Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Delete Alternate Sandworm Lair 1.6.6Deletes alt SWL from the game. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Ogre |
Class | Wanderer |
Level / Exp | 34 / 60% |
Size | big |
Lifes / Deaths | Killed by Mayyssra the skeleton magus at level 34 on the 80th Regrowth 123rd year of Ascendancy at 17:42 / 1 |
Primary Stats
Strength | 65 (base 45) |
Dexterity | 68 (base 60) |
Constitution | 21 (base 12) |
Magic | 49 (base 36) |
Willpower | 16 (base 12) |
Cunning | 25 (base 12) |
Resources
Mana | 213/366 |
Vim | 192/232 |
Life | -319/1094 |
Positive | 129/149 |
Stamina | 143/261 |
Paradox | 304 |
Healing Factor | 1.2448044672221 |
Regeneration | 22.717681526803 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 9 |
See Invisible | 6 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 102 |
Accuracy | 61 |
Crit Chance | 34% |
APR | 24 |
Speed | 1.00 |
Offense: Offhand
Damage | 41 |
Accuracy | 61 |
Crit Chance | 32% |
APR | 24 |
Speed | 1.00 |
Offense: Spell
Spellpower | 40 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 23 |
Crit Chance | 18% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +30% |
Temporal | +6% |
All | 0% |
Physical | +62% |
Cold | +25% |
Nature | +9% |
Offense: Damage Penetration
Lightning | +18% |
Physical | +9% |
All | 0% |
Defense: Base
Armour (hardiness) | 36 (60.419291818375%) |
Defense | 49 |
Ranged Defense | 49 |
Fatigue | 0 |
Physical Save | 35 |
Spell Save | 31 |
Mental Save | 20 |
Defense: Resistances
Cold | + 40%( 70%) |
Lightning | + 38%( 70%) |
Light | + 21%( 70%) |
Darkness | + 36%( 70%) |
Blight | + 49%( 70%) |
Physical | + 43%( 70%) |
Fire | + 36%( 70%) |
All | + 18%( 70%) |
Defense: Immunities
Disarm Resistance | 40% |
Confusion Resistance | 29% |
Silence Resistance | 26% |
Stun Resistance | 77% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (6/6)
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 99 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 672% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 217 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 382 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 59 up to 5 times. Its effects scale with your Magic stat. |
Class Talents
Corruption / Scourge | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Magnetism | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Matter | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Cunning / Poisons | 1.00 |
| 2/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Wild-gift / Summoning (utility) | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Throwing knives | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Spell / Advanced-golemancy | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Chronomancy | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.20 |
| 3/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| 3/5 |
Spell / Aegis | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Mobility | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Corruption / Hexes | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fungus | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
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 grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You failed to protect the injured seer from death by Betissra the weaver young. Escort: injured seer (level 7 of Dreadfell) | failed |
You failed to protect the lost defiler from death by grave wight. Escort: lost defiler (level 1 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Scintillating Caves. Escort: lost sun paladin (level 2 of Scintillating Caves)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Dreadfell. Escort: lost sun paladin (level 4 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Scintillating Caves. Escort: lost warrior (level 3 of Scintillating Caves)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Daikara. Escort: temporal explorer (level 2 of Daikara)As a reward you gained talent category Chronomancy / Chronomancy (at mastery 1.00). | done |
You failed to protect the worried loremaster from death by great wolf. Escort: worried loremaster (level 4 of Old Forest) | failed |
