 10:20 Killed by Salulaith the elven guard at level 31 on the 60th Haze 122nd year of Ascendancy at 11:10 Killed by Mayeratira the elven guard at level 32 on the 60th Haze 122nd year of Ascendancy at 13:12 Killed by Veletha the elven guard at level 32 on the 60th Haze 122nd year of Ascendancy at 14:36 Killed by shadow at level 32 on the 60th Haze 122nd year of Ascendancy at 15:21 Killed by shadow at level 32 on the 60th Haze 122nd year of Ascendancy at 16:53 Killed by Veletha the elven guard at level 32 on the 60th Haze 122nd year of Ascendancy at 17:56 Killed by Veletha the elven guard at level 32 on the 60th Haze 122nd year of Ascendancy at 21:14 Killed by Belosera the elven warrior at level 33 on the 60th Haze 122nd year of Ascendancy at 22:20 Killed by Belosera the elven warrior at level 33 on the 61st Haze 122nd year of Ascendancy at 03:44 Killed by Salulaith the elven guard at level 34 on the 61st Haze 122nd year of Ascendancy at 06:31 Killed by Salulaith the elven guard at level 34 on the 61st Haze 122nd year of Ascendancy at 09:09 Killed by Salulaith the elven guard at level 34 on the 61st Haze 122nd year of Ascendancy at 10:47 Killed by Emelama the elven cultist at level 34 on the 61st Haze 122nd year of Ascendancy at 14:07 Killed by Salulaith the elven guard at level 34 on the 61st Haze 122nd year of Ascendancy at 18:21 Killed by Lisida the elven cultist at level 34 on the 61st Haze 122nd year of Ascendancy at 19:25 Killed by Lisida the elven cultist at level 34 on the 61st Haze 122nd year of Ascendancy at 20:48 |
Primary Stats
Strength | 76 (base 36) |
Dexterity | 70 (base 53) |
Constitution | 60 (base 10) |
Magic | 19 (base 10) |
Willpower | 20 (base 11) |
Cunning | 84 (base 57) |
Resources
Life | 1155/1155 |
Stamina | 224/224 |
Healing Factor | 1.4460869565218 |
Regeneration | 15.654934979877 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | -6 |
Infravision | 9 |
ESP Range | 10 |
ESP Kinds | dragon |
Offense: Barehand
Damage | 108 |
Accuracy | 54 |
Crit Chance | 43% |
APR | 13 |
Speed | 0.80 |
Offense: Spell
Spellpower | 19 |
Crit Chance | 25% |
Speed | 1 |
Offense: Mind
Mindpower | 37 |
Crit Chance | 31% |
Speed | 1 |
Offense: Damage Bonus
Acid | +3% |
Physical | +10% |
Darkness | +8% |
Blight | +12% |
Arcane | +6% |
Mind | +12% |
All | 0% |
Offense: Damage Penetration
Blight | +10% |
Darkness | +7% |
Mind | +10% |
Defense: Base
Armour (hardiness) | 35 (66.09865470852%) |
Defense | 47 |
Ranged Defense | 47 |
Fatigue | 0 |
Physical Save | 45 |
Spell Save | 54 |
Mental Save | 49 |
Defense: Resistances
Blight | + 37%( 70%) |
Arcane | + 19%( 70%) |
Mind | + 28%( 70%) |
All | + 15%( 70%) |
Darkness | + 33%( 70%) |
Light | + 20%( 70%) |
Temporal | + 21%( 70%) |
Lightning | + 28%( 70%) |
Nature | + 29%( 70%) |
Defense: Immunities
Stun Resistance | 36% |
Instadeath Resistance | 100% |
Disarm Resistance | 31% |
Poison Resistance | 12% |
Blind Resistance | 10% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. |
Class Talents
Cunning / Tactical | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.10 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Finishing moves | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Pugilism | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.10 |
| 1/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Generic Talents
Technique / Unarmed training | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Race / Draconian | 1.00 |
| 1/5 |
Technique / Combat training | 1.10 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.20 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 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
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 |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Dexterity by +1. | 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 |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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. | active |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one orc heart. If you can fetch me a still-beating orc heart, that would be even better. But you don't look like a master necromancer to me.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed black mamba head. | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Over the last few months, you have been growing in strength. Troubled DreamsLast night, you awoke from a vision of the swamp. You have decided to go there and search for answers. * You have found a necklace made from dragon teeth and awakened your inner power. * Note: rest of this quest is in my TODO queue! | active |
Equipment
