












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 'Purists' Breeding Pits Restoration Project 1.2.3Restores the orc breeding pits cut content to the game. This is the original completely unaltered orc breeding pits, just as objectionable as it was in version 1.1.3, before any changes were made. You have been WARNED. Do not complain about the potentially objectionable content. Items Vault 1.7.6Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Sun Paladin Tweaks 1.3.0Assorted quality-of-life improvements for Sun Paladins. Currently includes:
[NOTE: This addon is officially deprecated as of game release 1.6.0, which includes equivalent functionality.] Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
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:
Sun's Vengeance Shader 1.7.4Adds a full-screen shader for the Sun's Vengeance proc. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Ogre |
Class | Reaver |
Level / Exp | 21 / 50% |
Size | huge |
Lifes / Deaths | Killed by shadowy assassin at level 21 on the 7th Allure 123rd year of Ascendancy at 11:18 / 1 |
Primary Stats
Strength | 68 (base 48) |
Dexterity | 15 (base 11) |
Constitution | 27 (base 14) |
Magic | 53 (base 42) |
Willpower | 24 (base 10) |
Cunning | 17 (base 10) |
Resources
Life | -127/668 |
Mana | 26/330 |
Vim | 137/227 |
Healing Factor | 1.1386945338482 |
Regeneration | 4.1562350485459 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
See Stealth | 10 |
See Invisible | 10 |
Offense: Mainhand
Damage | 127 |
Accuracy | 55 |
Crit Chance | 21% |
APR | 24 |
Speed | 1.00 |
Offense: Offhand
Damage | 65 |
Accuracy | 55 |
Crit Chance | 18% |
APR | 25 |
Speed | 1.00 |
Offense: Spell
Spellpower | 39 |
Crit Chance | 5% |
Speed | 1 |
Offense: Mind
Mindpower | 27 |
Crit Chance | 3% |
Speed | 1 |
Offense: Damage Bonus
Cold | +3% |
Fire | +15% |
All | 0% |
Offense: Damage Penetration
Fire | +5% |
Nature | +10% |
Mind | +10% |
Physical | +19% |
Cold | +25% |
All | 0% |
Defense: Base
Armour (hardiness) | 44 (30%) |
Defense | 28 |
Ranged Defense | 28 |
Fatigue | 9 |
Physical Save | 36 |
Spell Save | 44 |
Mental Save | 26 |
Defense: Resistances
Lightning | + 13%( 70%) |
Light | + 18%( 70%) |
Temporal | + 13%( 70%) |
Darkness | + 13%( 70%) |
Mind | + 34%( 70%) |
Fire | + 21%( 70%) |
All | + 10%( 70%) |
Defense: Immunities
Silence Resistance | 42% |
Confusion Resistance | 21% |
Stun Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 10% |
Inscriptions (5/5)
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 42 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 Cunning stat. |
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 110 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: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 527% 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. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 418 life over 5 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 5 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 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 16%, your defense is increased by 16 and all your resistances by 16%. Its effects scale with your Constitution stat. |
Class Talents
Corruption / Scourge | 1.30 |
| 1/5 |
| 3/5 |
| 3/5 |
| 1/5 |
Corruption / Reaving combat | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Sanguisuge | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Vim | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Bone | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Corruption / Plague | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Corruption / Torment | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 4/5 |
| 5/5 |
| 0/5 |