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 Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * 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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 223. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed ice wyrm tooth. * You've found the needed vial of elder vampire blood. * You've found the needed chunk of ghoul flesh. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed vial of fire wyrm saliva. * You've found the needed ice ant stinger. | 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 within5 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | undeterred pair of dwarven-steel boots of force (0 def, 4 armour) undeterred pair of dwarven-steel boots of force (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +4 Fatigue: +3% Silence immunity: +26% Confusion immunity: +29% Stun/Freeze immunity: +27% Spellpower: +8 (+3 eff.) Mindpower: +2 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | preserving brass lantern of health preserving brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +7% blight Life regen: +2.00 Maximum life: +46.00 Light radius: +3 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 | Quasit's Skull (0 def, 12 armour) Quasit's Skull (0 def, 12 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+6 eff.) Stun/Freeze immunity: +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
On hands | Fists of the Desert Scorpion (8 def, 4 armour) Fists of the Desert Scorpion (8 def, 4 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+3 eff.) Changes stats: +3 Str / +3 Cun / +3 Wil Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 (+1 eff.) When used to modify unarmed attacks: Base power: 25.0 - 35.0 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 87% When this weapon hits: Poisonous Bite (20% chance level 3). When this weapon hits: Quick as Thought (10% chance level 3). When this weapon hits: Implode (5% chance level 1). It can be used to activate talent Mindhook (costing 16 power out of 24/24) : Effective talent level: 4.0 Power cost: 16 out of 24/24. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Tool | Eilinunn the yew totem of thorny skin [power 43] (19/20 cooldown) Eilinunn the yew totem of thorny skin [power 43] (19/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Accuracy: +20 (+5 eff.) Changes stats: +3 Str / +4 Dex Changes damage: +24% physical Physical save: +9 (+5 eff.) Stamina each turn: +3.00 It can be used to harden the skin for 7 turns increasing armour by 43 and armour hardiness by 50% Activation puts all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | Manidas the Blindbliss Manidas the BlindblissInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +1 Con Changes resistances: +24% lightning / +15% blight Changes damage: +12% lightning Spell save: +15 (+7 eff.) Life regen: +16.00 Maximum life: +57.00 Maximum stamina: +27.00 Light radius: +2 Healing mod.: +15% Rings make your fingers look great! |
On fingers | Quenchbloom QuenchbloomCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +10 Damage when hit (Melee): 8 cold Changes stats: +5 Str Changes resistances: +15% blight / +15% fire Changes damage: +15% cold / +6% temporal Disease immunity: +20% Stun/Freeze immunity: +20% Maximum life: +80.00 Rings make your fingers look great! |
Around neck | The Black Core The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Spellpower: +5 (+2 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
In main hand | elemental voratun dagger of massacre (48-63 power, 9 apr) elemental voratun dagger of massacre (48-63 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 48.5 - 63.1 Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 69 lightning damage (1/turn) When wielded/worn: Changes resistances penetration: +18% lightning Changes damage: +18% lightning Sharp, short and deadly. |
Around waist | Nerudavena NerudavenaPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Changes stats: +5 Dex / +6 Mag / +8 Cun / +3 Con Changes resistances: +6% fire / +11% cold Mana each turn: +0.45 Maximum mana: +38.00 Mental crit. chance: +12% Infravision radius: +3 See invisible: +6 A belt that goes around your waist. |
In off hand | truestriking stralite dagger of crippling (26-33 power, 9 apr) truestriking stralite dagger of crippling (26-33 power, 9 apr)Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 25.5 - 33.1 Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Accuracy: +13 (+4 eff.) Armour penetration: +8 Physical crit. chance: +11.0% Changes resistances penetration: +9% physical Sharp, short and deadly. |
Cloak | Rootkin the linen cloak (1 def, 6 armour) Rootkin the linen cloak (1 def, 6 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Effects on melee hit: * 10% chance to slow global speed by 41% Changes stats: +1 Str / +3 Wil Changes damage: +9% nature Critical mult.: +5.00% Mental save: +6 (+3 eff.) Only die when reaching: -40.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Beteriada (0 def, 0 armour) Beteriada (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +30% physical / +3% light / +15% cold / +6% darkness / +9% all Changes damage: +10% cold / +30% physical Maximum stamina: +20.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
