













Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Ashes of Urh'Rok 1.6.7Official 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 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.7Official 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 1.6.6Donators/Buyers bonus! Forbidden Cults 1.6.7Official 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 Roguelike |
Sex | Male |
Race | Ghoul |
Class | Annihilator |
Level / Exp | 32 / 19% |
Size | medium |
Lifes / Deaths | Killed by Xanedavea the saw horror at level 16 on the 32nd Dusk 122nd year of Ascendancy at 02:53 / 6Killed by Aroleraba the sandworm at level 21 on the 50th Dusk 122nd year of Ascendancy at 18:09 Killed by Bethumida the gwelgoroth at level 26 on the 21st Haze 122nd year of Ascendancy at 14:18 Killed by Emoth the snow giant at level 26 on the 21st Haze 122nd year of Ascendancy at 14:18 Killed by Xeritta the corrupted mastocytic feeder at level 32 on the 32nd Regrowth 123rd year of Ascendancy at 03:06 Killed by Xeritta the corrupted mastocytic feeder at level 32 on the 32nd Regrowth 123rd year of Ascendancy at 09:34 |
Primary Stats
Strength | 39 (base 10) |
Dexterity | 81 (base 55) |
Constitution | 36 (base 10) |
Magic | 25 (base 10) |
Willpower | 37 (base 23) |
Cunning | 92 (base 60) |
Resources
Life | -507/797 |
Psi | 117/117 |
Steam | 40/100 |
Healing Factor | 1.1893203883495 |
Regeneration | 2.6759708737864 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +22.7836465099% |
Spell | 0% |
Global | +80% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 16 |
See Stealth | 52 |
See Invisible | 52 |
Offense: Mainhand
Damage | 74 |
Accuracy | 59 |
Crit Chance | 42% |
APR | 20 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 11 |
Crit Chance | 28% |
Speed | 1 |
Offense: Mind
Mindpower | 43 |
Crit Chance | 28% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +13% |
Blight | +19% |
Physical | +13% |
Cold | +14% |
All | 0% |
Offense: Damage Penetration
Physical | +57% |
Lightning | +20% |
Arcane | +15% |
All | +5% |
Defense: Base
Armour (hardiness) | 25 (30%) |
Defense | 44 |
Ranged Defense | 44 |
Fatigue | 19 |
Physical Save | 40 |
Spell Save | 26 |
Mental Save | 46 |
Defense: Resistances
Acid | + 41%( 70%) |
Blight | + 44%( 70%) |
Physical | + 37%( 70%) |
Cold | + 36%( 70%) |
All | + 31%( 70%) |
Lightning | + 64%( 70%) |
Light | + 33%( 70%) |
Temporal | + 35%( 70%) |
Mind | + 42%( 70%) |
Nature | + 41%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 80% |
Bleed Resistance | 100% |
Knockback Resistance | 0% |
Fear Resistance | 100% |
Stun Resistance | 100% |
Poison Resistance | 80% |
Blind Resistance | 20% |
Inscriptions (3/3)
Implants | Effective talent level: 1.3 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.4 steam per turn. Can be activated for an instant burst of 72 steam. Its effects scale with your Dexterity stat. |
Implants | Effective talent level: 1.3 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 182% efficiency and cooldown mod of 57%. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 1.3 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 147% efficiency and cooldown mod of 50%. Its effects scale with your Cunning stat. |
Class Talents
Steamtech / Gadgets | 1.60 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Steamtech / Magnetism | 1.60 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Demolition | 1.60 |
| 1/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Steamtech / Heavy weapons | 1.60 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Turrets | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Steamtech / Engineering | 1.50 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Undead / Ghoul | 1.40 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.60 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Feedback | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Steamtech / Chemistry | 1.50 |
| 3/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Steamtech / Physics | 1.50 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Exoskeleton |
talent | Chemical Grenade |
talent | Boltgun |
talent | Skate |
detrimental effect | The target is pinned to the ground, unable to move. Pinned to the ground |
beneficial effect | Has 3 heavy ammunition loaded. Current heavy weapon will be unequiped when no ammunitions are left. 3 Ammo |
detrimental effect | The target has been tethered to the location and has a 0% chance of being teleported back, creating an explosion for 135.26 physical and 135.26 temporal warp damage at both ends of the teleport. Spatial Tether |
beneficial effect | Fight to the brink of death, can not die before going under -307 life (but life under 0 is not shown) and increases all resistances by 20%. Pain Suppressor Salve |
beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+59). Continuum Destabilization |
