












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official 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 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official 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 | Insane Adventure |
Sex | Male |
Race | Dwarf |
Class | Oozemancer |
Level / Exp | 50 / 1552% |
Size | medium |
Lifes / Deaths | Killed by shadow at level 6 on the 27th Voratun 122nd year of Ascendancy at 06:21 0 / 9Killed by Nerutha the ogre pounder at level 25 on the 11st Dearth 122nd year of Ascendancy at 06:57 Killed by Eilinath the blade horror at level 30 on the 29th Dearth 122nd year of Ascendancy at 18:16 Killed by Nerasenne the rattlesnake at level 41 on the 23rd Gold 123rd year of Ascendancy at 13:44 Killed by Polabeth the spitting spider at level 47 on the 41st Stralite 123rd year of Ascendancy at 19:58 Killed by Polabeth the spitting spider at level 47 on the 41st Stralite 123rd year of Ascendancy at 21:20 Killed by Polikira the heavy bone giant at level 50 on the 13rd Voratun 123rd year of Ascendancy at 13:48 Killed by Velyna the orc high cryomancer at level 50 on the 28th Dearth 123rd year of Ascendancy at 03:35 Killed by Velyna the orc high cryomancer at level 50 on the 28th Dearth 123rd year of Ascendancy at 03:36 |
Antimagic | Follower |
Primary Stats
Strength | 23 (base 10) |
Dexterity | 44 (base 32) |
Constitution | 101 (base 60) |
Magic | 24 (base 10) |
Willpower | 121 (base 60) |
Cunning | 88 (base 60) |
Resources
Life | -15/2284 |
Equilibrium | 0 |
Healing Factor | 2.197154211866 |
Regeneration | 197.59965430367 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 19 |
Infravision | 6 |
See Stealth | 60.325902294162 |
See Invisible | 60.325902294162 |
Offense: Mainhand
Damage | 118 |
Accuracy | 77 |
Crit Chance | 28% |
APR | 40 |
Speed | 1.00 |
Offense: Offhand
Damage | 108 |
Accuracy | 77 |
Crit Chance | 28% |
APR | 40 |
Speed | 1.00 |
Offense: Spell
Spellpower | 17.333333333333 |
Crit Chance | 24% |
Speed | 1 |
Offense: Mind
Mindpower | 89 |
Crit Chance | 60% |
Speed | 1 |
Offense: Damage Bonus
Nature | +138% |
Acid | +27% |
Light | +15% |
Lightning | +8% |
Mind | +11% |
Arcane | +29% |
Fire | +5% |
All | +2% |
Offense: Damage Penetration
Acid | +14% |
Light | +25% |
Nature | +85% |
Lightning | +40% |
All | 0% |
Defense: Base
Armour (hardiness) | 22 (48.304188961773%) |
Defense | 51 |
Ranged Defense | 51 |
Fatigue | 0 |
Physical Save | 72 |
Spell Save | 69 |
Mental Save | 73 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 70%( 70%) |
Arcane | + 41%( 70%) |
Cold | + 41%( 70%) |
All | + 30%( 70%) |
Darkness | + 60%( 70%) |
Light | + 41%( 70%) |
Temporal | + 41%( 70%) |
Physical | + 37%( 70%) |
Lightning | + 47%( 70%) |
Fire | + 51%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 100% |
Bleed Resistance | 65% |
Confusion Resistance | 90% |
Stun Resistance | 0% |
Pinning Resistance | 32% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 2.5 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 708 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: PrimalUse 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 heal for 22% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 4 each turn for 4 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 989% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Class Talents
Wild-gift / Oozing blades | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 4/5 |
Wild-gift / Corrosive blades | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Wild-gift / Moss | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 4/5 |
Wild-gift / Slime | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Ooze | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 5/5 |
Wild-gift / Mucus | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.40 |
| 5/5 |
| 5/5 |
| 4/5 |
| 2/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.40 |