healing infusion of the psychic (heal 77; cd 13) healing infusion of the psychic (heal 77; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 77 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the warrior (heal 190; cd 11) healing infusion of the warrior (heal 190; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 190 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the titan (speed 632%; cd 17) movement infusion of the titan (speed 632%; cd 17)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 increase movement speed by 632% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level. wild infusion (res 20%; physical; dur 2; cd 12)wild infusion (res 20%; physical; dur 2; cd 12) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 20% for 2 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
acid wave rune (damage 45; dur 4; cd 19) acid wave rune (damage 45; dur 4; cd 19)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: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 45.00 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. |
This item will automatically be transmogrified when you leave the level. shatter afflictions rune (absorb 71; cd 18)shatter afflictions rune (absorb 71; cd 18) 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: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 71 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. 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. |
shielding rune of the duelist (absorb 417; dur 5; cd 18) shielding rune of the duelist (absorb 417; dur 5; cd 18)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: 18 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 417 damage for 5 turns. Its effects scale with your Dexterity stat. 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. |
shielding rune of the warrior (absorb 387; dur 4; cd 16) shielding rune of the warrior (absorb 387; dur 4; cd 16)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: 16 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 387 damage for 4 turns. Its effects scale with your Strength stat. 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. |
shielding rune of the warrior (absorb 318; dur 4; cd 18) shielding rune of the warrior (absorb 318; dur 4; cd 18)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: 18 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 318 damage for 4 turns. Its effects scale with your Strength stat. 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. |
shielding rune of the warrior (absorb 362; dur 4; cd 17) shielding rune of the warrior (absorb 362; dur 4; cd 17)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: 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 362 damage for 4 turns. Its effects scale with your Strength stat. 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. |
stormshield rune of the warrior (threshold 49; blocks 4; dur 4; cd 14) stormshield rune of the warrior (threshold 49; blocks 4; dur 4; cd 14)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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 49 up to 4 times. Its effects scale with your Strength stat. 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. |
Fanged Collar Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+7 eff.) Spell save: +15 (+7 eff.) Mental save: -7 (-7 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
This item will automatically be transmogrified when you leave the level. Ravenream the steel amuletRavenream the steel amulet Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -7% Effects on melee hit: * 20% chance to reduce all saves and defense by 16 * 20% chance to reduce armor by 31% * 20% chance to reduce damage dealt by 14% Changes resistances: +15% mind Changes resistances penetration: +15% mind Changes damage: +21% acid Life regen: +3.00 Amulets make your neck look great! |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
gold amulet 'Nuromigorn' gold amulet 'Nuromigorn'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Defense: +15 (+5 eff.) Effects on melee hit: * 20% chance to reduce armor by 31% Changes stats: +3 Con Changes resistances: +3% mind / +9% cold Physical save: +16 (+7 eff.) Stun/Freeze immunity: +20% Life regen: +7.00 Maximum life: +39.00 Amulets make your neck look great! |