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 successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed orc heart. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed red crystal shard. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed giant spider spinneret. 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 bear paw. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed xorn fragment. | 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 within2 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +1 Str +1 Con dps ---------- Dmg.mod +9% fire Melee Ret 8 physical ----- def ----- Armour +3 Fatigue +2% Resists +3% fire Die.at -20.00 life Silence- +22% Confus- +21% Stun/Frz- +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +4 Wil dps ---------- Phys.crit +3.0% Crit.mult +10.00% Phys.pwr +6 (+1 eff.) ----- def ----- Resists +3% lightning +6% fire +6% mind Die.at -60.00 life Knockbk- +10% ---------- misc Light +4 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 | ![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +2 Str +5 Con dps ---------- Phys.crit +5.0% Res.pen +10% physical Acc +20 (+6 eff.) Melee Ret 2 darkness ----- def ----- Armour +3 Fatigue +3% Phys.save +7 (+3 eff.) Mind.save +8 (+4 eff.) Battle Cry: Puts all charms on 28 cooldown Level 2.0 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd 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. |
On hands | ![]() 1.0 T1 hands armor [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+1 eff.) ----- def ----- Armour +9 Defense +5 (+3 eff.) Resists +15% mind +3% fire ---------- misc Light +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 T3 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 63 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- Phys.pwr +6 (+1 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +6 (+3 eff.) ----- def ----- Armour +10 Resists +3% mind +3% temporal Spell.save +6 (+2 eff.) Die.at -20.00 life Silence- +20% Rings make your fingers look great! |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Res.pen +10% nature Acc +10 (+3 eff.) Apr +9 Melee Ret 6 mind 2 nature On Hit (Melee): * 20% chance to slow global speed by 44% ----- def ----- Defense +11 (+6 eff.) ---------- misc Equi/ret +0.12 Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd 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 121% 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 make your fingers look great! |
Around neck | ![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed 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... |
In main hand | ![]() 3.0 T3 greatsword 2H weapon [Random Unique] Arcane/Master Power 149% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +10 blight On Crit.r2 +4 mind On Hit: 20% Epidemic 3 On Hit: * 7% chance to reduce strength, dexterity, and constitution by 21 On Crit: * Splash the target with acid dealing 113 damage over 5 turns and reducing armor and accuracy by 15 While equipped: dps ---------- Res.pen +25% cold +10% mind +9% physical Acc +12 (+4 eff.) Apr +10 ----- def ----- Resists +3% mind Disease- +21% Massive two-handed swords. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Con dps ---------- Phys.crit +1.0% Phys.pwr +3 (+0 eff.) Dmg.mod +3% cold ----- def ----- Armour +6 Resists +9% light Spell.save +6 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
In off hand | ![]() 3.0 T2 mace 1H weapon [Random Unique] Arcane/Nature Power 109% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +5 blight +6 light Against +5% Undead On Hit: * 5% chance to reduce strength, dexterity, and constitution by 21 While equipped: Stats +6 Con +7 Wil dps ---------- Phys.crit +1.0% Dmg.mod +6% fire Res.pen +5% fire Apr +3 ----- def ----- Max.HP +10.00 Blunt and deadly. |
Cloak | ![]() 2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: dps ---------- Phys.crit +1.0% Phys.pwr +2 (+0 eff.) Melee Ret 10 darkness ----- def ----- Armour +7 Defense +9 (+5 eff.) Fatigue -4% Resists +3% darkness Phys.save +12 (+5 eff.) Spell.save +14 (+4 eff.) Mind.save +10 (+5 eff.) Max.HP +44.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 T3 light armor [Random Unique] Arcane/Nature/Master While equipped: Stats +6 Str +5 Dex +9 Mag +5 Wil +5 Cun dps ---------- Phys.crit +4.0% Spell.crit +2% Crit.mult +17.00% Phys.pwr +7 (+1 eff.) ----- def ----- Armour +6 Defense +9 (+5 eff.) Fatigue +8% Max.HP +38.00 HP.reg +3.40 ---------- misc Stam/turn +1.30 Max.mana +40.00 Max.vim +20.00 A suit of armour made of leather. |
Inventory