| 5/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.40 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved some of the Krogs. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the injured seer to the recall portal on level 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved talent Nature's Touch (+1 level(s)). | 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 Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved talent Thorn Grab (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 4 of Old Forest. Escort: lost tinker (level 4 of Old Forest)As a reward you improved talent Endless Endurance (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 8 of Dreadfell. Escort: repented thief (level 8 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge 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 |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 3236. | 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. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed wretchling eyeball. * You've found the needed snow giant kidney. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed honey tree root. * You've found the needed storm wyrm claw. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vampire lord fang. * You've found the needed faerlhing fang. * You've found the needed ritch stinger. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed vial of elder vampire blood. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | 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 defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Damage when hit (Melee): 10 arcane / 10 lightning Changes stats: +4 Cun / +5 Wil Changes resistances penetration: +25% nature Changes damage: +6% lightning / +9% arcane / +30% nature Physical save: +10 (+2 eff.) Spell save: +11 (+3 eff.) Mental save: +11 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 4 fire Changes stats: +4 Con Changes resistances: +15% blight / +15% fire / +5% arcane Changes damage: +18% arcane / +3% fire Life regen: +16.00 Light radius: +13 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +10 Mag / +10 Wil / +10 Con Changes resistances: +10% darkness Changes damage: +10% light Blindness immunity: +60% Confusion immunity: +60% Light radius: +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
On hands | ![]() Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+2 eff.) Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +25% nature Changes damage: +25% nature Spell save: +15 (+4 eff.) Maximum life: +100.00 Mindpower: +12 (+2 eff.) Mental crit. chance: +15% Light radius: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 243.81 arcane damage and stunned) Activation costs 100 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Tool | ![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: misc / gross ; tier 3 When wielded/worn: Damage when hit (Melee): 25 darkness Disarm immunity: +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +16 (+5 eff.) Damage when hit (Melee): 6 light Changes stats: +8 Dex Changes resistances: +10% nature / +11% blight Changes resistances penetration: +25% lightning / +25% light Poison immunity: +25% Disease immunity: +24% Life regen: +17.00 Maximum life: +78.00 Healing mod.: +17% Rings make your fingers look great! |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +3 Wil / +3 Cun / +6 Con Changes resistances penetration: +15% nature Changes damage: +15% nature / +9% mind Physical save: +15 (+3 eff.) Life regen: +11.00 Maximum life: +80.00 Maximum psi: +50.00 Mindpower: +15 (+3 eff.) Mental crit. chance: +7% Amulets make your neck look great! |
In main hand | ![]() Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Power: 124% Range: 1.1x Uses stats: 60% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +10 Wil Changes resistances: +25% blight / +15% nature Changes resistances penetration: +20% nature / +10% acid Changes damage: +20% nature / +10% acid Talent mastery: +0.10 Wild-gift / Mindstar mastery Talent granted: +3 Ooze Spit Mindpower: +18 (+3 eff.) Mental crit. chance: +9% It can be used to activate talent Slime Wave (costing 30 power out of 30/30) : Effective talent level: 4.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 9, doing 217.60 slime damage for 15 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. |
Around waist | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+3 eff.) Spell save: +15 (+4 eff.) Mental save: +15 (+4 eff.) Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
In off hand | ![]() Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 115% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 4 acid Changes resistances: +12% acid / +3% blight Changes resistances penetration: +4% acid Changes damage: +15% acid / +5% nature Talent granted: +1 Attune Mindstar Disease immunity: +16% Life regen: +4.00 Mindpower: +10 (+2 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. |