gold amulet 'Relgithel' gold amulet 'Relgithel'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Armour penetration: +3 Physical crit. chance: +2.0% Armour: +4 Defense: +25 (+8 eff.) Fatigue: -6% Changes stats: +1 Str / +5 Dex / +5 Cun / +7 Con Changes resistances: +7% physical Physical save: +18 (+8 eff.) Spell save: +15 (+7 eff.) Mental save: +13 (+6 eff.) Life regen: +2.00 Stamina each turn: +1.50 Movement speed: +10% Amulets make your neck look great! |
grounding gold amulet of murder grounding gold amulet of murderInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +14 Changes resistances: +12% lightning Critical mult.: +10.00% Stun/Freeze immunity: +29% Amulets make your neck look great! |
steel amulet 'Dazzleblur' steel amulet 'Dazzleblur'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Defense: +7 (+2 eff.) Changes stats: +3 Cun / +5 Con / +7 Lck Changes resistances: +9% light Changes resistances penetration: +10% cold Reduce all damage from unseen attackers: 12% Amulets make your neck look great! |
Bethalle the steel ring Bethalle the steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +8 Changes stats: +4 Wil Spell save: +9 (+4 eff.) Mental save: +8 (+4 eff.) Poison immunity: +20% Confusion immunity: +20% Stun/Freeze immunity: +10% Rings make your fingers look great! |
Manyruigorn the Radianceknave =5 con= Manyruigorn the Radianceknave =5 con=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +5 Str / +5 Con Changes resistances: +6% temporal / +5% arcane / +12% light Changes damage: +6% light Light radius: +2 Rings make your fingers look great! |
Obsidiansting the steel ring Obsidiansting the steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 16 Damage when hit (Melee): 10 darkness Changes resistances: +3% darkness Changes damage: +9% darkness / +6% mind Mental save: +6 (+3 eff.) Confusion immunity: +29% Rings make your fingers look great! |
Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+4 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 11.29 cold and 14.63 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
gold ring 'Brightmire' gold ring 'Brightmire'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 6 mind / 4 light Changes stats: +5 Mag / +2 Wil / +6 Cun Changes resistances: +6% light / +12% temporal Mental save: +9 (+4 eff.) Spellpower: +10 (+4 eff.) Light radius: +3 Rings make your fingers look great! |
gold ring 'Ce'Namilaith' gold ring 'Ce'Namilaith'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +6 Defense: +10 (+3 eff.) Damage when hit (Melee): 6 arcane Changes stats: +3 Wil Changes resistances: +15% mind / +12% temporal Changes damage: +15% mind Stun/Freeze immunity: +20% Rings make your fingers look great! |
gold ring of luminosity gold ring of luminosityPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage (Melee): 13 light Damage (Ranged): 15 light Changes stats: +3 Mag Changes damage: +12% light Rings make your fingers look great! |
gold ring of misery gold ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 13% chance to reduce all saves and defense by 16 Damage (Melee): 10 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 16 Damage (Ranged): 11 physical Changes stats: +2 Cun Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
gold ring of sensing gold ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Blindness immunity: +29% Infravision radius: +4 See stealth: +12 See invisible: +5 Rings make your fingers look great! |
marksman's steel ring of light (+22%) marksman's steel ring of light (+22%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Changes resistances: +22% light Changes damage: +11% light Rings make your fingers look great! |
marksman's steel ring of tenacity marksman's steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Disarm immunity: +20% Pinning immunity: +20% Knockback immunity: +22% Maximum life: +22.00 Rings make your fingers look great! |
rogue's copper ring of sensing rogue's copper ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Blindness immunity: +20% Infravision radius: +4 See stealth: +7 See invisible: +6 Rings make your fingers look great! |
warrior's gold ring of nature (+24%) warrior's gold ring of nature (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +10 Changes stats: +5 Str Changes resistances: +24% nature Changes damage: +12% nature Rings make your fingers look great! |
Shantiz the Stormblade (15-20 power, 20 apr) Shantiz the Stormblade (15-20 power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stat: 100% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