On feet | ![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Fatigue: +2% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +2 Str / +3 Con Changes resistances: +15% lightning / +7% temporal / +3% blight Mental save: +33 (+11 eff.) Blindness immunity: +10% Stun/Freeze immunity: +10% It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.2 Power cost: 25 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
On hands | ![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +15 (+5 eff.) Armour: +2 Damage when hit (Melee): 8 darkness Changes stats: +5 Dex / +4 Mag / +2 Con Changes resistances: +9% darkness Changes damage: +6% arcane Grants telepathy: Dragon Physical save: +16 (+5 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +31% When used to modify unarmed attacks: Base power: 16.0 - 17.6 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +10 Armour Penetration: +3 Crit. chance: +12.0% Attack speed: 167% When this weapon hits: Juggernaut (10% chance level 1). On weapon hit: * 40% chance to inflict 15% damage reduction Damage (Melee): +18 physical / +12 arcane Burst (radius 2) on crit: +7 arcane Activating this item is instant. It can be used to activate talent Juggernaut, 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: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
On head | ![]() Requires: - Strength 16 - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+4 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Tool | ![]() Powered by unknown forces 0.00 Encumbrance. [Legendary] Type: weird / tentacle ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / -3 Wil / +3 Con Fully Charged! Activating this item is instant. It can be used to reduce the duration of all detrimental effects, costing 10 power out of 10/10. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
On fingers | ![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to blind * 10% chance to disease Changes stats: +5 Cun / +5 Wil Changes resistances penetration: +10% blight Changes damage: +12% blight Stun/Freeze immunity: +26% Life regen: +1.30 Mindpower: +7 (+3 eff.) Light radius: +2 Rings can have magical properties. |
On fingers | ![]() Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 12% chance to cause random gloom Damage (Melee): 5 bleed Effects on ranged hit: * 10% chance to cause random gloom Damage (Ranged): 6 bleed Changes stats: +2 Cun Changes resistances: +6% nature / +6% blight Poison immunity: +12% Disease immunity: +12% Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
Around neck | ![]() Crafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Activating this item is instant. It can be used to activate talent Juggernaut (costing 30 power out of 60/60) : Effective talent level: 2.0 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Main armor | ![]() Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+5 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Light source | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Cun Changes resistances: +6% blight / +6% light / +5% arcane Changes damage: +3% acid Spell save: +20 (+6 eff.) Maximum life: +43.00 Light radius: -8 Infravision radius: +5 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. |
Cloak | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 15% chance to daze at end of turn Changes stats: +2 Str / +2 Con Changes resistances: +11% blight / +15% mind / +10% nature / +12% darkness Changes resistances penetration: +7% darkness / +10% mind Changes damage: +8% darkness / +12% mind Stealth bonus: +8 Life regen: +1.30 Healing mod.: +12% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +7.0% Changes stats: +8 Dex / +8 Cun / +6 Lck Trap disarming bonus: +7 Stealth bonus: +6 Mental crit. chance: +6% Infravision radius: +4 A belt that goes around your waist. |
Inventory
![]() heroism infusion of the wizard (+9 for 11 turns, die at -480) 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: 29 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 9 for 11 turns. While Heroism is active, you will only die when reaching -480 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 Magic 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. |
Necklace of Dragon Teeth Necklace of Dragon TeethInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Con Talent mastery: +0.20 Race / Draconian It can be used to commune with nature, costing 10 power out of 15/15. A tribal necklace made from dragon teeth. You sense primal energies within. |
