Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. 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:
Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. 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 | Thalore |
Class | Skirmisher |
Level / Exp | 50 / 3288% |
Size | medium |
Lifes / Deaths | Killed by Glorema the fire wyrm at level 24 on the 51st Pyre 123rd year of Ascendancy at 00:34 / 2Killed by Im_Not_Sure_How_To_Play_3 at level 50 on the 80th Haze 124th year of Ascendancy at 19:27 |
Antimagic | Follower |
Primary Stats
Strength | 37 (base 21) |
Dexterity | 75 (base 58) |
Constitution | 52 (base 35) |
Magic | 21 (base 11) |
Willpower | 84 (base 63) |
Cunning | 82 (base 60) |
Resources
Life | -648/1782 |
Stamina | 440/535 |
Equilibrium | 34 |
Healing Factor | 1.469329218765 |
Regeneration | 99.13389013751 |
Speed
Mental | -1.1102230246252E-14% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 16 |
Infravision | 7 |
See Stealth | 64.566336305226 |
See Invisible | 64.566336305226 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 190 |
Accuracy | 77 |
Crit Chance | 100% |
APR | 72 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 19.5 |
Crit Chance | 38% |
Speed | 1 |
Offense: Mind
Mindpower | 62 |
Crit Chance | 50% |
Speed | 1 |
Offense: Damage Bonus
Physical | +32% |
Nature | +11% |
Light | +17% |
Temporal | +17% |
Fire | +18% |
Arcane | +35% |
Mind | +17% |
All | +2% |
Offense: Damage Penetration
Acid | +38% |
Light | +23% |
Mind | +23% |
Darkness | +23% |
Physical | +83% |
Fire | +43% |
All | +13% |
Defense: Base
Armour (hardiness) | 101.33395555264 (98.763401198049%) |
Defense | 91 |
Ranged Defense | 94 |
Fatigue | 12.165569302385 |
Physical Save | 54 |
Spell Save | 57 |
Mental Save | 61 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 66%( 70%) |
Arcane | + 49%( 70%) |
Cold | + 52%( 70%) |
All | + 40%( 70%) |
Physical | + 41%( 70%) |
Lightning | + 52%( 70%) |
Light | + 67%( 70%) |
Temporal | + 61%( 70%) |
Mind | + 54%( 70%) |
Darkness | + 64%( 70%) |
Fire | + 70%( 70%) |
Nature | + 62%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 50% |
Knockback Resistance | 60% |
Confusion Resistance | 100% |
Stun Resistance | 40% |
Pinning Resistance | 50% |
Poison Resistance | 0% |
Blind Resistance | 100% |
Inscriptions (5/5)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 634 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 2.5 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 18% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 262 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse 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 increase movement speed by 837% 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 Cunning stat. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 912% 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 Cunning stat. |
Class Talents
Technique / Tireless Combatant | 1.70 |
| 3/5 |
| 4/5 |
| 3/5 |
| 5/5 |
Technique / Buckler Training | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 4/5 |
Cunning / Poisons | 1.30 |
| 1/5 |
| 2/5 |
| 5/5 |
| 3/5 |
Cunning / Called Shots | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 5/5 |
Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 4/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Cunning / Scoundrel | 1.70 |
| 2/5 |
| 3/5 |
| 2/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Willpower by +5. | done |
You failed to protect the lost defiler from death by forest wight. Escort: lost defiler (level 8 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by Polutha the great wolf. Escort: lost sun paladin (level 4 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 7 of Dreadfell. Escort: lost sun paladin (level 7 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you improved talent Misdirection (+1 level(s)). | done |
You failed to protect the repented thief from death by Velythra the grizzly bear. Escort: repented thief (level 2 of Old Forest) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: temporal explorer (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Willpower by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | 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 have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Dreaming One. | 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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Marus of Elvala in creating an elixir of the savior. You have aided Marus of Elvala in creating an elixir of mastery. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