Swordbreaker (25-32 power, 20 apr) Swordbreaker (25-32 power, 20 apr)Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+5 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+7 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Unerring Scalpel (15-20 power, 25 apr) Unerring Scalpel (15-20 power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 45% Str, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +25 Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+5 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
truestriking stralite dagger of shearing (29-38 power, 9 apr) truestriking stralite dagger of shearing (29-38 power, 9 apr)Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 29.0 - 37.7 Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +26 (+7 eff.) Armour penetration: +17 Changes resistances penetration: +8% physical / +9% all Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. Shockburst the ash starstaff (15-18 power, 3 apr, light element)Shockburst the ash starstaff (15-18 power, 3 apr, light element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances: +9% temporal Changes damage: +12% lightning / +6% temporal / +15% light / +12% mind Talent granted: +1 Command Staff Mental save: +9 (+4 eff.) Maximum hate: +8.00 Spellpower: +16 (+6 eff.) Spell crit. chance: +2% Mental crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. |
Adetha the Stormbearer Adetha the StormbearerInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Armour: +8 Defense: +10 (+3 eff.) Changes stats: +2 Str / +3 Dex Changes resistances penetration: +25% lightning Maximum life: +47.00 A belt that goes around your waist. |
Arerakira ArerakiraPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Mag / +2 Wil / +7 Con Changes resistances: +10% light / +10% darkness Changes resistances penetration: +15% physical Critical mult.: +20.00% Physical save: +9 (+5 eff.) Only die when reaching: -20.00 life A belt that goes around your waist. |
Lelitir LelitirCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +7.0% Physical power: +7 (+2 eff.) Defense: +10 (+3 eff.) Changes resistances: +6% darkness Spell save: +8 (+4 eff.) Maximum life: +100.00 Size category: +1 A belt that goes around your waist. |
noble's rough leather belt of unlife noble's rough leather belt of unlifePowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Cun / +4 Wil Changes resistances: +6% blight Damage against: +15% Summoned Reduced damage from: +18% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
rough leather belt 'Mayalethra' rough leather belt 'Mayalethra'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +1 Con Changes resistances: +6% temporal Mental save: +6 (+3 eff.) Life regen: +4.00 Only die when reaching: -60.00 life Maximum life: +20.00 Mindpower: +4 (+2 eff.) Healing mod.: +20% A belt that goes around your waist. |
elven-silk cloak 'Betathra' (13 def, 5 armour) elven-silk cloak 'Betathra' (13 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +6 Armour: +5 Defense: +13 (+4 eff.) Changes stats: +2 Dex / +4 Mag / +4 Wil / +4 Cun Changes resistances: +24% cold / +3% light / +1% physical Spell save: +12 (+6 eff.) Poison immunity: +20% Maximum mana: +65.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Khelurig the Sleetbreak (0 def, 0 armour) Khelurig the Sleetbreak (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +2 Mag Changes resistances: +16% blight / +18% cold / +9% all Changes resistances penetration: +5% cold Changes damage: +12% cold Life regen: +3.50 Spellpower on spell critical (stacks up to 3 times): +6 Maximum life: +83.00 Spellpower: +10 (+4 eff.) Healing mod.: +30% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+3 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+5 eff.) Spell save: +10 (+5 eff.) Mindpower: +10 (+5 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
This item will automatically be transmogrified when you leave the level. Velara (0 def, 0 armour)Velara (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 16 Changes stats: +9 Con Changes resistances: +9% all Changes damage: +6% arcane Reduces incoming crit damage: 10.00% Mental save: +19 (+9 eff.) Disease immunity: +20% Life regen: +4.00 Mindpower: +4 (+2 eff.) Mental crit. chance: +4% Healing mod.: +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Bethurelaith (0 def, 3 armour) Bethurelaith (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +5% cold / +6% fire / +1% physical Changes resistances penetration: +15% mind / +5% physical Changes damage: +9% physical Physical save: +9 (+5 eff.) Maximum stamina: +20.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Zerakan the Splendourvice (0 def, 4 armour) Zerakan the Splendourvice (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Armour: +4 Fatigue: +3% Changes stats: +3 Str / +4 Mag / +3 Wil Changes resistances: +9% fire / +12% light / +11% cold Only die when reaching: -60.