detrimental effect | The target is taking 50% of all damage dealt to other braided targets. Braided |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
beneficial effect | Next melee or ranged attack that deals more than 8% of maximum life is reduced by 30% and triggers a radius 5 conal explosion dealing 29% steamgun damage. 3 stacks remaining. Reactive Armor |
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 |
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. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Daikara. Escort: lost defiler (level 2 of Daikara)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you gained talent category Psionic / Feedback (at mastery 1.00). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Skate (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you gained talent category Psionic / Augmented mobility (at mastery 1.00). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * 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 |
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. | 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 named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 AlchemistsMarus of Elvala has completed an elixir of the savior without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed green worm. * You've found the needed warg claw. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
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! | 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 within6 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | 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% Changes stats: +2 Con / +2 Wil Changes resistances penetration: +7% physical Mindpower: +3 (+1 eff.) It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 2.6 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 47% (at 0 Hate) to 157% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 14 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 49.0 - 58.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +13.5% Capacity: 21 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
Light source | ![]() Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Defense: +10 (+3 eff.) Changes stats: +3 Mag / +5 Con Changes resistances penetration: +25% physical Changes damage: +6% physical Light radius: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +3 Fatigue: +3% Effects on melee hit: * 20% chance to reduce armor by 16% Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +8 Cun Changes resistances: +6% acid / +8% physical Physical save: +7 (+3 eff.) Mental save: +12 (+4 eff.) Light radius: +2 A cap made of leather. |
On hands | ![]() Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +8 Armour: +3 Fatigue: +5% Changes stats: +3 Str / +8 Dex / +8 Cun Talent cooldown: Double Strike (-1 turn) Talent granted: +3 Iron Grip Physical save: +9 (+3 eff.) Disarm immunity: +80% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.9 Power cost: 20 out of 20/20. Range: 9 Travel Speed: instantaneous Description: Fire a steady shot, doing 171% damage with a 28% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +20 (+5 eff.) Changes stats: +2 Str / +1 Cun / +2 Con Changes resistances penetration: +20% physical Critical mult.: +10.00% Mental save: +12 (+4 eff.) Maximum hate: +2.00 Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Changes stats: +5 Cun / +4 Dex Blindness immunity: +20% Infravision radius: +3 See stealth: +7 See invisible: +7 Rings can have magical properties. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Dex / +1 Con Changes resistances: +6% lightning Changes resistances penetration: +15% lightning Physical save: +9 (+3 eff.) Stun/Freeze immunity: +20% Life regen: +2.00 Only die when reaching: -20.00 life Rings can have magical properties. |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +11% lightning Stun/Freeze immunity: +21% Amulets can have magical properties. |
In main hand | ![]() Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Mastery: Autoloader Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +28 Crit. chance: +16.0% Attack speed: 100% Firing range: +9 Travel speed: +600% Damage (radius 1) on hit: +0 20% chance of physical repulsion Attacks use: 2.0 Steam When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +7 Physical power: +9 (+3 eff.) Changes stats: +3 Str Changes resistances penetration: +5% all Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Dex / +5 Cun / +7 Lck Changes resistances: +6% temporal / +3% light / +6% nature Changes damage: +6% cold Trap disarming bonus: +10 Stealth bonus: +9 Infravision radius: +8 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A belt that goes around your waist. |
