








Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon 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:
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: 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 | Krog |
Class | Brawler |
Level / Exp | 23 / 35% |
Size | huge |
Lifes / Deaths | Killed by shadow at level 23 on the 63rd Pyre 123rd year of Ascendancy at 12:38 / 2Killed by Eilinorita the brown bear at level 23 on the 63rd Pyre 123rd year of Ascendancy at 12:59 |
Antimagic | Follower |
Primary Stats
Strength | 28 (base 13) |
Dexterity | 60 (base 53) |
Constitution | 26 (base 10) |
Magic | 8 (base 10) |
Willpower | 24 (base 10) |
Cunning | 52 (base 45) |
Resources
Life | -100/771 |
Stamina | 198/254 |
Equilibrium | 31 |
Healing Factor | 1.1316586254955 |
Regeneration | 9.3361836603383 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -2.2204460492503E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 5 |
See Stealth | 34.182604915697 |
See Invisible | 34.182604915697 |
Offense: Barehand
Damage | 73 |
Accuracy | 62 |
Crit Chance | 34% |
APR | 9 |
Speed | 1.00 |
Offense: Spell
Spellpower | 8 |
Crit Chance | 16% |
Speed | 1 |
Offense: Mind
Mindpower | 31 |
Crit Chance | 19% |
Speed | 1 |
Offense: Damage Bonus
Nature | +11% |
Cold | +3% |
Mind | +12% |
All | 0% |
Offense: Damage Penetration
Lightning | +5% |
Light | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 25 (35.65183292883%) |
Defense | 63 |
Ranged Defense | 63 |
Fatigue | 0 |
Physical Save | 31 |
Spell Save | 23 |
Mental Save | 30 |
Defense: Resistances
Nature | + 27%( 70%) |
Acid | + 10%( 70%) |
Light | + 10%( 70%) |
Darkness | + 15%( 70%) |
Blight | + 23%( 70%) |
Arcane | + 16%( 70%) |
Cold | + 55%( 70%) |
All | + 7%( 70%) |
Defense: Immunities
Stun Resistance | 20% |
Instadeath Resistance | 100% |
Teleport Resistance | 20% |
Inscriptions (3/3)
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 314 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
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 178 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
Cunning / Tactical | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Grappling | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Pugilism | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 4/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed discipline | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Unarmed training | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.20 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Effects
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You failed to protect the injured seer from death by snow giant boulder thrower. Escort: injured seer (level 2 of Daikara) | failed |
You failed to protect the lone alchemist from death by Salolaith the vampire. Escort: lone alchemist (level 1 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Misdirection (+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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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's current energy level is: 12. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed hummerhorn wing. * You've found the needed skeleton mage skull. 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. * You've found the needed minotaur nose. * '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.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed honey tree root. | 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 Clear | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +7 Defense: +30 (+8 eff.) Fatigue: +2% Changes stats: +1 Dex / +3 Wil / +2 Cun / +1 Con Changes resistances: +5% arcane Physical save: +6 (+3 eff.) Spell save: +5 (+3 eff.) Mental save: +6 (+3 eff.) Only die when reaching: -40.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
On hands | ![]() Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +12 (+3 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 5 cold Changes stats: +2 Dex Changes resistances: +5% cold Changes damage: +3% cold When used to modify unarmed attacks: Base power: 19.0 - 26.6 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +6 Armour Penetration: +9 Crit. chance: +13.0% Attack speed: 100% When this weapon hits: Ice Breath (10% chance level 3). Damage (radius 2) on crit: +6 ice Metal gloves protecting the hands up to the middle of the lower arm. |
On head | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +10 (+3 eff.) Armour: +9 Fatigue: +3% Effects on melee hit: * 20% chance to reduce damage dealt by 17% Changes stats: +7 Str Physical save: +9 (+5 eff.) Maximum stamina: +30.00 A cap made of leather. |
Tool | ![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to heal yourself and all friendly characters within 10 spaces for 188 Activation puts all charms on cooldown for 13 turns. When used: * Increase all damage by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +5 Cun / +5 Dex Changes resistances: +9% blight / +5% arcane / +3% light Changes resistances penetration: +5% light Spell save: +3 (+2 eff.) Rings make your fingers look great! |
On fingers | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Physical crit. chance: +1.0% Physical power: +5 (+2 eff.) Changes resistances: +22% nature / +3% acid Changes resistances penetration: +5% lightning Changes damage: +11% nature Critical mult.: +15.00% Stamina each turn: +3.00 Rings make your fingers look great! |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +7 (+1 eff.) Defense: +6 (+2 eff.) Changes stats: +7 Lck Reduce all damage from unseen attackers: 10% Amulets make your neck look great! |