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Emelamira (0 def, 2 armour) Emelamira (0 def, 2 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +10 (+3 eff.) Physical power: +15 (+5 eff.) Armour: +2 Fatigue: +3% Damage when hit (Melee): 4 physical Changes stats: +10 Str / +4 Dex / +4 Cun / +10 Con Talent cooldown: Double Strike (-1 turn) Physical save: +9 (+5 eff.) When used to modify unarmed attacks: Base power: 18.5 - 25.9 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +9 Armour Penetration: +9 Crit. chance: +17.0% Attack speed: 83% When this weapon hits: Set Up (10% chance level 3). Metal gloves protecting the hands up to the middle of the lower arm. |
hardened leather gloves 'Blazerace' (0 def, 6 armour) hardened leather gloves 'Blazerace' (0 def, 6 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +6 Damage (Melee): 8 lightning Damage when hit (Melee): 6 lightning Changes resistances: +16% lightning Changes damage: +16% lightning / +9% light Mental save: +7 (+3 eff.) Life regen: +2.30 Stamina each turn: +0.60 Psi each turn: +0.17 Maximum life: +55.00 When used to modify unarmed attacks: Base power: 22.0 - 24.2 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +5 Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Battle Shout (10% chance level 3). When this weapon hits: Lightning Breath (10% chance level 3). When this weapon hits: Second Wind (10% chance level 1). Damage (radius 2) on crit: +7 lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Sparkfoe' (0 def, 2 armour) hardened leather gloves 'Sparkfoe' (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 7 arcane Changes stats: +5 Mag / +5 Wil Changes resistances: +3% lightning / +5% arcane / +18% light Changes resistances penetration: +20% lightning Changes damage: +5% arcane / +3% lightning Spellpower: +5 (+2 eff.) When used to modify unarmed attacks: Base power: 17.0 - 18.7 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +7 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
The Face of Fear (8 def, 0 armour) The Face of Fear (8 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +6 Cun / +8 Wil Talent mastery: +0.20 Cursed / Fears Fear immunity: +60% Mindpower: +16 (+8 eff.) It can be used to activate talent Instill Fear (costing 18 power out of 45/45) : Effective talent level: 2.0 Power cost: 18 out of 45/45. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 8.00 mind and 8.00 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 11% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 10. Terrified: Deals 1.50 mind and 1.50 darkness damage per turn and increases cooldowns by 17%. Haunted: Causes the target to suffer 3.24 mind and 3.24 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
Zanotar the hardened leather cap (0 def, 19 armour) Zanotar the hardened leather cap (0 def, 19 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +19 Fatigue: +3% Changes stats: +12 Str / +3 Con Changes resistances: +9% cold Physical save: +8 (+4 eff.) Mental save: +6 (+3 eff.) Only die when reaching: -60.00 life It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
dwarven-steel helm 'Nimbuspall' (0 def, 4 armour) dwarven-steel helm 'Nimbuspall' (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +15 (+4 eff.) Armour penetration: +3 Armour: +4 Fatigue: +4% Changes stats: +3 Cun / +5 Con Changes resistances penetration: +10% lightning / +20% physical See invisible: +15 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. hardened leather cap (0 def, 3 armour)hardened leather cap (0 def, 3 armour) 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% A cap made of leather. |
hardened leather cap 'Skytrial' (0 def, 9 armour) hardened leather cap 'Skytrial' (0 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +9 Fatigue: +3% Changes stats: +2 Mag Changes resistances: +9% lightning / +10% fire / +8% cold Changes resistances penetration: +20% lightning Changes damage: +12% lightning / +18% physical Maximum stamina: +20.00 A cap made of leather. |
7 agate 7 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. |
757 alchemist agate 757 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. |
5 onyx 5 onyx0.00 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. |
7 aquamarine 7 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. |
2 lapis lazuli 2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal 5 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. |