In off hand | ![]() Requires: - Shield usage training - Strength 16 Infused by arcane disrupting forces 7.00 Encumbrance. Type: armor / shield ; tier 2 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Physical power: +10 (+3 eff.) Armour: +9 Fatigue: +8% Effects on melee hit: * 9 arcane resource burn Damage (Melee): 9 acid / 9 nature Effects when hit in melee: * 7 arcane resource burn Changes stats: +4 Str / +1 Dex / +4 Con Changes resistances: +8% acid / +8% nature Talent granted: +1 Block Handheld deflection devices. |
Cloak | ![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind / +24% lightning Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+4 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+4 eff.) Stun/Freeze immunity: +40% Mindpower: +6 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 10 power out of 25/25) : Effective talent level: 4.2 Power cost: 10 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 52 points of damage the target suffers will reduce the effect duration by one turn. When Slumber 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 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Main armor | ![]() Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +6 Armour Hardiness: +0% Fatigue: +0% Changes stats: +5 Str / +7 Mag / +4 Wil / +1 Cun Changes resistances: +6% lightning / +7% cold / +19% blight / +11% all Changes resistances penetration: +10% arcane Changes damage: +13% lightning / +7% physical / +19% blight / +8% cold Critical mult.: +14.00% Reduces incoming crit damage: 21.00% Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +3.00 Infravision radius: +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 138% efficiency and cooldown mod of 50%. Its effects scale with your Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() steam generator implant (steam 11) Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.3 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.8 steam per turn. Can be activated for an instant burst of 54 steam. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() steam generator implant (steam 14) Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.3 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.5 steam per turn. Can be activated for an instant burst of 72 steam. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 253.30 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() acid wave rune (damage 75; dur 4; cd 22) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 74.80 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() blink rune (range 4; phase 21; cd 19) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 21%, your defense is increased by 21 and all your resistances by 21%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Talent granted: +1 Eye of the Tiger You have set the ring to grant you Eye of the Tiger! A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() gladiator's voratun ring of power Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +19 (+6 eff.) Changes stats: +7 Str / +5 Con Spellpower: +5 (+2 eff.) Mindpower: +10 (+4 eff.) Rings can have magical properties. |
![]() pixie's stralite ring of pilfering Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +11 (+3 eff.) Armour penetration: +11 Defense: +11 (+3 eff.) Changes stats: +5 Cun / +6 Mag Spellpower: +13 (+4 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.6 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 115% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
![]() voratun ring 'Voruna' Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +6 Changes resistances: +40% lightning / +12% fire / +18% darkness Changes damage: +20% lightning Critical mult.: +15.00% Blindness immunity: +20% Silence immunity: +20% Disarm immunity: +20% Mental crit. chance: +2% Rings can have magical properties. |
![]() hateful voratun battleaxe of crippling (54-81 power, 4 apr) Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 54.0 - 81.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +27 darkness Damage against: +13% Living When wielded/worn: Physical crit. chance: +14.0% Massive two-handed battleaxes. |
![]() stralite battleaxe 'Bloomfiend' (62-93 power, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 62.0 - 93.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% Damage (Melee): +12 nature / +20 mind Damage (radius 1) on hit: +12 light Damage (radius 2) on crit: +20 nature When wielded/worn: Changes resistances: +15% mind Changes damage: +9% nature Massive two-handed battleaxes. |
![]() blazebringer's voratun dagger of massacre (46.5-60.45 power, 9 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 46.5 - 60.5 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (radius 2) on crit: +68 fire When wielded/worn: Changes resistances penetration: +10% fire Global speed: +9% Sharp, short and deadly. |
![]() quick voratun dagger of erosion (38-49.4 power, 9 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +17 nature When wielded/worn: Accuracy: +11 (+3 eff.) Changes stats: +4 Dex Combat speed: +10% Sharp, short and deadly. |