Cloak | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +25 (+7 eff.) Defense: +3 (+1 eff.) Fatigue: -9% Damage when hit (Melee): 10 nature Changes stats: +3 Str / +3 Con Changes resistances: +20% blight / +3% lightning / +9% darkness / +19% nature Changes resistances penetration: +15% lightning Changes damage: +15% nature Life regen: +7.00 Maximum life: +64.00 Maximum stamina: +34.00 Healing mod.: +17% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +4 Defense: +4 (+2 eff.) Effects on melee hit: * 20% chance to slow global speed by 75% * 20% chance to reduce armor by 20% Damage when hit (Melee): 4 light Changes stats: +10 Con Changes resistances: +15% blight / +6% lightning / +9% darkness / +15% all Changes damage: +26% nature / +3% light Physical save: +24 (+6 eff.) Spell save: +6 (+2 eff.) Poison immunity: +46% Disease immunity: +41% Life regen: +6.00 Maximum life: +65.00 Healing mod.: +25% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() Powered by unknown forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome It can be used to summon Limmir the jeweler at the center of the lake of the moon Activation costs 1 power out of 1/1. Magical scrolls can have wildly different effects! |
![]() Getinik the Greendash Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +7.0% Defense: +39 (+12 eff.) Changes stats: +6 Con Changes resistances: +9% nature Changes damage: +24% fire Critical mult.: +45.85% Physical save: +23 (+5 eff.) Spell save: +20 (+5 eff.) Mental save: +19 (+5 eff.) Stamina each turn: +3.88 Mana when firing critical spell: +2.58 Vim when firing critical spell: +2.58 Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Defense: +10 (+4 eff.) Changes resistances: +22% lightning Changes damage: +15% mind Disease immunity: +20% Cut immunity: +20% Pinning immunity: +10% Stun/Freeze immunity: +58% Knockback immunity: +20% Life regen: +4.00 Only die when reaching: -80.00 life Amulets make your neck look great! |
![]() mindweaver's voratun amulet of vision Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +5 Wil Mental save: +15 (+4 eff.) Blindness immunity: +34% Confusion immunity: +25% Mindpower: +15 (+3 eff.) Infravision radius: +7 Sight radius: +2 See invisible: +14 Amulets make your neck look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -8% Changes stats: +6 Mag Life regen: +4.00 Mana each turn: +0.38 Spellpower on spell critical (stacks up to 3 times): +5 Maximum mana: +51.00 Amulets make your neck look great! |
![]() warmaker's voratun amulet of dexterity (+10) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +10 Str / +20 Dex / +10 Wil Amulets make your neck look great! |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 46 Changes stats: +3 Cun Changes resistances: +22% cold Changes damage: +15% mind / +11% cold Psi when hit: +0.08 Maximum hate: +8.00 Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +25% acid Changes resistances penetration: +10% acid Changes damage: +11% acid Disease immunity: +20% Life regen: +2.00 Only die when reaching: -20.00 life Maximum life: +60.00 Rings make your fingers look great! |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +10 Effects on melee hit: * 20% chance to slow global speed by 75% * 20 arcane resource burn Damage when hit (Melee): 10 acid Changes resistances: +16% mind / +2% physical Changes damage: +16% mind Mental save: +18 (+5 eff.) Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+2 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() pixie's voratun ring of darkness (+34%) Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Cun / +6 Mag Changes resistances: +34% darkness Changes damage: +17% darkness Spellpower: +15 (+2 eff.) Rings make your fingers look great! |
![]() Amudenik the Growthvagrant (167% power, 4 apr) Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 168% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 6 turns (checks Confusion immunity) * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Damage (Melee): +12 nature Damage (radius 2) on crit: +63 lightning / +56 cold Damage against: +42% Unnatural When wielded/worn: Effects on melee hit: * 26 arcane resource burn Changes resistances: +3% temporal / +9% nature / +9% light Changes resistances penetration: +27% lightning / +28% cold Movement speed: +70% Massive two-handed battleaxes. |
![]() elemental voratun greatmaul of shearing (175% power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 176% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 22 fire damage (1/turn) When wielded/worn: Accuracy: +31 (+9 eff.) Armour penetration: +19 Changes resistances penetration: +35% fire / +16% all Changes damage: +40% fire Massive two-handed mauls. |