![]() Splendourguile Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +22 (+7 eff.) Damage when hit (Melee): 4 acid Changes stats: +8 Cun / +14 Dex Changes resistances: +8% blight / +3% acid / +12% light / +12% nature Changes damage: +9% acid / +3% light Poison immunity: +17% Disease immunity: +19% Life regen: +1.00 Maximum life: +88.00 Light radius: +3 Healing mod.: +24% Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 11% chance to blind Damage (Melee): 21 light Effects on ranged hit: * 11% chance to blind Damage (Ranged): 22 light 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 (+3 eff.) Changes stats: +4 Cun Changes resistances: +22% fire Changes damage: +11% fire Rings can have magical properties. |
![]() savior's stralite ring of tenacity Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical save: +10 (+3 eff.) Spell save: +11 (+3 eff.) Mental save: +10 (+3 eff.) Disarm immunity: +20% Pinning immunity: +28% Knockback immunity: +20% Maximum life: +34.00 Rings can have magical properties. |
![]() Duathelwilter the stralite battleaxe (45.5-68.25 power, 3 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 45.5 - 68.3 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon hit: * 20% chance to inflict 15% damage reduction On weapon crit: * wounds the target for 7 turns: 15 bleeding, 57% reduced healing Damage (Melee): +19 temporal When wielded/worn: Armour penetration: +14 Physical crit. chance: +16.0% Physical power: +20 (+5 eff.) Damage when hit (Melee): 21 temporal Changes stats: +3 Str / +2 Wil / +8 Con Changes resistances: +19% temporal Changes resistances penetration: +5% darkness / +27% physical Changes damage: +10% physical Grants telepathy: Humanoid/Orc Disarm immunity: +34% See invisible: +6 Massive two-handed battleaxes. |
![]() Salelle the stralite battleaxe (41-61.5 power, 3 apr) Requires: - Strength 35 Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 41.0 - 61.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon hit: * Slows global speed by 19% * leeches stamina from the target On weapon crit: * cripple the target Damage (Melee): +20 temporal / +19 nature When wielded/worn: Accuracy: +19 (+6 eff.) Physical crit. chance: +16.0% Physical power: +2 (+0 eff.) Defense: +22 (+8 eff.) Ranged Defense: +6 (+2 eff.) Damage when hit (Melee): 21 nature slow Poison immunity: +10% Disarm immunity: +38% Life regen: +0.40 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Massive two-handed battleaxes. |
![]() hateful stralite battleaxe of phasing (44-66 power, 16 apr) Requires: - Strength 35 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 44.0 - 66.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +16 Crit. chance: +7.5% Attack speed: 100% Damage Shield penetration (this weapon only): +35% Damage (Melee): +12 darkness Damage against: +20% Living Massive two-handed battleaxes. |
![]() iron battleaxe of massacre (24-36 power, 1 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 24.0 - 36.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% Massive two-handed battleaxes. |
![]() Berukalthorig (38.5-50.05 power, 9 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 15 bleeding, 57% reduced healing Burst (radius 2) on crit: +4 mind When wielded/worn: Accuracy: +9 (+3 eff.) Physical crit. chance: +9.0% Physical power: +16 (+4 eff.) Changes stats: +3 Str / +2 Cun / +4 Con Changes resistances: +7% all Changes resistances penetration: +8% nature / +10% physical Changes damage: +3% arcane / +9% physical Critical mult.: +10.00% Mental save: +30 (+10 eff.) Disarm immunity: +22% Stamina when hit: +1.00 Maximum hate: +2.00 Heals friendly targets nearby when you use a nature summon: +20 Sharp, short and deadly. |
![]() stralite dagger of massacre (36-46.8 power, 9 apr) Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 36.0 - 46.8 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Sharp, short and deadly. |
![]() thought-forged stralite dagger of daylight (30-39 power, 9 apr) Requires: - Dexterity 35 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 30.0 - 39.0 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 18% chance to cause random gloom Damage (Melee): +11 mind / +8 light Damage against: +13% Undead When wielded/worn: Changes stats: +4 Cun / +3 Wil Sharp, short and deadly. |
![]() Umbraobsidian (68.5-102.75 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 68.5 - 102.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target On weapon crit: * wounds the target for 7 turns: 15 bleeding, 57% reduced healing Damage (Melee): +16 lightning / +4 blight Burst (radius 1) on hit: +16 darkness Burst (radius 2) on crit: +24 fire When wielded/worn: Accuracy: +14 (+4 eff.) Physical crit. chance: +16.0% Physical power: +17 (+4 eff.) Defense: +17 (+6 eff.) Effects on melee hit: * 15% chance to inflict 15% damage reduction Damage when hit (Melee): 8 darkness Changes stats: +1 Mag Changes resistances penetration: +10% arcane / +21% fire Disarm immunity: +49% Mana each turn: +0.08 Vim when firing critical spell: +1.00 Global speed: +6% Massive two-handed mauls. |