![]() stralite dagger 'Phlegmtorrent' (43-55.9 power, 9 apr) Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 43.0 - 55.9 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 20% chance to reduce armor by 16% Damage (radius 1) on hit: +20 acid When wielded/worn: Damage when hit (Melee): 10 nature Changes resistances: +3% nature / +9% light Light radius: +3 Sharp, short and deadly. |
![]() truestriking voratun dagger of erosion (39-50.7 power, 9 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 39.0 - 50.7 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +7 nature When wielded/worn: Accuracy: +21 (+6 eff.) Armour penetration: +11 Changes resistances penetration: +10% physical Sharp, short and deadly. |
![]() voratun dagger 'Aeriwyn' (36.5-47.45 power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 36.5 - 47.5 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage When wielded/worn: Accuracy: +15 (+4 eff.) Armour penetration: +11 Physical crit. chance: +12.0% Changes stats: +10 Str Changes damage: +12% physical Critical mult.: +25.00% Physical save: +9 (+3 eff.) Stamina each turn: +3.00 Hate when firing a critical mind attack: +4.00 Maximum hate: +6.00 Sharp, short and deadly. |
![]() Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 32.0 - 48.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 50% chance to shatter magical shields Damage (Melee): +20 nature When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +8 Con Changes damage: +25% nature Spell save: +15 (+7 eff.) This large steel greatmaul has thick vines wrapped around the handle. |
![]() truestriking voratun longsword (42-58.8 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 42.0 - 58.8 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: +18 (+5 eff.) Armour penetration: +10 Changes resistances penetration: +12% physical Sharp, long, and deadly. |
![]() voratun longsword 'Ravenknight' (59-82.6 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 59.0 - 82.6 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% Damage (Melee): +20 physical Damage (radius 2) on crit: +16 lightning When wielded/worn: Accuracy: +10 (+3 eff.) Physical power: +25 (+8 eff.) Defense: +15 (+5 eff.) Changes stats: +4 Dex Changes resistances: +12% darkness Physical save: +6 (+2 eff.) Sharp, long, and deadly. |
![]() acidic voratun mace of massacre (54-75.6 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 54.0 - 75.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Blunt and deadly. |
![]() caller's living mindstar of balance (16-17.6 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.0 - 17.6 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy 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% When wielded/worn: Changes resistances penetration: +5% acid / +6% fire / +4% cold / +6% physical Changes damage: +10% acid / +11% fire / +12% cold / +15% physical Talent granted: +1 Attune Mindstar Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +8 (+3 eff.) Equilibrium when hit: +1.90 Mindpower: +10 (+4 eff.) Mental crit. chance: +5% Heals friendly targets nearby when you use a nature summon: +33 Max wilder summons: +3 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. |
![]() harmonious living mindstar of balance (16.5-18.15 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 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% When wielded/worn: Changes resistances: +6% nature Changes resistances penetration: +7% nature Changes damage: +4% nature Talent mastery: +0.10 Wild-gift / Harmony Talent granted: +1 Attune Mindstar Physical save: +6 (+2 eff.) Spell save: +5 (+2 eff.) Mental save: +4 (+2 eff.) Equilibrium when hit: +1.10 Mindpower: +10 (+4 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() projecting 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% When wielded/worn: Changes damage: +16% lightning / +11% fire / +15% cold Talent masteries: +0.20 Psionic / Focus +0.20 Psionic / Projection Talent granted: +1 Attune Mindstar Mindpower: +10 (+4 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() dragonbone vilestaff of greater warding (30-36 power, 6 apr, fire element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +9 Defense: +8 (+2 eff.) Maximum wards: +3 fire Changes damage: +30% fire Talents granted: +3 Ward +1 Command Staff Spellpower: +15 (+4 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