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 40.00 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 227.48 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 224.48 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 112.50 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 415 damage for 4 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +2 Dex ----- def ----- Resists +10% nature +10% blight Poison- +22% Disease- +22% Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego+] Arcane While equipped: Stats +2 Mag dps ---------- S.pwr/crit +2 ---------- misc Mana/turn +0.15 Max.mana +21.00 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% light +13% darkness Heal.mod +11% Blind- +20% Cut- +50% Heal: Puts all charms on 35 cooldown Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 182 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% acid Res.pen +5% acid Melee Ret 6 lightning On Hit (Melee): * 10% chance to reduce armor by 31% ----- def ----- Resists +22% acid +9% nature Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +2 Str +2 Dex +3 Mag +2 Cun +2 Con dps ---------- Spell.pwr +7 (+3 eff.) Dmg.mod +11% nature ----- def ----- Resists +22% nature Spell.save +12 (+4 eff.) ---------- misc Max.stam +12.00 Infravis +3 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +5 Str ----- def ----- Armour +10 Blind- +29% ---------- misc Infravis +4 See.Stealth +5 See.Invis +10 Rings make your fingers look great! |
![]() 3.0 T3 battleaxe 2H weapon [Rare] Master Power 139% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +8 mind On Hit: * 20% chance to reduce all saves and defense by 19 While equipped: dps ---------- Dmg.mod +6% light +6% mind Res.pen +10% lightning +12% all Acc +9 (+3 eff.) Apr +10 Massive two-handed battleaxes. |
![]() 5.0 T3 greatmaul 2H weapon [Rare] Nature Power 152% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Hit.r1 +12 nature On Crit.r2 +16 acid +12 nature While equipped: dps ---------- Dmg.mod +9% mind Res.pen +14% acid +30% nature Apr +12 On Hit (Melee): * 10% chance to reduce all saves and defense by 19 ----- def ----- Resists +6% nature ---------- misc Light +1 Massive two-handed mauls. |
![]() 3.0 T3 greatsword 2H weapon [Unique] Nature/Master Power 152% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +18.0% Atk.spd 100% Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con ----- def ----- D.Red.from +15% Orc HP.reg +0.50 ---------- misc Stam/turn +1.00 Telepathy Humanoid/Orc Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
![]() 3.0 T1 mace 1H weapon [Rare] Psionic Power 104% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Melee+ +5 mind On Hit: * 10% chance to reduce all saves and defense by 19 While equipped: Stats +2 Cun +2 Wil dps ---------- Dmg.mod +9% lightning Res.pen +5% lightning +10% mind ----- def ----- Resists +6% lightning Blunt and deadly. |
![]() 3.0 T3 mindstar 1H weapon [Ego+] Nature/Psionic Power 95% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) ----- def ----- Resists +8% lightning +9% fire +8% cold Phys.save +2 (+1 eff.) Spell.save +5 (+1 eff.) Mind.save +4 (+2 eff.) ---------- misc Equi/ret +0.50 Talents +1 Attune Mindstar Masteries +0.20 Psionic/Voracity +0.20 Psionic/Absorption 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. |
![]() 3.0 T3 mindstar 1H weapon [Ego] Nature/Psionic Power 96% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) ----- def ----- Mind.save +4 (+2 eff.) ---------- misc Max.psi +12.00 Talents +1 Attune Mindstar 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. |
![]() 3.0 T1 waraxe 1H weapon [Unique] Arcane Power 121% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
![]() 1.0 T3 belt armor [Rare] Nature While equipped: Stats +2 Dex dps ---------- Dmg.mod +6% physical Res.pen +25% cold ----- def ----- Defense +30 (+14 eff.) Resists +6% cold Max.HP +48.00 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Res.pen +10% physical Apr +4 ----- def ----- Defense +7 (+4 eff.) Phys.save +6 (+3 eff.) Die.at -20.00 life ---------- misc Stam/turn +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Dex +5 Mag +4 Con dps ---------- Crit.mult +15.00% Dmg.mod +6% nature +18% mind Acc +5 (+1 eff.) Apr +5 ----- def ----- Defense +2 (+1 eff.) Resists +6% nature Stealth +8 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +3 Str +3 Con ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +10% cold +6% mind +2% physical ---------- misc Max.stam +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T2 cloth armor [Random Unique] Nature/Psionic While equipped: dps ---------- Dmg.mod +22% lightning +12% mind Res.pen +25% temporal ----- def ----- Resists +45% lightning +12% mind +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Rare] Nature While equipped: Stats +2 Dex dps ---------- Dmg.mod +16% nature ----- def ----- Resists +12% cold +24% nature +9% all Crit.chn- 15.00% ---------- misc Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: ----- def ----- Armour +5 Resists +5% arcane +6% darkness Phys.save +3 (+1 eff.) Mind.save +6 (+3 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Infravis +2 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +1 Mag +3 Con dps ---------- On Hit (Melee): * 10% chance to slow global speed by 44% ----- def ----- Armour +3 Fatigue -4% Resists +18% nature +6% darkness Phys.save +5 (+2 eff.) ---------- misc Max.enc +24 A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Str +2 Dex dps ---------- Dmg.mod +9% blight ----- def ----- Armour +4 Resists +3% lightning Crit.chn- 10.00% Max.HP +40.00 ---------- misc Infravis +2 A pair of boots made of leather. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +6% nature Res.pen +5% mind Melee Ret 2 mind ----- def ----- Armour +3 Fatigue +2% Resists +6% mind ---------- misc Stam/turn +0.40 Max.stam +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T2 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +2 Str +3 Dex +2 Mag dps ---------- Dmg.mod +8% arcane +9% blight Res.pen +10% arcane Acc +13 (+4 eff.) ----- def ----- Armour +2 HP.reg +1.00 ---------- misc Stam/turn +0.70 Max.stam +17.00 Max.vim +10.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +7 Dex dps ---------- Dmg.mod +3% blight +12% physical ----- def ----- Armour +1 Defense +5 (+3 eff.) Fatigue +1% Resists +9% blight A cap made of leather. |
![]() 2.0 T3 head armor [Rare] Arcane While equipped: Stats +7 Str +2 Mag dps ---------- Dmg.mod +3% fire ----- def ----- Armour +3 Fatigue +3% Resists +10% blight +9% fire +8% darkness Spell.save +7 (+2 eff.) Mind.save +9 (+4 eff.) Circle of Sanctity: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 9 light damage to everyone else who enters. The circle lasts 4 turns. A cap made of leather. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +20 (+5 eff.) Dmg.mod +13% cold Res.pen +10% physical Apr +1 ----- def ----- Armour +2 Defense +2 (+1 eff.) Resists +19% cold ---------- misc Stam/turn +3.00 A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% physical Res.pen +20% acid On Hit (Melee): * 10% chance to reduce armor by 31% ----- def ----- Defense +1 (+1 eff.) Resists +9% acid +11% physical +3% nature +6% light ---------- misc Light +2 A pointy cloth hat, very wizardly... |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Melee Ret 4 acid On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +9 Fatigue +4% Spell.save +12 (+4 eff.) Die.at -40.00 life Heal.mod +20% ---------- misc Infravis +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+5 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: Stats +1 Str +4 Dex +5 Con dps ---------- Dmg.mod +13% acid +9% lightning ----- def ----- Defense +2 (+1 eff.) Resists +19% acid ---------- misc Infravis +2 A pointy cloth hat, very wizardly... |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Res.pen +5% physical Acc +15 (+4 eff.) On Hit (Melee): * 10% chance to slow global speed by 44% ----- def ----- Armour +9 Fatigue +5% Resists +6% lightning +6% temporal ---------- misc Max.stam +10.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Con dps ---------- Res.pen +10% nature ----- def ----- Armour +3 Fatigue +5% Resists +9% cold Crit.chn- 5.00% ---------- misc See.Invis +12 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T1 head armor [Rare] Psionic While equipped: Stats +5 Dex +2 Con ----- def ----- Defense +1 (+1 eff.) Resists +3% darkness +3% fire Crit.chn- 15.00% ---------- misc Equi/ret +0.90 Psi/ret +0.70 Hate/ret +1.00 A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +3 Mag +2 Con dps ---------- Apr +1 Melee Ret 4 physical ----- def ----- Armour +5 Fatigue +1% Resists +5% cold ---------- misc Stam/turn +1.00 Breathe water A cap made of leather. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Str +3 Dex +2 Mag +1 Con dps ---------- Dmg.mod +6% temporal ----- def ----- Armour +3 Fatigue +5% ---------- misc Light +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Mag dps ---------- Dmg.mod +9% arcane ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +5% acid +5% cold Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Mana/s.crit +1.00 Vim/s.crit +2.00 Max.mana +40.00 Breathe water A suit of armour made of mail. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +6% nature Res.pen +5% cold Melee Ret 4 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 19 ----- def ----- Armour +16 Defense +3 (+2 eff.) Fatigue +12% Resists +12% mind +3% nature A suit of armour made of mail. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +10 Defense +2 (+1 eff.) Fatigue +12% Resists +16% lightning A suit of armour made of mail. |
![]() 9.0 T2 light armor [Ego+] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Max.HP +58.00 HP.reg +3.40 Heal.mod +11% A suit of armour made of leather. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Dex +2 Cun dps ---------- Spell.crit +4% Dmg.mod +3% acid Res.pen +20% physical Acc +4 (+1 eff.) Apr +1 ---------- misc Max.vim +10.00 Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +5 Str +6 Con ----- def ----- Fatigue -4% Resists +3% cold ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +9% fire ----- def ----- Fatigue -5% Resists +6% temporal Spell.save +9 (+3 eff.) Mind.save +3 (+1 eff.) Die.at -40.00 life HP.reg +4.00 Teleport- +10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+7 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Assil the Ogre Reaver level 19
13rd Haze 122nd year of Ascendancy at 06:03 see stats
By Assil the Ogre Reaver level 8
9th Flare 122nd year of Ascendancy at 13:05 see stats
By Assil the Ogre Reaver level 10
18th Dusk 122nd year of Ascendancy at 14:14 see stats
By Assil the Ogre Reaver level 20
13rd Haze 122nd year of Ascendancy at 09:44 see stats
By Assil the Ogre Reaver level 20
15th Haze 122nd year of Ascendancy at 16:20 see stats
By Assil the Ogre Reaver level 11
40th Dusk 122nd year of Ascendancy at 05:04 see stats
By Assil the Ogre Reaver level 10
22nd Dusk 122nd year of Ascendancy at 21:24 see stats
By Assil the Ogre Reaver level 7
10th Mirth 122nd year of Ascendancy at 07:47 see stats
By Assil the Ogre Reaver level 16
79th Dusk 122nd year of Ascendancy at 16:25 see stats
Log
Assil's spell attains critical power!
Shadowy assassin is covered in acid!
Shadowy assassin uses Wrath of the Highborn.
Shadowy assassin radiates power.
Shadowy assassin hits Assil for 12 darkness, 12 physical, 14 physical (37 total damage).
Shadowy assassin hits Assil for 22 physical, 9 physical (31 total damage).
Shadow hits Assil for (122 to bones), 0 fire (0 total damage).
Melee retaliation hits Shadowy assassin for 4 physical, 5 darkness, 1 nature, 2 mind, 4 physical, 5 darkness, 1 nature, 3 mind (24 total damage).
Melee retaliation hits Shadowy assassin for 4 physical, 6 darkness, 1 nature, 3 mind, 4 physical, 6 darkness, 1 nature, 3 mind (28 total damage).
Assil is not stunned anymore.
Talent Virulent Disease is ready to use.
Deep Wound from Polybrelle the midge swarm hits Assil for 36 physical damage.
Isladhewe the white ooze uses Feed.
Isladhewe the white ooze uses Willful Strike.
Isladhewe the white ooze hits Assil for 170 physical damage.
Shadow performs a melee critical strike against Assil!
Shadow casts Fade.
Shadow fades!
Shadowy assassin performs a melee critical strike against Assil!
Assil resists the shadowy cut
Shadowy assassin performs a melee critical strike against Assil!
Shadowy assassin hits Assil for 24 darkness, 23 physical, 13 physical (59 total damage).
Shadowy assassin hits Assil for 41 physical damage.
Shadow hits Assil for 64 physical damage.
Acid Splash from Assil hits Shadowy assassin for 7 acid damage.
Melee retaliation hits Shadowy assassin for 7 physical, 11 darkness, 2 nature, 6 mind, 7 physical, 11 darkness, 2 nature, 3 mind (48 total damage).
Melee retaliation hits Shadow for 0 physical, 0 darkness, 0 nature, 0 mind (0 total damage).
Melee retaliation hits Shadowy assassin for 8 physical, 12 darkness, 2 nature, 6 mind, 8 physical, 12 darkness, 2 nature, 3 mind (53 total damage).
Acid Splash from Assil hits Shadowy assassin for 14 acid damage.
Assil the level 21 ogre reaver was struck to death by a shadowy assassin on level 3 of Old Forest.