![]() flaming voratun greatsword of massacre (79-126.4 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: 79.0 - 126.4 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +16 fire Massive two-handed swords. |
![]() elven-wood longbow of fire Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 Damage (Ranged): +14 fire When wielded/worn: Changes damage: +20% fire Longbows are used to shoot arrows at your foes. |
![]() arcing stralite longsword of the mystic (36-50.4 power, 5 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 36.0 - 50.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +15 lightning When wielded/worn: Changes stats: +4 Mag / +4 Wil Spellpower: +9 (+5 eff.) Sharp, long, and deadly. |
![]() glacial stralite longsword (30-42 power, 5 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 30.0 - 42.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Burst (radius 2) on crit: +17 ice When wielded/worn: Armour: +11 Changes resistances penetration: +13% cold Sharp, long, and deadly. |
![]() voratun longsword of massacre (50.5-70.7 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 50.5 - 70.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Sharp, long, and deadly. |
![]() balanced voratun mace of paradox (44.5-62.3 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 44.5 - 62.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +13 temporal When wielded/worn: Accuracy: +10 (+3 eff.) Defense: +9 (+3 eff.) Damage when hit (Melee): 13 temporal Changes resistances: +10% temporal Disarm immunity: +42% Blunt and deadly. |
![]() hateful stralite mace of massacre (48.5-67.9 power, 5 apr) Requires: - Strength 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 48.5 - 67.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +11 darkness Damage against: +13% Living Blunt and deadly. |
![]() blooming thorny mindstar of resolve (8.5-9.35 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4 Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +2 Wil Physical save: +4 (+1 eff.) Mindpower: +6 (+3 eff.) Mental crit. chance: +3% Healing mod.: +17% Heals friendly targets nearby when you use a nature summon: +15 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. |
![]() creative living mindstar of the jelly (16-17.6 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.0 - 17.6 Uses stats: 50% Wil, 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% When wielded/worn: Changes stats: +5 Cun Changes damage: +5% acid Critical mult.: +6.00% Equilibrium when hit: +1.40 Mindpower: +10 (+4 eff.) Mental crit. chance: +5% 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. |
![]() living mindstar of resolve (17-18.7 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 17.0 - 18.7 Uses stats: 50% Wil, 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% When wielded/worn: Changes stats: +5 Wil Physical save: +7 (+2 eff.) Mindpower: +10 (+4 eff.) Mental crit. chance: +5% 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. |
![]() Hathustir (20-24 power, 4 apr, darkness element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +4 mind Burst (radius 1) on hit: +4 arcane / +4 mind Burst (radius 2) on crit: +8 arcane When wielded/worn: Armour: +9 Defense: +23 (+8 eff.) Damage (Melee): 7 % chance of confusion Changes resistances: +5% arcane / +8% temporal / +8% darkness / +3% mind Maximum wards: +3 darkness Changes damage: +20% darkness Talents granted: +3 Ward +1 Command Staff Mana each turn: +0.23 Maximum mana: +48.00 Spellpower: +15 (+8 eff.) Spell crit. chance: +3% Damage Shield penetration: +30% Defense after a teleport: +19 Resist all after a teleport: +13% New effects duration reduction after a teleport: +25% Reduces paradox anomalies(equivalent to willpower): +16 Staves designed for wielders of magic, by the greats of the art. |
![]() dragonbone starstaff of might (30-36 power, 6 apr, light element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% light Talent granted: +1 Command Staff Spellpower: +15 (+8 eff.) Spell crit. chance: +11% Staves designed for wielders of magic, by the greats of the art. |
![]() elven-wood magestaff of power (25-30 power, 5 apr, lightning element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% lightning Talent granted: +1 Command Staff Spellpower: +22 (+11 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