![]() caustic voratun steamgun Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Infused by nature Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Mastery: Autoloader Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Attack speed: 100% Firing range: +10 Travel speed: +600% Damage (radius 2) on crit: +30 acid / +36 nature Attacks use: 2.0 Steam When wielded/worn: Armour penetration: +9 Changes resistances penetration: +14% acid / +23% nature Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() gunslinger's voratun steamgun of tinkering (+5) Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Mastery: Autoloader Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Attack speed: 100% Firing range: +10 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Changes stats: +5 Cun Changes damage: +21% physical Talents cooldown: Trick Shot (-2 turns) Strafe (-2 turns) Double Shots (-2 turns) Steampower: +21 (+5 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() Hettavor the stralite steamsaw (42-63 power, 0 apr) Requires: - Strength 35 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Base power: 42.0 - 63.0 Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.3% crit chance (max 25%) Crit. chance: +4.0% Attack speed: 100% Block value: +68 Attacks use: 1.0 Steam When wielded/worn: Accuracy: +30 (+8 eff.) Armour: +5 Defense: +23 (+7 eff.) Fatigue: +10% On shield block: * Cause enemies within radius 6 to bleed for 207 physical damage over 5 turns (1/turn) Changes stats: +3 Wil Talent granted: +2 Block Spell save: +9 (+4 eff.) Stamina each turn: +3.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() inquisitor's voratun steamsaw of erosion (40-60 power, 0 apr) Requires: - Strength 48 - Talent Steam Pool Infused by nature Infused by arcane disrupting forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 40.0 - 60.0 Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.3% crit chance (max 25%) Crit. chance: +5.0% Attack speed: 100% Block value: +107 On weapon crit: * Deals 74 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) Damage (Melee): +10 nature Attacks use: 1.0 Steam When wielded/worn: Armour: +6 Defense: +10 (+3 eff.) Fatigue: +12% Talent granted: +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Changes resistances: +0% lightning Stun/Freeze immunity: +0% Spellpower: +5 (+2 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() Chamyrath the elven-silk robe (6 def, 7 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +7 Defense: +6 (+2 eff.) Changes stats: +3 Str / +2 Dex / +10 Mag / +3 Con Changes resistances: +9% darkness / +11% light / +15% all Changes resistances penetration: +13% physical / +14% darkness / +14% mind Changes damage: +23% darkness / +13% physical / +23% mind / +29% light Critical mult.: +10.00% Psi each turn: +0.78 Only die when reaching: -80.00 life Maximum life: +64.00 Maximum hate: +15.00 Maximum psi: +40.00 Mindpower: +17 (+6 eff.) Mental crit. chance: +8% Light radius: +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() fearwoven elven-silk robe of protection (3 def, 4 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Armour: +4 Defense: +3 (+1 eff.) Changes resistances: +15% all Changes resistances penetration: +19% darkness / +15% physical Changes damage: +20% darkness / +23% physical Physical save: +30 (+10 eff.) Maximum hate: +5.00 Mindpower: +8 (+3 eff.) Mental crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() verdant elven-silk robe (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +7 Con Changes resistances: +15% all Changes damage: +25% nature Poison immunity: +35% Disease immunity: +28% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() invigorating pair of hardened leather boots of tirelessness (0 def, 3 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -5% Stamina each turn: +1.30 Maximum life: +42.00 Maximum stamina: +17.00 Movement speed: +10% A pair of boots made of leather. |
![]() miner's pair of voratun boots of tirelessness (0 def, 12 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +12 Fatigue: +4% Stamina each turn: +0.90 Maximum stamina: +31.00 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. |
![]() alchemist's drakeskin leather gloves of the juggernaut (0 def, 3 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Damage (Melee): 7 acid / 10 fire / 6 cold / 7 lightning Changes stats: +3 Mag / +2 Wil / +4 Con Physical save: +14 (+5 eff.) Spell save: +5 (+2 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +34% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 2.6 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 25% and provides a 13% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() fortifying voratun mail armour (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +12% Changes stats: +5 Str / +6 Con Maximum life: +67.00 A suit of armour made of mail. |
![]() rejuvenating drakeskin leather armour of resilience (20 def, 8 armour) Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+6 eff.) Fatigue: +8% Life regen: +3.00 Stamina each turn: +2.00 Maximum life: +45.00 A suit of armour made of leather. |