![]() truestriking voratun longsword of rage (153% power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 153% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +49 (+13 eff.) Armour penetration: +13 Changes stats: +7 Str Changes resistances penetration: +14% physical Changes damage: +15% physical Sharp, long, and deadly. |
![]() Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Power: 95% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +13 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Talent mastery: +0.30 Wild-gift / Fungus Life regen: +2.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Healing mod.: +20% Activating this item is instant. It can be used to activate talent Bloom Heal (costing 40 power out of 40/40) : Effective talent level: 2.5 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of nature to regenerate your body for 68 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
![]() Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. Power: 95% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Fire Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: -10% cold Changes resistances penetration: +10% fire Changes damage: +10% fire Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Global speed: +5% Talent on hit(mindpower): Flame Fury (10% chance level 2). This mindstar glows with a bright warm light, but seems somehow incomplete. This item has been sent to the Item's Vault. |
![]() Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. Power: 95% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Cold Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +10 Changes resistances: -10% fire Changes resistances penetration: +10% cold Changes damage: +10% cold Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Talent on hit(mindpower): Winter's Fury (10% chance level 2). This mindstar glows with a dim cool light, but seems somehow incomplete. This item has been sent to the Item's Vault. |
![]() absorbing living mindstar of life (117% power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 117% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +14% lightning / +25% fire / +25% cold Talent masteries: +0.10 Psionic / Voracity +0.20 Psionic / Absorption Talent granted: +1 Attune Mindstar Life regen: +2.00 Maximum life: +47.00 Mindpower: +10 (+2 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. |
![]() stormbringer's drakeskin leather sling of enduring Requires: - Dexterity 48 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 5 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 Damage (radius 2) on crit: +45 lightning / +45 cold When wielded/worn: Changes stats: +14 Con / +9 Wil Changes resistances penetration: +23% lightning / +22% cold Maximum life: +89.00 Movement speed: +50% Slings are used to hurl stones or metal shots at your foes. |
![]() shimmering elm starstaff of warding (100% power, 2 apr, darkness element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Armour: +5 Defense: +5 (+2 eff.) Maximum wards: +2 darkness Changes damage: +10% darkness Talents granted: +2 Ward +1 Command Staff Mana each turn: +0.16 Maximum mana: +43.00 Spellpower: +3 (+0 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
![]() mighty dwarven-steel steamgun of enduring Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Attack speed: 100% Firing range: +8 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Physical power: +10 (+2 eff.) Changes stats: +4 Str / +11 Wil / +11 Con Maximum life: +70.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() swiftstrike stralite steamgun of fire Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +12 Attack speed: 100% Firing range: +9 Travel speed: +800% Damage (Ranged): +13 fire Attacks use: 2.0 Steam When wielded/worn: Changes stats: +5 Cun Changes damage: +19% fire Combat speed: +10% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() caustic steel waraxe (108% power, 3 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 108% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% Damage (radius 2) on crit: +21 acid / +21 nature When wielded/worn: Armour penetration: +9 Changes resistances penetration: +12% acid / +13% nature One-handed war axes. |
![]() warbringer's stralite waraxe (142% power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 143% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% When wielded/worn: Physical power: +12 (+3 eff.) Changes stats: +6 Con Changes resistances penetration: +13% physical Disarm immunity: +30% One-handed war axes. |