Main armor | ![]() 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all You have never taken it off. Revealing, green, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
Light source | ![]() Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +3 Con Changes resistances: +8% blight / +9% darkness Changes damage: +12% mind Mental save: +3 (+2 eff.) Teleport immunity: +20% Life regen: +8.00 Maximum life: +20.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Cloak | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +22 (+5 eff.) Armour: +7 Defense: +2 (+1 eff.) Fatigue: -6% Changes resistances: +16% cold Maximum life: +42.00 Maximum stamina: +23.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | ![]() Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +4 Wil Critical mult.: +10.00% Physical save: +8 (+4 eff.) Spell save: +7 (+4 eff.) Mental save: +5 (+3 eff.) Maximum life: +59.00 Mindpower: +5 (+2 eff.) Mental crit. chance: +3% Size category: +1 A belt that goes around your waist. |
Inventory
![]() 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 increase movement speed by 715% 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. 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. |
![]() blink rune of the sneak (range 7; phase 16; cd 11) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 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 Cunning 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. |
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+2 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 30 power out of 35/35) : Effective talent level: 2.0 Power cost: 30 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 193 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +10% fire / +12% cold Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +26% acid / +1% physical / +6% mind / +6% nature / +3% lightning Changes damage: +13% acid Physical save: +12 (+6 eff.) Only die when reaching: -20.00 life Maximum life: +40.00 Rings make your fingers look great! |
![]() warbringer's dwarven-steel battleaxe (28-43 power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 28.5 - 42.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% When wielded/worn: Physical power: +10 (+3 eff.) Changes stats: +6 Con Changes resistances penetration: +10% physical Disarm immunity: +14% Massive two-handed battleaxes. |
![]() Requires: - Dexterity 16 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Base power: 12.0 - 15.6 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +7 nature When wielded/worn: Accuracy: +14 (+3 eff.) Armour penetration: +5 Defense: +7 (+2 eff.) Damage when hit (Melee): 2 fire Changes stats: +1 Mag / +3 Wil / +1 Con Changes resistances penetration: +5% physical Disarm immunity: +22% Sharp, short and deadly. |
![]() Glorita the dwarven-steel greatsword (33-53 power, 2 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 33.0 - 52.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Damage (Melee): +14 light Damage against: +16% Undead When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +2 Con Changes resistances penetration: +10% blight / +10% physical Spell save: +15 (+8 eff.) Disarm immunity: +20% Mana when firing critical spell: +2.00 Damage Shield penetration: +10% Massive two-handed swords. |
![]() Mayathra Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 Damage (Ranged): +8 blight / +20 arcane When wielded/worn: Changes stats: +5 Dex / +3 Mag Changes resistances penetration: +10% blight Changes damage: +6% arcane Spell save: +6 (+3 eff.) Longbows are used to shoot arrows at your foes. |
![]() Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 19.0 - 26.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 10% chance to reduce all saves and defense by 21 When wielded/worn: Changes stats: +1 Cun / +3 Wil Changes resistances: +3% mind Changes damage: +6% mind Mental crit. chance: +1% Sharp, long, and deadly. |
![]() Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% Damage (Melee): +6 darkness Damage against: +5% Living When wielded/worn: Changes stats: +2 Dex / +3 Con Reduces incoming crit damage: 5.00% Infravision radius: +1 Blunt and deadly. |
![]() blighted yew magestaff of channeling (20-24 power, 4 apr, lightning element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% lightning Talent granted: +1 Command Staff Mana each turn: +0.15 Vim when firing critical spell: +2.00 Maximum vim: +10.00 Spellpower: +23 (+17 eff.) Spell crit. chance: +9% It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 26 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() steel waraxe 'Ce'Nura' (12-18 power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +20 arcane Damage (radius 1) on hit: +7 fire When wielded/worn: Changes stats: +3 Wil Changes resistances: +5% arcane Changes damage: +6% temporal Light radius: +2 Infravision radius: +3 One-handed war axes. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 21 Damage when hit (Melee): 2 mind / 2 cold Changes stats: +2 Cun / +2 Dex Changes resistances: +3% cold Changes resistances penetration: +15% lightning Changes damage: +6% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Str / +1 Con Changes resistances: +9% fire Changes resistances penetration: +15% fire Changes damage: +12% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() mindwoven cashmere robe of frost (+24%) (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +11% all / +24% cold Changes damage: +16% cold Mental save: +17 (+9 eff.) Mindpower: +3 (+1 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +6 Lck / +4 Dex Changes resistances penetration: +10% cold Changes damage: +9% cold Stealth bonus: +6 Mental save: +3 (+2 eff.) Psi when hit: +0.04 Mindpower: +25 (+11 eff.) Mental crit. chance: +1% A pair of boots made of leather. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +2 Armour: +5 Changes stats: +7 Str / +6 Con Mental save: +3 (+2 eff.) Maximum psi: +20.00 It can be used to activate talent Rush, placing all other charms into a 22 cooldown : Effective talent level: 2.6 Power cost: 22 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +5 Cun / +7 Wil Changes damage: +6% mind Physical save: +6 (+3 eff.) Spell save: +5 (+3 eff.) Mental save: +9 (+5 eff.) Mental crit. chance: +2% A pair of boots made of leather. |
![]() Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 5 Damage (Melee): 8 acid Damage when hit (Melee): 2 nature Changes stats: +5 Wil / +2 Mag Changes resistances: +7% acid Changes damage: +8% acid Spellpower: +15 (+13 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% When used to modify unarmed attacks: Base power: 20.0 - 28.0 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Corrosive Breath (10% chance level 3). Damage (radius 2) on crit: +6 acid Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Heavy armour training Infused by arcane disrupting forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +5 Physical power: +8 (+3 eff.) Armour: +2 Fatigue: +3% Damage when hit (Melee): 8 cold Changes resistances: +11% blight / +3% temporal / +3% darkness Spell save: +8 (+4 eff.) Maximum life: +80.00 Healing mod.: +10% When used to modify unarmed attacks: Base power: 21.5 - 30.1 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +17 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 10% chance to slow global speed by 47% * 13% chance to reduce armor by 13% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() restful hardened leather gloves of butchering (0 def, 2 armour) Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +7 Physical power: +6 (+2 eff.) Armour: +2 Changes resistances: +7% blight Spell save: +8 (+4 eff.) Life regen: +1.00 Stamina each turn: +0.70 Maximum stamina: +15.00 When used to modify unarmed attacks: Base power: 17.0 - 18.7 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +11 Crit. chance: +3.0% Attack speed: 125% When this weapon hits: Nightmare (10% chance level 3). On weapon hit: * 10% chance to slow global speed by 47% * 11% chance to reduce armor by 13% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() rough leather gloves 'Blazemarrow' (0 def, 1 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 arcane Damage when hit (Melee): 4 fire Changes stats: +8 Mag / +5 Wil Changes resistances: +4% arcane Changes resistances penetration: +10% mind Changes damage: +4% arcane / +3% blight Critical mult.: +15.00% Maximum vim: +10.00 Spellpower: +6 (+6 eff.) When used to modify unarmed attacks: Base power: 8.0 - 8.8 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 125% When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +6 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Physical power: +6 (+2 eff.) Armour: +1 Changes stats: +3 Str Physical save: +5 (+3 eff.) Mental save: +5 (+3 eff.) Disarm immunity: +20% When used to modify unarmed attacks: Base power: 11.5 - 12.7 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +7 Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 125% When this weapon hits: Perfect Control (10% chance level 1). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Cun Changes resistances: +16% fire Changes damage: +3% darkness / +11% fire Critical mult.: +5.00% Mental save: +6 (+3 eff.) Maximum hate: +2.00 Mindpower: +30 (+13 eff.) A pointy cloth hat, very wizardly... |
![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +25 (+8 eff.) Defense: +2 (+1 eff.) Changes stats: +5 Cun / +2 Dex Critical mult.: +20.00% Psi each turn: +0.21 Mindpower: +4 (+2 eff.) Mental crit. chance: +3% Infravision radius: +2 A pointy cloth hat, very wizardly... |
![]() Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +1 Wil Changes resistances: +3% mind / +6% cold Allows you to breathe in: water Critical mult.: +20.00% Mental crit. chance: +1% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() grounding rough leather cap of knowledge (0 def, 1 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Cun / +3 Wil Changes resistances: +5% lightning / +6% temporal Mindpower: +4 (+2 eff.) A cap made of leather. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Wil Physical save: +6 (+3 eff.) A pointy cloth hat, very wizardly... |
![]() prismatic dwarven-steel mail armour of spell shielding (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Changes resistances: +11% light / +13% darkness / +7% arcane Spell save: +13 (+7 eff.) A suit of armour made of mail. |
![]() Dazzlezeal (6 def, 4 armour) Requires: - Strength 14 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% Changes resistances: +6% mind / +6% lightning Changes resistances penetration: +25% light / +25% lightning Changes damage: +9% light / +6% fire Mental save: +11 (+6 eff.) A suit of armour made of leather. |