![]() The Black Plate (25 def, 35 armour) Requires: - Massive armour training - Strength 48 Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +35 Defense: +25 (+8 eff.) Fatigue: +15% Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +20% darkness / +15% blight / +25% fire / +20% cold Talent masteries: +0.20 Corruption / Doom covenant +0.20 Corruption / Wrath +0.20 Corruption / Infernal combat +0.20 Corruption / Oppression Physical save: +15 (+5 eff.) Spell save: +25 (+12 eff.) Confusion immunity: +100% Fear immunity: +100% Light radius: -2 Infravision radius: +3 Shadow Power: +10 Grants physical power equal to your Shadow Power. "Wreckage all about you. Is there anything left inside?" |
![]() searing stralite plate armour (0 def, 13 armour) Requires: - Massive armour training - Strength 48 Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Fatigue: +22% Damage (Melee): 12 acid / 16 fire Damage when hit (Melee): 11 acid / 13 fire Changes resistances: +13% acid / +14% fire A suit of armour made of metal plates. |
![]() living voratun shield (0 def, 10 armour, 187.5 block) Requires: - Shield usage training - Strength 48 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +10 Fatigue: +8% Changes resistances: +15% nature / +18% blight Talent granted: +1 Block Maximum life: +78.00 Handheld deflection devices. |
![]() barbed quiver of dragonbone arrows (19/19, 69.5-97.3 power, 18 apr) Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 69.5 - 97.3 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +18.0% Capacity: 19 On weapon crit: * Wound the target dealing 207 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() quiver of elven-wood arrows 'Furnacereeve' (20/20, 42-58.8 power, 14 apr) Requires: - Dexterity 35 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 42.0 - 58.8 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +2.5% Capacity: 20 On weapon hit: * 20% chance to reduce armor by 16% * 20% chance to knock the target back 3 spaces and deal 174 physical damage Damage (Ranged): +20 acid / +50 physical / +16 blight / +12 fire Damage (radius 1) on hit: +16 fire Damage (radius 2) on crit: +20 acid / +16 fire Arrows are used with bows to pierce your foes to death. |
![]() 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. |
![]() 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 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 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 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 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. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 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. |
![]() Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% 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 75% 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. |
powerful frost salve [power 18] powerful frost salve [power 18]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 2 physical effects and grants a frost aura (18% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
powerful pain suppressor salve [power 208] powerful pain suppressor salve [power 208]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 No medical injector available, values are indicative only. Activating this item is instant. It can be used to let you fight up to -208 life and reduces all damage by 20% for 6 turns (takes no time to activate) Activation puts Talent Medical Injector on cooldown for 10 turns. Medical salve. |
simple healing salve [power 148] simple healing salve [power 148]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 No medical injector available, values are indicative only. It can be used to heal 148 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
![]() 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. |
![]() barbed pouch of voratun shots of erosion (15/20, 61.5-73.8 power, 6 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 61.5 - 73.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +17.0% Capacity: 20 On weapon crit: * Wound the target dealing 207 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +9 nature Shots are used with slings to pummel your foes to death. |
![]() pouch of voratun shots of accuracy (19/19, 56-67.2 power, 6 apr) Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 56.0 - 67.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +10 Armour Penetration: +6 Crit. chance: +7.0% Capacity: 19 Shots are used with slings to pummel your foes to death. |
![]() psychokinetic pouch of voratun shots (14/19, 55.5-66.6 power, 6 apr) Requires: - Dexterity 48 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 55.5 - 66.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +7.0% Capacity: 19 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 174 physical damage Damage (Ranged): +29 physical Shots are used with slings to pummel your foes to death. |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item of type 'weapon' When attach to an other item: Damage (radius 1) on hit: +36 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! |