![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 75% * 20 arcane resource burn Changes stats: +6 Cun / +6 Wil Changes resistances: +11% lightning / +17% temporal / +3% darkness / +3% blight Damage against: +30% Summoned Reduced damage from: +29% Summoned Spell save: +9 (+2 eff.) Life regen: +1.70 Healing mod.: +29% A belt that goes around your waist. |
![]() drakeskin leather belt 'Snowdeath' Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Defense: +23 (+8 eff.) Effects on melee hit: * 20% chance to slow global speed by 75% * 26 arcane resource burn Damage when hit (Melee): 8 cold Changes stats: +7 Str / +12 Dex / +6 Wil / +13 Cun / +10 Lck Changes resistances: +12% lightning / +9% fire / +6% cold Trap disarming bonus: +30 Stealth bonus: +30 Physical save: +20 (+5 eff.) Spell save: +20 (+5 eff.) Mental save: +13 (+3 eff.) Infravision radius: +4 A belt that goes around your waist. |
![]() Aroharadas the Kilnsever (48 def, 10 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +10 Defense: +48 (+14 eff.) Changes resistances: +18% acid / +43% fire / +47% light / +6% arcane Reduces incoming crit damage: 19.38% Stealth bonus: +10 Mental save: +15 (+4 eff.) Blindness immunity: +26% Disease immunity: +26% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() regal elven-silk cloak of implacability (3 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +3 Wil Physical save: +15 (+3 eff.) Mental save: +26 (+7 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +12 (+4 eff.) Damage when hit (Melee): 35 nature slow Changes stats: +5 Wil Changes resistances: +25% nature / +13% all Changes resistances penetration: +10% nature Changes damage: +30% nature Talent mastery: +0.30 Wild-gift / Moss Physical save: +15 (+3 eff.) Life regen: +0.20 Mindpower: +12 (+2 eff.) Mental crit. chance: +5% Healing mod.: +15% This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
![]() Zubura the Nightlady (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Damage when hit (Melee): 13 blight Changes stats: +6 Mag / +5 Wil / +8 Con Changes resistances: +21% blight / +15% darkness / +12% nature / +15% all Changes damage: +27% arcane / +30% temporal Reduces incoming crit damage: 19.38% Maximum mana: +110.00 Spellpower: +8 (+1 eff.) Spell crit. chance: +6% See invisible: +12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() tormentor's linen robe (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +2 Cun Changes resistances: +7% all Critical mult.: +12.00% Hate when firing a critical mind attack: +3.00 Psi when firing a critical mind attack: +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Spidercut (0 def, 5 armour) Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Effects on melee hit: * 26% chance to slow global speed by 75% * 26% chance to reduce armor by 20% Changes resistances: +15% lightning / +15% temporal / +21% acid Changes resistances penetration: +32% nature / +32% acid Changes damage: +27% nature / +18% blight A pair of boots made of leather. |
![]() pair of drakeskin leather boots of strife (0 def, 5 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +5 Con / +6 Wil Changes resistances penetration: +9% physical Mindpower: +9 (+2 eff.) It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 2.5 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 46% (at 0 Hate) to 155% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 11 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +1 Str / +1 Mag Changes resistances: +5% cold Changes damage: +21% nature Allows you to breathe in: water Infravision radius: +3 A cap made of leather. |
![]() defender's drakeskin leather cap of precognition (20 def, 13 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +12 (+4 eff.) Armour: +13 Defense: +20 (+7 eff.) Fatigue: +5% Effects when hit in melee: * 19% chance to gain 10% of a turn (3/turn limit) Changes stats: +10 Cun Changes resistances: +7% all Physical save: +14 (+3 eff.) A cap made of leather. |
![]() defender's voratun helm of constitution (+10) (8 def, 14 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +14 Defense: +8 (+3 eff.) Fatigue: +5% Changes stats: +10 Con Changes resistances: +7% all Physical save: +13 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() drakeskin leather cap 'Lavasmasher' (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +11 Armour: +5 Fatigue: +5% Changes stats: +8 Str Changes resistances penetration: +32% fire / +32% physical Changes damage: +21% nature Critical mult.: +25.85% Light radius: +4 Infravision radius: +4 A cap made of leather. |