![]() potent dragonbone starstaff of might (35-42 power, 6 apr, temporal element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 35.0 - 42.0 Uses stat: 80% 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: Changes damage: +35% temporal Talent granted: +1 Command Staff Spellpower: +18 (+9 eff.) Spell crit. chance: +13% Staves designed for wielders of magic, by the greats of the art. |
![]() shimmering yew starstaff of might (20-24 power, 4 apr, physical element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% physical Talent granted: +1 Command Staff Mana each turn: +0.17 Maximum mana: +41.00 Spellpower: +9 (+5 eff.) Spell crit. chance: +11% Staves designed for wielders of magic, by the greats of the art. |
![]() ranger's stralite steamgun Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Attack speed: 100% Firing range: +10 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Changes stats: +4 Dex Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() chilling dwarven-steel steamsaw of physical resistance (+12%) (19-28.5 power, 14 apr) Requires: - Strength 24 - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Base power: 19.0 - 28.5 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +3.0% Attack speed: 100% Block value: +46 Damage (Melee): +17 cold Attacks use: 1.0 Steam When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +8% Changes resistances: +12% physical Talent granted: +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() Boltburst the voratun waraxe (54.5-76.3 power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 54.5 - 76.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 50% chance to daze at end of turn On weapon crit: * cripple the target Damage (Melee): +13 temporal / +14 nature Burst (radius 1) on hit: +4 lightning Burst (radius 2) on crit: +8 lightning When wielded/worn: Physical crit. chance: +9.0% Changes stats: +3 Str / +3 Dex / +2 Mag / +3 Wil / +3 Cun / +4 Con Changes resistances: +6% lightning Changes resistances penetration: +26% lightning / +20% acid Changes damage: +9% acid One-handed war axes. |
![]() arcing voratun waraxe of massacre (48-67.2 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 48.0 - 67.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +12 lightning One-handed war axes. |
![]() balanced voratun waraxe (42-58.8 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 42.0 - 58.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+3 eff.) Defense: +10 (+4 eff.) Disarm immunity: +23% One-handed war axes. |
![]() chilling voratun waraxe of phasing (40-56 power, 11 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 40.0 - 56.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +11 Crit. chance: +7.0% Attack speed: 100% Damage Shield penetration (this weapon only): +37% Damage (Melee): +19 cold One-handed war axes. |
![]() hateful voratun waraxe of erosion (40-56 power, 6 apr) Requires: - Strength 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 40.0 - 56.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +10 temporal / +17 nature / +15 darkness Damage against: +12% Living One-handed war axes. |
![]() thought-forged stralite waraxe (32-44.8 power, 5 apr) Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 32.0 - 44.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 18% chance to cause random gloom Damage (Melee): +17 mind When wielded/worn: Changes stats: +4 Cun / +4 Wil One-handed war axes. |
![]() Rags of the Sanctuary of nature (+18%) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. [Cosmetic Item] Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +18% nature Changes damage: +12% nature A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+4 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+3 eff.) Mindpower: +8 (+3 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 43.71 to 54.63 physical damage (based on Willpower and Cunning) with knockback, costing 10 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
