










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.4 |
| Addons | Ashes of Urh'Rok 1.6.0Official 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:
Possessor Bonus Class 1.6.0Donators/Buyers bonus! Items Vault 1.6.0Donators/Buyers bonus! Forbidden Cults 1.6.0Official 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 Adventure |
| Sex | Female |
| Race | Higher |
| Class | Doombringer |
| Level / Exp | 21 / 53% |
| Size | medium |
| Lifes / Deaths | Killed by Assassin Lord at level 11 on the 1st Summertide 122nd year of Ascendancy at 21:35 0 / 6Killed by Assassin Lord at level 11 on the 1st Summertide 122nd year of Ascendancy at 23:08 Killed by Sandworm Queen at level 16 on the 61st Dusk 122nd year of Ascendancy at 06:19 Killed by orc corruptor at level 17 on the 76th Dusk 122nd year of Ascendancy at 09:31 Killed by orc corruptor at level 17 on the 76th Dusk 122nd year of Ascendancy at 10:46 Killed by Borius, Avatar of Bearness at level 21 on the 15th Haze 122nd year of Ascendancy at 23:07 |
Primary Stats
| Strength | 52 (base 33) |
| Dexterity | 16 (base 10) |
| Constitution | 42 (base 27) |
| Magic | 52 (base 39) |
| Willpower | 34 (base 15) |
| Cunning | 18 (base 11) |
Resources
| Life | -62/682 |
| Stamina | 220/220 |
| Vim | 104/153 |
| Healing Factor | 0.82641509433962 |
| Regeneration | 9.2971698113208 |
Speed
| Mental | -30% |
| Attack | -30% |
| Movement | -50% |
| Spell | -30% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 4 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 70 |
| Accuracy | 47 |
| Crit Chance | 20% |
| APR | 6 |
| Speed | 1.43 |
Offense: Spell
| Spellpower | 43 |
| Crit Chance | 3% |
| Speed | 1.4285714285714 |
Offense: Mind
| Mindpower | 35 |
| Crit Chance | 5% |
| Speed | 1.4285714285714 |
Offense: Damage Bonus
| Acid | +19% |
| Light | +3% |
| Temporal | +6% |
| Nature | +3% |
| Physical | +15% |
| Cold | +15% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +5% |
| Light | +20% |
| Arcane | +15% |
| Cold | +10% |
| Acid | +15% |
Defense: Base
| Armour (hardiness) | 60.336795685908 (81.030927835052%) |
| Defense | 20 |
| Ranged Defense | 20 |
| Fatigue | 38 |
| Physical Save | 42 |
| Spell Save | 31 |
| Mental Save | 30 |
Defense: Resistances
| Acid | + 44%( 70%) |
| Blight | + 24%( 70%) |
| Physical | + 15%( 70%) |
| Cold | + 49%( 70%) |
| All | + 10%( 70%) |
| Lightning | + 21%( 70%) |
| Light | + 21%( 70%) |
| Temporal | + 21%( 70%) |
| Darkness | + 26%( 70%) |
| Nature | + 15%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 208 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 208 damage for 4 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 144 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Corruption / Torture | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Wrath | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Shadowflame | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Heart of Fire | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Brutality | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Corruption / Oppression | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic strength | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Share the Pain |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The target is stunned, reducing damage by 50%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents cooldown twice as slow. Stunned |
| detrimental effect | Huge cut that bleeds, doing 27.40 physical damage per turn and decreasing all heals received by 50%. Deep Wound |
| beneficial effect | Turn into a wraith, passing through walls (but not natural obstacles), granting 7 defense and 6 armour. Wraithform |
| detrimental effect | The target is crippled, reducing melee, spellcasting and mind speed by 30%. Cripple |
| detrimental effect | The target is poisoned, taking 53.84 nature damage per turn. Deadly Poison |
| detrimental effect | Huge cut that bleeds, doing 5.95 physical damage per turn. Bleeding |
| detrimental effect | The target is grappled, unable to move, and limited in its offensive capabilities. GrappledSilenced Pinned Physical power reduced by 19 Slowed by 0% Damage per turn 74 |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
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 do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You failed to protect the injured seer from death by blade horror. Escort: injured seer (level 3 of Old Forest) | failed |
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 Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved Strength by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved Magic by +5. | 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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | 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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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. | 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 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 giant spider spinneret. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' 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 hummerhorn wing. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed green worm. | active |