![]() psychokinetic quiver of elm arrows (18/18, 14-20 power, 5 apr) Requires: - Dexterity 11 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 14.5 - 20.3 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +1.0% Capacity: 18 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 123 physical damage Damage (Ranged): +11 physical Arrows are used with bows to pierce your foes to death. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +30 (+7 eff.) Physical crit. chance: +3.0% Damage when hit (Melee): 6 fire Changes stats: +2 Str Changes damage: +15% fire / +6% temporal Maximum life: +27.00 Maximum stamina: +53.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 68 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+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. |
![]() Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +10 (+3 eff.) Changes resistances: +3% nature / +3% lightning Changes damage: +12% cold Only die when reaching: -80.00 life Light radius: +5 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% 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. |
![]() Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Wil Changes damage: +6% mind Light radius: +5 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. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 172 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 21 Changes stats: +3 Dex / +1 Wil It can be used to project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 100 physical damage Activation puts all charms on cooldown for 13 turns. When used: * Increase all damage penetration by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to blast the opponent's mind dealing 118 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 13 turns. Torques are made by powerful psionics to store psionic powers. |
![]() steel torque of mindblast 'Blindwhisper' [power 170] (10/13 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Damage when hit (Melee): 8 light Changes stats: +2 Mag Spell save: +18 (+9 eff.) Mana each turn: +0.12 Mana when firing critical spell: +2.00 Spell crit. chance: +4% It can be used to blast the opponent's mind dealing 190 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 13 turns. When used: * Increase the duration of 2 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Damage when hit (Melee): 8 nature Changes resistances: +6% fire Changes resistances penetration: +15% fire Changes damage: +3% mind / +6% fire It can be used to setup a psionic shield, reducing all damage taken by 49 for 5 turns Activation puts all charms on cooldown for 22 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes stats: +1 Mag / +2 Wil / +2 Cun Changes resistances: +9% blight Changes resistances penetration: +5% blight It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 13 turns. When used: * Heal for 40. Natural totems are made by powerful wilders to store nature power. |
![]() 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 13 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Kamen Rider the Krog Brawler level 22
58th Pyre 123rd year of Ascendancy at 05:36 see stats
By Kamen Rider the Krog Brawler level 14
39th Dusk 122nd year of Ascendancy at 20:44 see stats
By Kamen Rider the Krog Brawler level 20
4th Decay 122nd year of Ascendancy at 13:51 see stats
By Kamen Rider the Krog Brawler level 22
58th Pyre 123rd year of Ascendancy at 02:42 see stats
By Kamen Rider the Krog Brawler level 10
1st Summertide 122nd year of Ascendancy at 07:21 see stats
By Kamen Rider the Krog Brawler level 20
4th Decay 122nd year of Ascendancy at 13:51 see stats
By Kamen Rider the Krog Brawler level 21
13rd Regrowth 123rd year of Ascendancy at 02:41 see stats
By Kamen Rider the Krog Brawler level 23
62nd Pyre 123rd year of Ascendancy at 18:41 see stats
By Kamen Rider the Krog Brawler level 9
4th Mirth 122nd year of Ascendancy at 07:51 see stats
By Kamen Rider the Krog Brawler level 22
58th Pyre 123rd year of Ascendancy at 05:36 see stats
By Kamen Rider the Krog Brawler level 21
44th Pyre 123rd year of Ascendancy at 08:25 see stats
By Kamen Rider the Krog Brawler level 17
19th Haze 122nd year of Ascendancy at 10:42 see stats
By Kamen Rider the Krog Brawler level 23
63rd Pyre 123rd year of Ascendancy at 12:38 see stats
Log
Kamen Rider is stunned by madness!
Talent Clinch is ready to use.
Talent Track is ready to use.
Agony from Eilinorita the brown bear hits Kamen Rider for 46 mind damage.
Snow giant casts Mind Disruption.
Kamen Rider resists the effect 'Confused'!
Kamen Rider activates Antimagic Shield.
Shadow casts Shadow Lightning.
Shadow uses Dominate.
Kamen Rider shrugs off Shadow's 'Dominated'!
Shadow misses Kamen Rider.
Shadow hits Kamen Rider for (41 antimagic), 47 lightning (47 total damage).
Talent Concussive Punch is ready to use.
Talent Haymaker is ready to use.
Talent Antimagic Zone is ready to use.
Talent Combination Kick is ready to use.
Agony from Eilinorita the brown bear hits Kamen Rider for 41 mind damage.
Shadow casts Fade.
Shadow fades!
Kamen Rider hits Shadow for 0 physical, 0 cold (0 total damage).
Shadow casts Shadow Flames.
Shadow casts Shadow Lightning.
Shadow hits Kamen Rider for (41 antimagic), 69 lightning (69 total damage).
Shadow hits Kamen Rider for (41 antimagic), 78 fire (78 total damage).
Snow giant chieftain slows down.
Snow giant feels pain again.
Agony from Eilinorita the brown bear hits Kamen Rider for 104 mind damage.
Kamen Rider the level 23 krog brawler was psyched to death by Eilinorita the brown bear on level 2 of Daikara.