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 within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | 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 | Splendourbraze (0 def, 5 armour) Splendourbraze (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +25 Physical crit. chance: +11.0% Physical power: +11 (+4 eff.) Armour: +5 Fatigue: +4% Changes stats: +2 Mag Stamina each turn: +1.00 Mana each turn: +0.08 Vim when firing critical spell: +2.11 Maximum stamina: +40.00 Maximum vim: +30.00 Light radius: +2 Damage Shield penetration: +32% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | Ebonyrip the pouch of voratun shots (8/24, 69-83 power, 6 apr) Ebonyrip the pouch of voratun shots (8/24, 69-83 power, 6 apr)Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 69.0 - 82.8 Uses stats: 40% Wil, 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +20.0% Capacity: 24 Turns elapse between self-loadings: 6 On weapon hit: * 44% chance to reduce all saves and defense by 36 * 20% chance to knock the target back 3 spaces and deal 241 physical damage On weapon crit: * Wound the target dealing 200 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +8 darkness / +33 physical / +25 mind Damage (radius 1) on hit: +16 darkness Damage (radius 2) on crit: +12 darkness / +8 mind Shots are used with slings to pummel your foes to death. |
Light source | Haloredin the alchemist's lamp Haloredin the alchemist's lampCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +2 Changes resistances penetration: +25% physical Changes damage: +30% arcane Critical mult.: +20.00% Maximum stamina: +30.00 Light radius: +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Adulelaith the Shadowreign (8 def, 13 armour) Adulelaith the Shadowreign (8 def, 13 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +7.0% Armour: +13 Defense: +8 (+1 eff.) Fatigue: +5% Changes stats: +2 Cun / +10 Con / +14 Lck Changes resistances: +5% all Changes resistances penetration: +10% darkness Changes damage: +15% temporal Physical save: +15 (+5 eff.) Psi when hit: +0.04 Spell crit. chance: +8% Mental crit. chance: +10% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A cap made of leather. |
On hands | Eremadelar (0 def, 3 armour) Eremadelar (0 def, 3 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Changes resistances: +15% acid / +21% fire Spell save: +18 (+5 eff.) Confusion immunity: +20% Stun/Freeze immunity: +20% Life regen: +7.00 Stamina each turn: +2.00 Maximum stamina: +33.00 When used to modify unarmed attacks: Base power: 25.0 - 27.5 Uses stats: 40% Wil, 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Nightmare (10% chance level 5). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Brandarc (dig speed 23 turns) Brandarc (dig speed 23 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +6 Physical power: +8 (+3 eff.) Effects on melee hit: * 20% chance to slow global speed by 64% Changes stats: +3 Str Changes resistances: +17% nature / +6% fire Changes resistances penetration: +20% fire Changes damage: +9% nature / +6% fire Critical mult.: +16.00% Physical save: +14 (+4 eff.) Spell save: +11 (+4 eff.) Mental save: +13 (+3 eff.) Maximum life: +87.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Gilimnir the Swampwell Gilimnir the SwampwellInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 17% chance to reduce all saves and defense by 36 * 10% chance to slow global speed by 64% * 20 arcane resource burn Damage (Melee): 33 physical Effects on ranged hit: * 15% chance to reduce all saves and defense by 36 Damage (Ranged): 35 physical Damage when hit (Melee): 4 nature Changes stats: +6 Cun Changes resistances: +12% blight / +3% fire / +6% temporal Disarm immunity: +50% Pinning immunity: +50% Knockback immunity: +50% Life regen: +16.00 Hate when firing a critical mind attack: +3.00 Maximum life: +133.00 Maximum hate: +12.00 Healing mod.: +18% It can be used to activate talent Bleeding Edge, placing all other charms into a 14 cooldown : Effective talent level: 3.5 Power cost: 14 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 159% weapon damage. If the attack hits, the target will bleed for 300% weapon damage over 7 turns, and all healing will be reduced by 60%. Rings make your fingers look great! |
On fingers | Glassra the voratun ring Glassra the voratun ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Defense: +30 (+6 eff.) Changes stats: +2 Dex Changes resistances: +15% acid Changes resistances penetration: +10% acid Changes damage: +30% physical Critical mult.: +10.00% Spell save: +9 (+3 eff.) Mental save: +15 (+4 eff.) Confusion immunity: +50% Vim when firing critical spell: +2.08 Maximum vim: +20.00 Rings make your fingers look great! |