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 within4 lumberjacks have died. | 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 | Tarrusarek the pair of dwarven-steel boots (0 def, 10 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 Fatigue: +3% Changes resistances penetration: +15% acid Changes damage: +6% acid Psi when hit: +0.32 Maximum psi: +20.00 Mindpower: +10 (+5 eff.) Mental crit. chance: +2% Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Spectral CagePowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% cold Changes resistances penetration: +10% cold Changes damage: +15% cold Talent cooldown: Chill of the Tomb (-2 turns) Spellpower: +10 (+3 eff.) Light radius: +5 It can be used to release a will o' the wisp that will explode against your foes for 138 cold damage (based on your Magic) Activation costs 20 power out of 7/20. This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
| On head | Steel Helm of Garkul (0 def, 6 armour)Requires: - Heavy armour training - Strength 16 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 (+6 eff.) Mental save: +12 (+6 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| Tool | Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+3 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 9 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
| On fingers | gold ring 'Starblow'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour penetration: +2 Physical power: +5 (+2 eff.) Changes stats: +2 Dex / +5 Con Changes resistances: +5% physical Changes resistances penetration: +20% light Changes damage: +3% light Physical save: +10 (+3 eff.) Rings can have magical properties. |
| On fingers | steel ring 'Glariata'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +26% acid / +3% light / +6% darkness Changes damage: +13% acid Life regen: +9.00 Maximum life: +45.00 Healing mod.: +10% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings can have magical properties. |
| Around waist | noble's rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Damage against: +15% Summoned Reduced damage from: +19% Summoned A belt that goes around your waist. |
| In main hand | voratun greatmaul 'Xanimira' (81-121.5 power, 4 apr)Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 81.0 - 121.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 6 mind Changes resistances: +12% lightning / +12% acid Physical save: +6 (+2 eff.) Disease immunity: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Massive two-handed mauls. |
| On hands | Tideusher (0 def, 8 armour)Requires: - Heavy armour training Infused by nature Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +9 (+3 eff.) Armour: +8 Fatigue: +5% Damage (Melee): 12 nature / 9 physical Damage when hit (Melee): 2 cold Changes stats: +3 Cun Changes resistances: +12% temporal / +9% darkness / +6% nature Changes damage: +5% physical / +3% nature / +6% temporal Infravision radius: +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.2 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 19 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | stralite plate armour 'Branudar' (0 def, 13 armour)Requires: - Massive armour training - Strength 48 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Fatigue: +22% Changes stats: +1 Dex / +2 Mag Changes resistances: +15% blight / +23% cold / +9% light Light radius: +1 A suit of armour made of metal plates. |
| Cloak | cashmere cloak 'Jethunger' (11 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +11 (+6 eff.) Changes stats: +5 Str / +2 Dex Changes resistances: +3% darkness Changes resistances penetration: +5% darkness / +15% arcane Physical save: +7 (+2 eff.) See invisible: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+3 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 35 power out of 5/35) : Effective talent level: 2.0 Power cost: 35 out of 5/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 208 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Inventory
gold amulet 'Baryhell'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +6 Wil Changes resistances: +6% blight / +6% fire / +3% darkness Changes resistances penetration: +15% mind Mindpower: +10 (+5 eff.) Amulets can have magical properties. |
gold ring 'Firestone'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Wil Changes resistances: +9% acid / +6% temporal / +9% nature / +9% blight Changes resistances penetration: +5% acid / +10% fire Spell save: +3 (+1 eff.) Mental save: +10 (+5 eff.) Rings can have magical properties. |
Rhegund the voratun battleaxe (55.5-83.25 power, 4 apr)Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 55.5 - 83.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +12 darkness Damage against: +16% Living When wielded/worn: Changes stats: +5 Wil / +3 Cun / +3 Con Infravision radius: +3 Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.arcing dwarven-steel dagger of daylight (19-24.7 power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 19.0 - 24.7 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 74 damage Damage (Melee): +11 light Damage against: +8% Undead Sharp, short and deadly. |
Pitchwilder (73-109.5 power, 4 apr)Requires: - Strength 48 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 73.0 - 109.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% Damage (radius 2) on crit: +58 acid / +34 nature When wielded/worn: Armour penetration: +13 Armour: +8 Changes resistances: +5% arcane / +6% darkness Changes resistances penetration: +19% acid / +17% nature Spell save: +15 (+7 eff.) Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.plaguebringer's dwarven-steel greatmaul (41-61.5 power, 2 apr) Requires: - Strength 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 41.0 - 61.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 3). On weapon hit: * 16% chance to reduce strength, dexterity, and constitution by 22 Damage (Melee): +13 blight When wielded/worn: Disease immunity: +15% Massive two-handed mauls. |