![]() cashmere robe of the mind (+12%) (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +12% mind Changes damage: +12% mind A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() elven-silk robe 'Scumshine' (5 def, 0 armour) Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Effects on melee hit: * Slows global speed by 15% * 10% chance to gain 10% of a turn (3/turn limit) Changes resistances: +12% blight / +16% physical / +6% temporal Changes resistances penetration: +10% fire / +15% mind / +10% nature Changes damage: +12% temporal / +16% physical / +14% arcane / +10% mind Life regen: +4.70 Psi each turn: +0.88 Maximum life: +59.00 Maximum mana: +86.00 Maximum psi: +29.00 Mindpower: +8 (+3 eff.) Mental crit. chance: +4% Healing mod.: +26% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() elven-silk robe of fire (+21%) (5 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes resistances: +21% fire Changes damage: +14% fire A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() focusing silk robe (3 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +6 Mag / +6 Wil Mana each turn: +0.26 Psi each turn: +0.16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() spellwoven silk robe of protection (6 def, 3 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Armour: +3 Defense: +6 (+2 eff.) Physical save: +17 (+6 eff.) Spell save: +20 (+6 eff.) Spellpower: +3 (+2 eff.) Spell crit. chance: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() pair of dwarven-steel boots of tirelessness (0 def, 4 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Stamina each turn: +0.40 Maximum stamina: +19.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() scholar's pair of dwarven-steel boots of tirelessness (0 def, 4 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Stamina each turn: +0.50 Maximum stamina: +22.00 Spellpower: +4 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() traveler's pair of hardened leather boots of uncanny dodging (5 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +5 (+2 eff.) Ranged Defense: +7 (+3 eff.) Fatigue: -2% Maximum encumbrance: +26 Physical save: +10 (+3 eff.) A pair of boots made of leather. |
![]() Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% When used to modify unarmed attacks: Base power: 19.0 - 20.9 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +7.0% Attack speed: 167% When this weapon hits: Clinch (20% chance level 3). When this weapon hits: Maim (10% chance level 3). When this weapon hits: Take Down (10% chance level 3). These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
![]() restful voratun gauntlets of dexterity (+4) (0 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +18 (+6 eff.) Armour: +3 Changes stats: +4 Dex Life regen: +1.70 Stamina each turn: +1.50 Maximum stamina: +25.00 When used to modify unarmed attacks: Base power: 30.5 - 42.7 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +9 Armour Penetration: +15 Crit. chance: +19.0% Attack speed: 125% When this weapon hits: Slumber (10% chance level 5). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() voratun gauntlets of strength (+3) (0 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical power: +18 (+4 eff.) Armour: +3 Changes stats: +3 Str When used to modify unarmed attacks: Base power: 34.5 - 48.3 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 125% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() cleansing dwarven-steel helm (0 def, 4 armour) Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +7% nature / +8% blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() voratun helm 'Hellsvenom' (0 def, 5 armour) Requires: - Talent Heavy Armour Training Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 16 fire Changes stats: +8 Str / +8 Dex / +4 Cun / +4 Con Changes resistances: -35% light / +10% blight / +6% fire / +11% nature / +3% darkness Changes damage: +15% darkness / +9% fire Life regen: +3.80 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 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 (+4 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 Devouring Flame (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 nature gift and a mind power Description: Spit a cloud of flames, doing 24.46 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
![]() impenetrable voratun mail armour of resilience (5 def, 21 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: +21 Defense: +5 (+2 eff.) Fatigue: +16% Maximum life: +39.00 A suit of armour made of mail. |
![]() prismatic voratun mail armour of lightning resistance (5 def, 10 armour) Requires: - Strength 48 - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +16% Changes resistances: +28% lightning / +17% light / +14% darkness A suit of armour made of mail. |
![]() rejuvenating voratun mail armour of cold 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 (+2 eff.) Fatigue: +16% Changes resistances: +25% cold Life regen: +4.60 Stamina each turn: +2.00 A suit of armour made of mail. |