10 topaz 10 topaz0.00 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. |
Toresta the Blastvagrant (dig speed 16 turns) Toresta the Blastvagrant (dig speed 16 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +9 Physical crit. chance: +8.0% Changes stats: +11 Str / +5 Wil Changes resistances: +9% lightning / +15% cold Changes damage: +15% lightning Mental crit. chance: +9% Infravision radius: +2 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 2.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "The Illusory Castle" Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
2 emerald 2 emerald0.00 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. |
6 spinel 6 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. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(62 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Xereth the Furnacegrinder Xereth the FurnacegrinderInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2 Mag Changes resistances penetration: +20% blight Changes damage: +12% fire Critical mult.: +20.00% Physical save: +7 (+4 eff.) Vim when firing critical spell: +2.00 Maximum mana: +80.00 Spellpower: +20 (+7 eff.) Spell crit. chance: +2% Light radius: +3 Healing mod.: +12% 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. |
This item will automatically be transmogrified when you leave the level. Zanederion the alchemist's lampZanederion the alchemist's lamp Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances penetration: +10% arcane Changes damage: +15% blight Critical mult.: +20.00% Mental save: +10 (+5 eff.) Maximum hate: +6.00 Mindpower: +30 (+15 eff.) Mental crit. chance: +2% Light radius: +4 See stealth: +17 See invisible: +15 A normal brass lantern, enhanced by alchemy to make it brighter. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)Powered by unknown forces 0.00 Encumbrance. [Plot Item] Type: mirror / mirror It can be used to change your appearance Activation costs 1 power out of 1/1. A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
6 garnet 6 garnet0.00 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. |
Rod of Recall (1/1) 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 Chest 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. |
Nightnull the steel torque of gale force [power 150] (19/15 cooldown) Nightnull the steel torque of gale force [power 150] (19/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 21 Damage when hit (Melee): 4 blight / 2 darkness Changes stats: +5 Cun Changes resistances penetration: +25% mind Critical mult.: +10.00% It can be used to project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 243 physical damage Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
Woegrinder the dwarven-steel torque of clear mind [power 3] (19/25 cooldown) Woegrinder the dwarven-steel torque of clear mind [power 3] (19/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 14% Changes stats: +9 Cun / +6 Wil Psi when hit: +0.16 Hate when firing a critical mind attack: +4.00 It can be used to remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
Dayresolve [power 116] (19/15 cooldown) Dayresolve [power 116] (19/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Mental save: +6 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Light radius: +3 It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 15 turns. When used: * Reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Layylratha [power 194] (19/15 cooldown) Layylratha [power 194] (19/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Accuracy: +20 (+5 eff.) Physical crit. chance: +2.0% Defense: +20 (+7 eff.) Changes stats: +2 Str Changes resistances penetration: +10% physical Changes damage: +15% mind Hate when firing a critical mind attack: +4.00 Only die when reaching: -40.00 life It can be used to sting an enemy dealing 211 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Gain a 18% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
elm totem of healing [power 110] (19/15 cooldown) elm totem of healing [power 110] (19/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 110 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
9 amethyst 9 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. |