voratun greatmaul 'Shadowstrider' (66-99 power, 4 apr)Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 66.0 - 99.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 10 arcane resource burn Damage (Melee): +20 darkness When wielded/worn: Physical power: +13 (+5 eff.) Damage when hit (Melee): 8 darkness Changes stats: +6 Con Changes resistances: +5% arcane Changes resistances penetration: +13% physical Disarm immunity: +15% Massive two-handed mauls. |
Bethatta the Deepsstriker (42-58.8 power, 6 apr)Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 42.0 - 58.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to reduce damage dealt by 19% Damage (Melee): +13 darkness / +16 light Damage against: +14% Living When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 32% Changes resistances: +6% darkness Changes damage: +3% light Sharp, long, and deadly. |
Chillpain (31.5-44.1 power, 4 apr)Requires: - Strength 24 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 3 Base power: 31.5 - 44.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +8 nature Damage (radius 1) on hit: +7 fire Damage (radius 2) on crit: +8 cold When wielded/worn: Changes resistances: +9% mind Changes resistances penetration: +5% cold Sharp, long, and deadly. |
Hailquake (41.5-58.1 power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 41.5 - 58.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 acid Damage (radius 1) on hit: +4 lightning / +16 cold When wielded/worn: Armour penetration: +9 Physical crit. chance: +10.0% Changes resistances: +3% lightning Changes resistances penetration: +25% cold Changes damage: +6% cold Critical mult.: +19.00% Sharp, long, and deadly. |
Sword of Potential Futures (28-39.2 power, 10 apr)Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 It is part of a set of items. In the past there was a dagger with it. Base power: 28.0 - 39.2 Uses stats: 20% Mag, 80% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +10 Crit. chance: +8.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
This item will automatically be transmogrified when you leave the level.Tundrabender (34-47.6 power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 34.0 - 47.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +7 (+3 eff.) Armour penetration: +5 Damage when hit (Melee): 6 cold Changes resistances: +15% mind Changes resistances penetration: +9% physical Changes damage: +6% mind / +9% cold Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.dwarven-steel mace of corruption (25.5-35.7 power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 25.5 - 35.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% When this weapon hits: Curse of Vulnerability (20% chance level 3). Blunt and deadly. |
Cleanseswift the living mindstar (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 bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +20 nature Damage (radius 1) on hit: +8 nature When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 19% Changes stats: +5 Wil Changes resistances: +9% lightning Changes damage: +9% nature Spell save: +7 (+3 eff.) Mindpower: +10 (+5 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. |
Kinetic Focus (6-6.6 power, 18 apr, physical damage)Requires: - Willpower 18 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 6.0 - 6.6 Uses stats: 50% Wil, 30% Cun Damage type: Physical Mastery: Psiblades Accuracy bonus: +0.3% 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% physical Changes resistances penetration: +6% physical Changes damage: +10% physical Talent mastery: +0.10 Psionic / Kinetic mastery Talent granted: +1 Psionic Maelstrom Physical save: +6 (+2 eff.) Psi when firing a critical mind attack: +1.00 Mindpower: +8 (+4 eff.) Mental crit. chance: +4% Kinetic energies are focussed in the core of this mindstar. |
living mindstar 'Venomclamor' (17-18.7 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by arcane disrupting 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 bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Deals 61 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity) Damage (Melee): +16 nature When wielded/worn: Changes resistances penetration: +25% nature Changes damage: +6% mind Maximum hate: +6.00 Maximum psi: +40.00 Mindpower: +10 (+5 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. |
GalebrazeRequires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 When wielded/worn: Armour: +6 Changes stats: +3 Cun Changes resistances: +4% physical Changes resistances penetration: +5% lightning / +7% physical Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Poison immunity: +20% Slings are used to hurl stones or metal shots at your foes. |
Aledas the dragonbone starstaff (30-36 power, 6 apr, temporal element)Requires: - Magic 48 Infused by nature 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% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +4 Defense: +9 (+5 eff.) Changes stats: +3 Con Changes resistances: +6% acid / +12% fire / +9% blight Changes damage: +30% temporal Talent granted: +1 Command Staff Stamina each turn: +1.00 Spellpower: +15 (+5 eff.) Spell crit. chance: +5% Light radius: +6 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 40.72 light damage. Staves designed for wielders of magic, by the greats of the art. |
Arena the elven-wood vilestaff (25-30 power, 5 apr, darkness element)Requires: - Magic 35 Infused by nature 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% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Defense: +8 (+4 eff.) Changes stats: +4 Cun / +2 Str Changes resistances: +12% acid Changes resistances penetration: +15% mind Changes damage: +25% darkness Talent granted: +1 Command Staff Hate when firing a critical mind attack: +2.00 Spellpower: +12 (+4 eff.) Spell crit. chance: +4% Light radius: +4 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 30.24 light damage. Staves designed for wielders of magic, by the greats of the art. |