![]() rejuvenating voratun mail armour of lightning 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 (+2 eff.) Fatigue: +16% Changes resistances: +24% lightning Life regen: +5.00 Stamina each turn: +0.50 A suit of armour made of mail. |
![]() spiked stralite mail armour of resilience (4 def, 8 armour) Requires: - Strength 38 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+2 eff.) Fatigue: +16% Damage when hit (Melee): 17 physical Maximum life: +29.00 A suit of armour made of mail. |
![]() prismatic drakeskin leather armour of lightning 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 (+2 eff.) Fatigue: +8% Changes resistances: +23% lightning / +11% light / +12% darkness A suit of armour made of leather. |
![]() rejuvenating drakeskin leather armour (5 def, 8 armour) Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Life regen: +6.80 Stamina each turn: +1.50 A suit of armour made of leather. |
![]() Elalle the voratun plate armour (9 def, 29 armour) Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +29 Defense: +9 (+3 eff.) Fatigue: +26% Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 10 light / 12 blight Changes stats: +4 Wil Changes resistances: +8% acid / +23% darkness / +32% blight / +14% cold / +5% arcane / +18% lightning Changes resistances penetration: +15% blight Changes damage: +9% arcane / +9% blight Allows you to breathe in: water Light radius: +2 A suit of armour made of metal plates. |
![]() Glitterburst (7 def, 13 armour) Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Infused by arcane disrupting forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+3 eff.) Fatigue: +26% Damage when hit (Melee): 8 light Changes stats: +4 Str / +6 Con Changes resistances: +9% lightning / +6% light / +17% blight / +41% cold / +14% nature Changes resistances penetration: +20% light Changes damage: +12% lightning Reduced damage from: +10% Unnatural Maximum life: +66.00 Light radius: +3 A suit of armour made of metal plates. |
![]() voratun plate armour 'Prismpall' (18 def, 16 armour) Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour penetration: +2 Armour: +16 Defense: +18 (+6 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: +26% Effects on melee hit: * 30% chance to blind Changes stats: +2 Str / +5 Con Changes resistances: +10% acid / +12% physical / +7% lightning / +12% cold / +18% mind / +11% fire Changes damage: +9% light Talent cooldown: Rush (-5 turns) Mental save: +40 (+13 eff.) Disarm immunity: +32% Stun/Freeze immunity: +35% Knockback immunity: +35% Maximum life: +54.00 Healing mod.: +10% A suit of armour made of metal plates. |
![]() Lunar Shield (12 def, 7 armour, 250 block) Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +7 Defense: +12 (+4 eff.) Ranged Defense: +5 (+2 eff.) Fatigue: +2% Changes resistances: +25% darkness Changes damage: +15% darkness Talent masteries: +0.20 Celestial / Star fury +0.10 Celestial / Twilight Talent granted: +5 Block Spellpower: +10 (+5 eff.) Light radius: +1 Talent on hit(spell): Moonlight Ray (10% chance level 2). A large section of chitin removed from Nimisil. It continues to give off a strange white glow. |
![]() acidic voratun shield of temporal resistance (+15%) (12 def, 3 armour, 208.5 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Damage (Melee): 8 acid Effects when hit in melee: * 23% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 35 acid Changes resistances: +15% temporal Talent granted: +5 Block Handheld deflection devices. |
![]() icy stralite shield (10 def, 2 armour, 147.5 block) Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +2 Defense: +10 (+4 eff.) Ranged Defense: +10 (+4 eff.) Fatigue: +14% Damage (Melee): 8 cold Damage when hit (Melee): 11 ice Talent granted: +4 Block Handheld deflection devices. |
![]() reinforced voratun shield (12 def, 11 armour, 281 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +11 Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Talent granted: +5 Block Handheld deflection devices. |
![]() voratun shield 'Starfury' (12 def, 3 armour, 205.5 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Powered by arcane forces Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 16 nature / 29 fire Changes stats: +5 Str Changes resistances: +20% blight / +39% fire / +17% nature / +30% cold Changes resistances penetration: +15% blight Changes damage: +6% light / +3% blight Talent granted: +5 Block Maximum life: +90.00 Handheld deflection devices. |
![]() voratun shield of resilience (12 def, 3 armour, 193 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Talent granted: +5 Block Maximum life: +65.00 Handheld deflection devices. |