![]() fearwoven elven-silk wizard hat of knowledge (3 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +7 Cun / +6 Wil Changes resistances: +20% darkness / +20% physical Changes damage: +16% darkness / +20% physical Maximum hate: +14.00 Mindpower: +15 (+3 eff.) Mental crit. chance: +4% A pointy cloth hat, very wizardly... |
![]() enlightening voratun mail armour of command (15 def, 20 armour) Requires: - Heavy armour training - Strength 48 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +20 Defense: +15 (+5 eff.) Fatigue: +12% Changes stats: +14 Cun / +8 Wil Mental save: +47 (+11 eff.) A suit of armour made of mail. |
![]() rejuvenating voratun mail armour of Eyal (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +12% Life regen: +18.00 Stamina each turn: +2.30 Maximum life: +74.00 Healing mod.: +15% A suit of armour made of mail. |
![]() nimble rough leather armour of clarity (8 def, 2 armour) Requires: - Strength 10 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +8 (+3 eff.) Fatigue: +6% Changes stats: +4 Dex Changes resistances: +6% mind Mental save: +13 (+3 eff.) Movement speed: +20% A suit of armour made of leather. |
![]() volcanic reinforced leather armour of Toknor (12 def, 19 armour) Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Physical crit. chance: +5.0% Physical power: +9 (+2 eff.) Armour: +19 Defense: +12 (+4 eff.) Fatigue: +8% Damage (Melee): 9 fire Damage (Ranged): 9 fire Changes resistances: +26% fire / +25% physical Critical mult.: +18.00% A suit of armour made of leather. |
![]() Malobar the voratun plate armour (25 def, 16 armour) Requires: - Massive armour training - Strength 60 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +25 (+9 eff.) Fatigue: +22% Changes resistances: +57% acid / +19% temporal Mental save: +23 (+6 eff.) Silence immunity: +26% Defense after a teleport: +19 Resist all after a teleport: +19% New effects duration reduction after a teleport: +19% A suit of armour made of metal plates. |
![]() swashbuckler's stralite shield (0 def, 8 armour, 143 block) Requires: - Shield usage training - Strength 35 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Accuracy: +20 (+6 eff.) Armour: +8 Fatigue: +8% Changes stats: +9 Str / +10 Dex Talent granted: +1 Block Handheld deflection devices. |
![]() Arkul's Siege Arrows (14/14, 180% power, 100 apr) Requires: - Strength 30 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Power: 180% Range: 1.4x Uses stats: 70% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +100 Crit. chance: +10.0% Capacity: 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() Infused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / blood It can be used to drink the vile fluid. A vial of thick, lumpy fluid. Who knows what this will do to you if you drink it? |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +3% acid / +9% fire / +3% cold Changes damage: +9% mind Teleport immunity: +10% Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Unreleg the Lustreshine (dig speed 19 turns) Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour: +14 Damage when hit (Melee): 13 blight / 12 light Changes stats: +3 Str Changes resistances: +12% blight / +21% lightning / +6% arcane / +6% mind Changes resistances penetration: +20% blight Mental save: +18 (+5 eff.) Stun/Freeze immunity: +26% Lowers spell cool-downs by: 10% 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 4 It can be used to read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Damage against: +25% Horror Reduced damage from: +25% Horror Light radius: +7 See stealth: +35 See invisible: +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(165 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() dwarven lantern of the zealot Infused by arcane disrupting forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes resistances: +3% all Spell save: +12 (+3 eff.) Light radius: +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 74% of the healing done. This effect scales with your Magic stat. Activation costs 75 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. |
![]() 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 Activation costs 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) Activation costs 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. |
![]() deadly pouch of steel shots of amnesia (18/18, 135% power, 2 apr) Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Power: 135% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +4.5% Capacity: 18 On weapon hit: * 50% chance to put 1 talent on cooldown for 6 turns (checks Confusion immunity) Shots are used with slings to pummel your foes to death. |