Frostmaim (30-36 power, 6 apr, physical element)Requires: - Magic 48 Crafted by a master 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% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +5 Dex / +2 Wil / +2 Cun Changes resistances: +6% cold Changes damage: +12% lightning / +12% cold / +30% physical Talent granted: +1 Command Staff Critical mult.: +15.00% Spellpower: +15 (+5 eff.) Spell crit. chance: +16% Staves designed for wielders of magic, by the greats of the art. |
Forestsun the elven-silk cloak (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+2 eff.) Damage when hit (Melee): 2 nature Changes stats: +3 Cun / +3 Dex Changes resistances: +12% lightning / +9% light / +3% nature Changes damage: +9% nature Spell save: +12 (+6 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Yvathra the Mucusstreak (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +21 (+7 eff.) Physical power: +15 (+5 eff.) Defense: +2 (+1 eff.) Fatigue: -5% Changes stats: +1 Mag / +3 Wil Changes damage: +3% nature Reduces incoming crit damage: 15.00% Maximum life: +53.00 Maximum stamina: +19.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Zubiriada the Strikebrand (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +13% acid / +12% temporal / +6% blight / +7% fire / +7% lightning / +7% cold Changes resistances penetration: +20% lightning / +5% light A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Rags of the Sanctuary of protection (3 def, 3 armour)Crafted by a master 2.00 Encumbrance. [Cosmetic Item] Type: armor / cloth ; tier 1 When wielded/worn: Armour: +3 Defense: +3 (+2 eff.) Changes resistances: +7% all Physical save: +16 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.cashmere robe of fire (+11%) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +18% fire / +11% all Changes damage: +12% fire A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Ce'Nath the Vilevengeance (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +8 Physical crit. chance: +3.0% Physical power: +5 (+2 eff.) Armour: +5 Effects on melee hit: * 20% chance to slow global speed by 50% Changes stats: +3 Cun Changes resistances: +12% nature Changes resistances penetration: +10% nature Changes damage: +6% mind A pair of boots made of leather. |
Spellhunt Remnants (1 def, 2 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Changes stats: +2 Cun / +2 Wil Changes resistances penetration: +5% nature Changes damage: +5% nature Spell save: +4 (+2 eff.) Maximum life: +20.00 Mindpower: +4 (+2 eff.) Mental crit. chance: +3% 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 destroy an arcane item (of a higher tier than the gauntlets) Activation costs 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
Aletta's Diadem (0 def, 0 armour)Requires: - Willpower 24 Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Damage when hit (Melee): 12 mind Changes stats: +4 Cun / +4 Wil Changes damage: +10% mind Mindpower: +12 (+6 eff.) Mental crit. chance: +5% It can be used to activate talent Psychic Lobotomy (costing 8 power out of 10/10) : Effective talent level: 3.0 Power cost: 8 out of 10/10. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Inflicts 43.38 mind damage and cripples the target's higher mental functions, reducing cunning by 9 and confusing (27% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
Hailpython (19 def, 7 armour)Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +19 (+10 eff.) Fatigue: +8% Effects on melee hit: * 10% chance to slow global speed by 50% Changes stats: +6 Dex Changes resistances: +9% nature / +6% fire / +3% darkness / +6% temporal Changes resistances penetration: +10% acid Changes damage: +6% cold Movement speed: +20% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.Silyra the Satyrwitch (12 def, 7 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +12 (+6 eff.) Fatigue: +8% Changes resistances: +19% cold Changes resistances penetration: +25% nature / +25% cold Changes damage: +6% nature / +12% fire A suit of armour made of leather. |
drakeskin leather armour 'Airgore' (28 def, 12 armour)Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +12 Defense: +28 (+14 eff.) Fatigue: +8% Changes stats: +8 Cun / +5 Dex Changes resistances penetration: +10% lightning Equilibrium when hit: +0.44 Hate when firing a critical mind attack: +4.00 Mental crit. chance: +2% A suit of armour made of leather. |
Airwyrd the steel plate armour (0 def, 11 armour)Requires: - Massive armour training - Strength 28 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +11 Fatigue: +22% Changes resistances: +7% acid / +9% temporal / +12% light / +3% blight / +7% cold / +6% lightning Changes damage: +9% lightning Allows you to breathe in: water A suit of armour made of metal plates. |
2 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
61 alchemist agate0.00 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. |
aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns 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. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) 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. |
2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 ametrine0.00 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. |
3 citrine0.00 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. |
3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By Serrenia the Higher Doombringer level 14
32nd Dusk 122nd year of Ascendancy at 10:25 see stats
Exterminator
Killed 1000 creatures.By Serrenia the Higher Doombringer level 19
3rd Haze 122nd year of Ascendancy at 00:21 see stats
Hell has no fury like a demon scorned!