![]() stralite torque of gale force 'Morninggash' [power 360] (15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Armour penetration: +4 Defense: +20 (+6 eff.) Changes stats: +5 Str / +2 Dex Changes damage: +15% light Physical save: +9 (+3 eff.) Only die when reaching: -80.00 life Maximum stamina: +30.00 It can be used to project a gust of wind in a cone knocking enemies back 12 spaces and dealing 346 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 3 total effects of type disease, wound, or poison. 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: 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 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 MadnessIsTooHardandIfuSee the Ghoul Annihilator level 31
20th Regrowth 123rd year of Ascendancy at 11:31 see stats
By MadnessIsTooHardandIfuSee the Ghoul Annihilator level 27
43rd Haze 122nd year of Ascendancy at 16:11 see stats
By MadnessIsTooHardandIfuSee the Ghoul Annihilator level 29
9th Decay 122nd year of Ascendancy at 06:13 see stats
By MadnessIsTooHardandIfuSee the Ghoul Annihilator level 22
8th Haze 122nd year of Ascendancy at 06:13 see stats
By MadnessIsTooHardandIfuSee the Ghoul Annihilator level 27
22nd Haze 122nd year of Ascendancy at 20:50 see stats
By MadnessIsTooHardandIfuSee the Ghoul Annihilator level 31
20th Regrowth 123rd year of Ascendancy at 10:58 see stats
By MadnessIsTooHardandIfuSee the Ghoul Annihilator level 10
2nd Flare 122nd year of Ascendancy at 02:38 see stats
By MadnessIsTooHardandIfuSee the Ghoul Annihilator level 20
49th Dusk 122nd year of Ascendancy at 15:21 see stats
By MadnessIsTooHardandIfuSee the Ghoul Annihilator level 30
8th Regrowth 123rd year of Ascendancy at 10:16 see stats
By MadnessIsTooHardandIfuSee the Ghoul Annihilator level 22
61st Dusk 122nd year of Ascendancy at 01:21 see stats
By MadnessIsTooHardandIfuSee the Ghoul Annihilator level 13
9th Dusk 122nd year of Ascendancy at 12:53 see stats
By MadnessIsTooHardandIfuSee the Ghoul Annihilator level 31
20th Regrowth 123rd year of Ascendancy at 11:31 see stats
By MadnessIsTooHardandIfuSee the Ghoul Annihilator level 5
7th Mirth 122nd year of Ascendancy at 15:11 see stats
By MadnessIsTooHardandIfuSee the Ghoul Annihilator level 31
20th Regrowth 123rd year of Ascendancy at 11:31 see stats
By MadnessIsTooHardandIfuSee the Ghoul Annihilator level 15
18th Dusk 122nd year of Ascendancy at 15:02 see stats
By MadnessIsTooHardandIfuSee the Ghoul Annihilator level 21
51st Dusk 122nd year of Ascendancy at 07:15 see stats
By MadnessIsTooHardandIfuSee the Ghoul Annihilator level 16
31st Dusk 122nd year of Ascendancy at 02:46 see stats
Log
Xeritta the corrupted mastocytic feeder hits MadnessIsTooHardandIfuSee for (143 exoskeleton), 251 temporal (251 total damage).
Xeritta the corrupted mastocytic feeder damages Something through the Braid!
MadnessIsTooHardandIfuSee receives 11 healing.
Xeritta the corrupted mastocytic feeder hits Something for 124 braided , (124 absorbed) (124 total damage).
MadnessIsTooHardandIfuSee uses Flechette Burst.
Xeritta the corrupted mastocytic feeder is not crippled anymore.
MadnessIsTooHardandIfuSee's Flechette Burst performs a ranged critical strike against Xeritta the corrupted mastocytic feeder!
Xeritta the corrupted mastocytic feeder is crippled.
Xeritta the corrupted mastocytic feeder shares damage with his oozes!
Xeritta the corrupted mastocytic feeder converts damage to paradox!
MadnessIsTooHardandIfuSee's Flechette Burst hits Xeritta the corrupted mastocytic feeder for (23 dissipated), (8 converted), 19 acid (19 total damage).
MadnessIsTooHardandIfuSee's Flechette Burst hits Xeritta the corrupted mastocytic feeder for (45 dissipated), (10 converted), 24 acid (24 total damage).
Xeritta the corrupted mastocytic feeder casts Invoke Darkness.
Xeritta the corrupted mastocytic feeder's spell attains critical power!
Xeritta the corrupted mastocytic feeder hits MadnessIsTooHardandIfuSee for (25 exoskeleton), 348 darkness (348 total damage).
Xeritta the corrupted mastocytic feeder damages Something through the Braid!
Xeritta the corrupted mastocytic feeder hits Something for 173 braided , (173 absorbed) (173 total damage).
MadnessIsTooHardandIfuSee receives 11 healing.
Xeritta the corrupted mastocytic feeder casts Temporal Bolt.
Xeritta the corrupted mastocytic feeder hits MadnessIsTooHardandIfuSee for (25 exoskeleton), 219 temporal (219 total damage).
MadnessIsTooHardandIfuSee the level 32 ghoul annihilator was paradoxed to death by Xeritta the corrupted mastocytic feeder on level 1 of The Godfeaster.
MadnessIsTooHardandIfuSee deactivates Exoskeleton.
MadnessIsTooHardandIfuSee deactivates Skate.
MadnessIsTooHardandIfuSee is not affected anymore by the salve.
MadnessIsTooHardandIfuSee deactivates Chemical Grenade.
MadnessIsTooHardandIfuSee deactivates Boltgun.
MadnessIsTooHardandIfuSee's lifeline is no longer braided.
MadnessIsTooHardandIfuSee is no longer tethered.
MadnessIsTooHardandIfuSee is no longer pinned.