![]() blazing quiver of yew arrows of accuracy (16/16, 37-51.8 power, 10 apr) Requires: - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 37.0 - 51.8 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +17 Armour Penetration: +10 Crit. chance: +2.0% Capacity: 16 Damage (Ranged): +20 fire Burst (radius 2) on crit: +15 fire Arrows are used with bows to pierce your foes to death. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() miner's dwarven-steel pickaxe (dig speed 25 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() jade 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. |
![]() 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 (69 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() ruby 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. |
![]() 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. |
![]() barbed pouch of stralite shots of erosion (24/24, 44-52.8 power, 5 apr) Requires: - Dexterity 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 44.0 - 52.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +5.5% Capacity: 24 On weapon crit: * wounds the target for 7 turns: 15 bleeding, 57% reduced healing Damage (Ranged): +13 temporal / +11 nature / +9 bleed Shots are used with slings to pummel your foes to death. |
![]() psychokinetic pouch of dwarven-steel shots of paradox (21/21, 35.5-42.6 power, 3 apr) Requires: - Dexterity 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 35.5 - 42.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +5.0% Capacity: 21 On weapon hit: * 7% chance to gain 10% of a turn (3/turn limit) * 10% chance to knock the target back Damage (Ranged): +10 temporal / +23 physical Shots are used with slings to pummel your foes to death. |
![]() hateful stralite torque of charged psionic shield [power 103] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 103 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 7 hate. Torques are made by powerful psionics to store psionic powers. |
Achievements
By Gamanin the Draconian Brawler level 9
3rd Summertide 122nd year of Ascendancy at 14:44 see stats
By Gamanin the Draconian Brawler level 9
3rd Summertide 122nd year of Ascendancy at 14:44 see stats
By Gamanin the Draconian Brawler level 14
62nd Dusk 122nd year of Ascendancy at 02:01 see stats
By Gamanin the Draconian Brawler level 10
35th Dusk 122nd year of Ascendancy at 02:34 see stats
By Gamanin the Draconian Brawler level 20
32nd Haze 122nd year of Ascendancy at 12:32 see stats
By Gamanin the Draconian Brawler level 30
36th Haze 122nd year of Ascendancy at 05:58 see stats
By Gamanin the Draconian Brawler level 11
36th Dusk 122nd year of Ascendancy at 01:17 see stats
By Gamanin the Draconian Brawler level 8
1st Mirth 122nd year of Ascendancy at 00:01 see stats
By Gamanin the Draconian Brawler level 30
36th Haze 122nd year of Ascendancy at 13:44 see stats
By Gamanin the Draconian Brawler level 16
64th Dusk 122nd year of Ascendancy at 00:11 see stats
Log
Salulaith the elven guard is afflicted by a rotting disease!
Salulaith the elven guard misses Gamanin.
Gamanin performs a melee critical strike against Salulaith the elven guard!
Salulaith the elven guard loses sight!
Lisida the elven cultist casts Draining Assault.
Lisida the elven cultist performs a melee critical strike against Gamanin!
Your shield crumbles under the damage!
The shield around Gamanin crumbles.
Lisida the elven cultist performs a melee critical strike against Gamanin!
Lisida the elven cultist steals life from Gamanin!
Gamanin hits Lisida the elven cultist for 2 arcane, 107 healing, 2 darkness, 7 healing, 2 darkness (6 total damage) [114 healing].
Gamanin hits Salulaith the elven guard for 23 physical, 4 physical, 3 arcane, 0 physical, 2 arcane, 16 physical, 4 physical, 3 arcane, 0 physical (57 total damage).
Gamanin hits Emelama the elven cultist for 2 arcane damage.
Lisida the elven cultist hits Gamanin for (42 resist armour), (392 absorbed), 405 physical, (15 resist armour), 0 blight, (12 resist armour), 0 fire, (10 resist armour), 0 fire, (42 resist armour), 299 physical (704 total damage).
Gamanin the level 34 draconian brawler was sliced to death by Lisida the elven cultist on level 1 of Dark crypt.
Gamanin's skin returns to normal.
Gamanin's is no longer blazing.
Gamanin is free from the acid.
Gamanin deactivates Striking Stance.
Gamanin is free from the rotting disease.
Gamanin is not stunned anymore.
Gamanin is no longer pinned.
Gamanin stops burning.
Gamanin is free from the illness.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Lisida the elven cultist killed Gamanin!
Saving done.