Escaped the Searing Halls.By Serrenia the Higher Doombringer level 5
77th Pyre 122nd year of Ascendancy at 21:12 see stats
Level 10
Got a character to level 10.By Serrenia the Higher Doombringer level 10
4th Mirth 122nd year of Ascendancy at 20:13 see stats
Level 20
Got a character to level 20.By Serrenia the Higher Doombringer level 20
3rd Haze 122nd year of Ascendancy at 06:51 see stats
Once bitten, twice shy
Escaped the Anteroom of Agony.By Serrenia the Higher Doombringer level 20
3rd Haze 122nd year of Ascendancy at 14:10 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Serrenia the Higher Doombringer level 11
2nd Summertide 122nd year of Ascendancy at 00:50 see stats
The Arena
Unlocked Arena mode.By Serrenia the Higher Doombringer level 11
7th Mirth 122nd year of Ascendancy at 12:29 see stats
The secret city
Discovered the truth about mages.By Serrenia the Higher Doombringer level 11
8th Flare 122nd year of Ascendancy at 23:18 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Serrenia the Higher Doombringer level 17
61st Dusk 122nd year of Ascendancy at 12:26 see stats
Log
Burning from Serrenia hits Brown bear for 6 fire damage.
Burning Shock from Serrenia hits Brown bear for 30 fire damage.
Burning Shock from Serrenia hits Glugara the cave bear for 26 fire damage.
Burning from Serrenia hits Borius, Avatar of Bearness for 7 fire damage.
Grappling hits Serrenia for 23 physical, 3 physical, 3 physical, 3 physical (32 total damage).
Serrenia hits Borius, Avatar of Bearness for 93 physical, 11 physical, 13 nature, 14 fire (131 total damage).
Aeriremina the brown bear uses Noggin Knocker.
Serrenia is stunned!
Serrenia starts to bleed.
Aeriremina the brown bear's Noggin Knocker hits Serrenia for 5 physical, 2 arcane (7 total damage).
Aeriremina the brown bear's Noggin Knocker hits Serrenia for 5 physical, 2 arcane (7 total damage).
Aeriremina the brown bear's Noggin Knocker hits Serrenia for 6 physical, 2 arcane (8 total damage).
Glugara the cave bear shoots!
Borius, Avatar of Bearness hits Serrenia for 91 physical damage.
Grappling hits Serrenia for 1 physical, 0 physical (1 total damage).
Melee retaliation hits Borius, Avatar of Bearness for 3 mind, 1 cold (4 total damage).
Serrenia HEALS from nature damage!
Grappled from Borius, Avatar of Bearness hits Serrenia for 63 physical damage.
Glugara the cave bear's Shoot hits Serrenia for 7 physical damage.
Deadly Poison from Glugara the cave bear hits Serrenia for 18 nature, 3 healing (18 total damage) [3 healing].
Deep Wound from Glugara the cave bear hits Serrenia for 9 physical damage.
Bleeding from Aeriremina the brown bear hits Serrenia for 3 physical damage.
Grappling hits Serrenia for 1 physical damage.
Burning Shock from Serrenia hits Aeriremina the brown bear for 13 fire damage.
Burning from Serrenia hits Brown bear for 3 fire damage.
Burning Shock from Serrenia hits Brown bear for 15 fire damage.
Burning Shock from Serrenia hits Glugara the cave bear for 13 fire damage.
Burning from Serrenia hits Borius, Avatar of Bearness for 4 fire damage.
Borius, Avatar of Bearness uses Clinch.
Saving game...










































































