![]() deadly pouch of voratun shots of annihilation (22/22, 193% power, 15 apr) Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Power: 193% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +18.0% Capacity: 22 Travel speed: +200% Shots are used with slings to pummel your foes to death. |
![]() high-capacity pouch of steel shots of accuracy (50/57, 119% power, 2 apr) Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Power: 120% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +13 Armour Penetration: +2 Crit. chance: +4.5% Capacity: 57 When wielded/worn: Ammo reloads per turn: +3 Shots are used with slings to pummel your foes to death. |
![]() 2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Changes stats: +8 Cun Changes resistances: +15% lightning Changes damage: +15% lightning Physical save: +18 (+4 eff.) 10% chance when hit to absorb the whole blow. This effect has a 30 turn cooldown. This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
![]() evasive voratun torque of gale force [power 425] (15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to project a gust of wind in a cone knocking all creatures back 13 spaces and dealing 434 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Gain a 39% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+4 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+4 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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
By This Should Work the Dwarf Oozemancer level 41
40th Steel 123rd year of Ascendancy at 07:37 see stats
By This Should Work the Dwarf Oozemancer level 50
4th Voratun 123rd year of Ascendancy at 00:26 see stats
By This Should Work the Dwarf Oozemancer level 38
19th Loss 122nd year of Ascendancy at 09:31 see stats
By This Should Work the Dwarf Oozemancer level 22
22nd Wealth 122nd year of Ascendancy at 08:05 see stats
By This Should Work the Dwarf Oozemancer level 48
45th Stralite 123rd year of Ascendancy at 15:02 see stats
By This Should Work the Dwarf Oozemancer level 50
18th Wealth 123rd year of Ascendancy at 06:16 see stats
By This Should Work the Dwarf Oozemancer level 46
39th Stralite 123rd year of Ascendancy at 12:24 see stats
By This Should Work the Dwarf Oozemancer level 42
7th Stralite 123rd year of Ascendancy at 22:41 see stats
By This Should Work the Dwarf Oozemancer level 22
9th Wealth 122nd year of Ascendancy at 19:15 see stats
By This Should Work the Dwarf Oozemancer level 50
12nd Voratun 123rd year of Ascendancy at 19:20 see stats
By This Should Work the Dwarf Oozemancer level 44
35th Stralite 123rd year of Ascendancy at 23:06 see stats
By This Should Work the Dwarf Oozemancer level 43
31st Stralite 123rd year of Ascendancy at 12:20 see stats
By This Should Work the Dwarf Oozemancer level 30
29th Dearth 122nd year of Ascendancy at 07:45 see stats
By This Should Work the Dwarf Oozemancer level 35
13rd Loss 122nd year of Ascendancy at 08:03 see stats
By This Should Work the Dwarf Oozemancer level 23
30th Wealth 122nd year of Ascendancy at 07:38 see stats
By This Should Work the Dwarf Oozemancer level 39
22nd Loss 122nd year of Ascendancy at 22:08 see stats
By This Should Work the Dwarf Oozemancer level 28
24th Dearth 122nd year of Ascendancy at 03:09 see stats
By This Should Work the Dwarf Oozemancer level 50
13rd Dearth 123rd year of Ascendancy at 03:58 see stats
By This Should Work the Dwarf Oozemancer level 36
17th Loss 122nd year of Ascendancy at 19:42 see stats
By This Should Work the Dwarf Oozemancer level 30
29th Dearth 122nd year of Ascendancy at 07:32 see stats
By This Should Work the Dwarf Oozemancer level 49
45th Stralite 123rd year of Ascendancy at 18:20 see stats
By This Should Work the Dwarf Oozemancer level 50
9th Dearth 123rd year of Ascendancy at 15:27 see stats
By This Should Work the Dwarf Oozemancer level 10
30th Voratun 122nd year of Ascendancy at 20:51 see stats
By This Should Work the Dwarf Oozemancer level 20
34th Profit 122nd year of Ascendancy at 22:50 see stats
By This Should Work the Dwarf Oozemancer level 30
27th Dearth 122nd year of Ascendancy at 17:41 see stats
By This Should Work the Dwarf Oozemancer level 40
1st Shortage 122nd year of Ascendancy at 05:16 see stats
By This Should Work the Dwarf Oozemancer level 50
1st Voratun 123rd year of Ascendancy at 02:26 see stats
By This Should Work the Dwarf Oozemancer level 41
40th Steel 123rd year of Ascendancy at 05:47 see stats