ash wand of shielding 'Duryyaneg' [power 176] (19/20 cooldown) ash wand of shielding 'Duryyaneg' [power 176] (19/20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Changes stats: +1 Str Changes resistances penetration: +10% arcane Changes damage: +12% arcane Reduces incoming crit damage: 10.00% Spell save: +15 (+7 eff.) See invisible: +6 It can be used to create a shield absorbing up to 176 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Increase all damage by 14% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elven-wood wand of shielding 'Gloma' [power 314] (19/20 cooldown) elven-wood wand of shielding 'Gloma' [power 314] (19/20 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 4 When wielded/worn: Changes stats: +2 Mag / +4 Con Reduces incoming crit damage: 15.00% Infravision radius: +1 It can be used to create a shield absorbing up to 314 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Increase the duration of 1 beneficial effects by 2. * Heal for 57. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
quartz quartz0.00 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. |
10 ametrine 10 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. |
4 citrine 4 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 zircon 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
By Chaos Undivided the Ogre Wanderer level 23
75th Haze 122nd year of Ascendancy at 09:20 see stats
By Chaos Undivided the Ogre Wanderer level 11
8th Dusk 122nd year of Ascendancy at 16:37 see stats
By Chaos Undivided the Ogre Wanderer level 31
38th Regrowth 123rd year of Ascendancy at 15:53 see stats
By Chaos Undivided the Ogre Wanderer level 27
5th Regrowth 123rd year of Ascendancy at 23:44 see stats
By Chaos Undivided the Ogre Wanderer level 20
53rd Dusk 122nd year of Ascendancy at 20:17 see stats
By Chaos Undivided the Ogre Wanderer level 28
13rd Regrowth 123rd year of Ascendancy at 00:16 see stats
By Chaos Undivided the Ogre Wanderer level 32
47th Regrowth 123rd year of Ascendancy at 18:19 see stats
By Chaos Undivided the Ogre Wanderer level 10
2nd Flare 122nd year of Ascendancy at 06:47 see stats
By Chaos Undivided the Ogre Wanderer level 20
52nd Dusk 122nd year of Ascendancy at 02:48 see stats
By Chaos Undivided the Ogre Wanderer level 30
16th Regrowth 123rd year of Ascendancy at 07:52 see stats
By Chaos Undivided the Ogre Wanderer level 22
16th Haze 122nd year of Ascendancy at 22:58 see stats
By Chaos Undivided the Ogre Wanderer level 26
4th Regrowth 123rd year of Ascendancy at 10:44 see stats
By Chaos Undivided the Ogre Wanderer level 27
5th Regrowth 123rd year of Ascendancy at 21:11 see stats
By Chaos Undivided the Ogre Wanderer level 6
4th Mirth 122nd year of Ascendancy at 15:30 see stats
By Chaos Undivided the Ogre Wanderer level 23
75th Haze 122nd year of Ascendancy at 19:00 see stats
By Chaos Undivided the Ogre Wanderer level 9
1st Summertide 122nd year of Ascendancy at 09:17 see stats
By Chaos Undivided the Ogre Wanderer level 28
6th Regrowth 123rd year of Ascendancy at 04:38 see stats
By Chaos Undivided the Ogre Wanderer level 23
36th Haze 122nd year of Ascendancy at 20:22 see stats
By Chaos Undivided the Ogre Wanderer level 15
36th Dusk 122nd year of Ascendancy at 07:58 see stats
Log
Chaos Undivided hits Cyralrakira the lesser vampire for 33 physical, 3 blight, 80 physical (116 total damage).
Chaos Undivided killed Cyralrakira the lesser vampire!
Chaos Undivided has finished recovering.
Chaos Undivided reacts to damage from Something, mitigating the blow!.
Something hits Chaos Undivided for (119 reacted , -5 stam), 346 arcane (346 total damage).
Lisamina the elder vampire uses Summon.
Lisamina the elder vampire summons Armoured skeleton warrior!
Salovea the ghoul speeds up in the retch.
Salovea the ghoul's firestorm hits Chaos Undivided for 211 fire damage.
Salovea the ghoul's caustic mire area effect hits Chaos Undivided for 83 acid damage.
Mayyssra the skeleton magus receives 60 healing from Salovea the ghoul's purging blight area effect.
Salovea the ghoul receives 86 healing from Salovea the ghoul's purging blight area effect.
Salovea the ghoul's purging blight area effect hits Chaos Undivided for 25 blight damage.
LIFE LOST WARNING!
Chaos Undivided uses Evasion.
Chaos Undivided tries to evade attacks.
Chaos Undivided activates his Eilinunn the yew totem of thorny skin!
Chaos Undivided's skin looks a bit thorny.
The Searing Horror adds a reflective shield to its allies!
Chaos Undivided is no longer cursed.
Chaos Undivided is not stunned anymore.
Chaos Undivided is no longer pinned.
Chaos Undivided slows down.
Chaos Undivided speeds up.
Talent Rune: Reflection Shield is ready to use.
Mayyssra the skeleton magus casts Freeze.
Chaos Undivided reacts to damage from Mayyssra the skeleton magus, mitigating the blow!.
Mayyssra the skeleton magus hits Chaos Undivided for (111 reacted , -5 stam), 249 cold (249 total damage).
Chaos Undivided the level 34 ogre wanderer was cooled to death by Mayyssra the skeleton magus on level 8 of Dreadfell.