By This Should Work the Dwarf Oozemancer level 50
11st Dearth 123rd year of Ascendancy at 04:26 see stats
By This Should Work the Dwarf Oozemancer level 50
24th Voratun 123rd year of Ascendancy at 23:51 see stats
By This Should Work the Dwarf Oozemancer level 40
22nd Shortage 122nd year of Ascendancy at 16:13 see stats
By This Should Work the Dwarf Oozemancer level 27
16th Dearth 122nd year of Ascendancy at 12:07 see stats
By This Should Work the Dwarf Oozemancer level 43
34th Stralite 123rd year of Ascendancy at 04:58 see stats
By This Should Work the Dwarf Oozemancer level 27
12nd Dearth 122nd year of Ascendancy at 21:07 see stats
By This Should Work the Dwarf Oozemancer level 45
36th Stralite 123rd year of Ascendancy at 06:12 see stats
By This Should Work the Dwarf Oozemancer level 6
18th Voratun 122nd year of Ascendancy at 23:47 see stats
By This Should Work the Dwarf Oozemancer level 10
1st Acquisition 122nd year of Ascendancy at 02:35 see stats
By This Should Work the Dwarf Oozemancer level 50
11st Dearth 123rd year of Ascendancy at 01:13 see stats
By This Should Work the Dwarf Oozemancer level 33
4th Loss 122nd year of Ascendancy at 04:15 see stats
By This Should Work the Dwarf Oozemancer level 41
11st Gold 123rd year of Ascendancy at 04:13 see stats
By This Should Work the Dwarf Oozemancer level 50
9th Dearth 123rd year of Ascendancy at 20:01 see stats
By This Should Work the Dwarf Oozemancer level 27
22nd Dearth 122nd year of Ascendancy at 18:05 see stats
By This Should Work the Dwarf Oozemancer level 50
18th Profit 123rd year of Ascendancy at 22:37 see stats
By This Should Work the Dwarf Oozemancer level 41
10th Gold 123rd year of Ascendancy at 08:04 see stats
By This Should Work the Dwarf Oozemancer level 22
30th Wealth 122nd year of Ascendancy at 03:28 see stats
By This Should Work the Dwarf Oozemancer level 16
21st Profit 122nd year of Ascendancy at 12:20 see stats
By This Should Work the Dwarf Oozemancer level 50
28th Dearth 123rd year of Ascendancy at 03:35 see stats
By This Should Work the Dwarf Oozemancer level 37
18th Loss 122nd year of Ascendancy at 09:03 see stats
Log
Armoured skeleton warrior slows down.
Armoured skeleton warrior is disabled.
Armoured skeleton warrior is on fire!
Armoured skeleton warrior's armour is damaged!
Velyna the orc high cryomancer performs a melee critical strike against This Should Work!
This Should Work's acid damage is more potent.
This Should Work is disabled.
Velyna the orc high cryomancer's spell attains critical power!
This Should Work redirects the effect 'Burning'!
Skeleton master archer resists Velyna the orc high cryomancer's 'Burning'!
This Should Work shrugs off Velyna the orc high cryomancer's 'Sunder Armour'!
Velyna the orc high cryomancer performs a melee critical strike against Skeleton master archer!
The shield around skeleton master archer crumbles.
Velyna the orc high cryomancer's spell attains critical power!
Melee retaliation hits Velyna the orc high cryomancer for 6 lightning, 1 fire, 19 nature, 8 darkness, 10 arcane, 5 light (50 total damage).
Velyna the orc high cryomancer hits This Should Work for 233 cold, 106 cold, 1358 cold, 38 cold, 117 cold, 163 cold (2014 total damage).
Velyna the orc high cryomancer hits Bloated ooze for 2809 cold damage.
Velyna the orc high cryomancer hits Skeleton master archer for (1050 absorbed), 3334 cold (3334 total damage).
Velyna the orc high cryomancer hits Armoured skeleton warrior for (845 absorbed), 810 cold, 26 cold (836 total damage).
This Should Work instinctively hardens his skin and ignores the attack!
This Should Work repels an attack from Armoured skeleton warrior.
Velyna the orc high cryomancer killed Bloated ooze!
Melee retaliation hits Armoured skeleton warrior for (7 absorbed), 0 lightning, (2 absorbed), 0 fire, (18 absorbed), 0 nature, (8 absorbed), 0 darkness, (10 absorbed), 0 arcane, (6 absorbed), 0 light (0 total damage).
Armoured skeleton warrior hits This Should Work for 238 physical damage.
Velyna the orc high cryomancer casts Fiery Grasp.
Velyna the orc high cryomancer performs a melee critical strike against This Should Work!
This Should Work shrugs off Velyna the orc high cryomancer's 'Fiery Grasp'!
Melee retaliation hits Velyna the orc high cryomancer for 5 lightning, 1 fire, 16 nature, 7 darkness, 9 arcane, 5 light (42 total damage).
Velyna the orc high cryomancer hits This Should Work for 47 cold damage.
This Should Work the level 50 dwarf oozemancer was iced to death by Velyna the orc high cryomancer on level 1 of High Peak.