Around neck | voratun amulet 'Emeluba' voratun amulet 'Emeluba'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour penetration: +3 Armour: +16 Defense: +20 (+4 eff.) Damage when hit (Melee): 6 acid Changes resistances penetration: +15% acid Talent masteries: +0.40 Technique / Tireless Combatant +0.40 Cunning / Scoundrel Critical mult.: +15.00% Spellpower: +30 (+5 eff.) Spell crit. chance: +3% Amulets make your neck look great! |
In main hand | Dagidurin the drakeskin leather sling Dagidurin the drakeskin leather slingRequires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 On weapon hit: * 21% chance to gain 10% of a turn (3/turn limit) Damage (Ranged): +16 arcane When wielded/worn: Accuracy: +46 (+9 eff.) Armour penetration: +15 Physical crit. chance: +15.0% Effects on ranged hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes resistances: +9% temporal Changes resistances penetration: +13% all Changes damage: +3% arcane Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Slings are used to hurl stones or metal shots at your foes. |
Around waist | Branugar the drakeskin leather belt Branugar the drakeskin leather beltCrafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +16.0% Physical power: +5 (+2 eff.) Armour: +23 Defense: +28 (+5 eff.) Changes stats: +6 Dex / +4 Mag / +5 Cun Changes resistances: +6% mind / +2% physical Critical mult.: +14.00% Physical save: +23 (+7 eff.) Mental crit. chance: +13% A belt that goes around your waist. |
In off hand | Summertide (17 def, 15 armour, 52-62 power, 260 block) Summertide (17 def, 15 armour, 52-62 power, 260 block)Requires: - Shield usage training - Willpower 28 - Cunning 20 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 52.0 - 62.4 Uses stats: 40% Wil, 100% Str Damage type: Light Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +260 On weapon hit: * 30% chance to blind * releases a burst of light When wielded/worn: Armour: +15 Defense: +17 (+3 eff.) Ranged Defense: +17 (+4 eff.) Fatigue: +12% Changes stats: +3 Cun / +5 Wil Changes resistances: +12% mind / +10% fire / +20% light / +15% darkness Changes resistances penetration: +10% fire / +10% light / +10% mind Changes damage: +10% fire / +15% mind / +15% light Talent granted: +1 Block Mental save: +18 (+4 eff.) Blindness immunity: +100% Confusion immunity: +25% Maximum psi: +20.00 Mindpower: +8 (+2 eff.) Light radius: +3 It can be used to send out a range 7 beam, lighting its path and dealing 70.51 to 88.14 light damage (based on Willpower and Cunning) Activation costs 9 power out of 30/30. A bright light shines from the center of this shield. Holding it clears your mind. |
Cloak | elven-silk cloak 'Olydas' (3 def, 0 armour) elven-silk cloak 'Olydas' (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +8 Defense: +3 (+0 eff.) Effects on melee hit: * 10% chance to reduce armor by 21% Changes stats: +5 Str / +6 Con Changes resistances: +3% blight / +6% light / +6% mind / +6% darkness Critical mult.: +30.00% Stealth bonus: +10 Physical save: +13 (+4 eff.) Spell save: +12 (+4 eff.) Stun/Freeze immunity: +20% Knockback immunity: +10% Maximum life: +128.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Breath of Eyal (10 def, 10 armour) Breath of Eyal (10 def, 10 armour)Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +10 Defense: +10 (+2 eff.) Fatigue: +20% Changes resistances: +20% lightning / +20% temporal / +20% light / +20% fire / +20% nature / +10% all / +20% acid / +20% blight / +20% cold / +15% arcane / +20% darkness Spell save: +20 (+6 eff.) Mindpower: +10 (+3 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
Inventory
This item will automatically be transmogrified when you leave the level. wild infusion (res 23%; magical, physical; dur 4; cd 15)wild infusion (res 23%; magical, physical; dur 4; cd 15) 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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 23% for 4 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Elixir of Invulnerability Elixir of InvulnerabilityInfused by nature 2.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to grant you complete invulnerability for five turns. A vial of thick fluid, metallic and reflective. It's incredibly heavy. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
Tome of Wildfire Tome of WildfirePowered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / tome It can be used to learn the ancient secrets. This huge book is covered in searing flames. Yet they do not harm you. |
Fanged Collar Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+5 eff.) Spell save: +15 (+5 eff.) Mental save: -7 (-2 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Mardohell the voratun amulet Mardohell the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +7 Defense: +11 (+2 eff.) Changes resistances: +21% darkness / +9% temporal / +20% mind / +26% light Changes resistances cap: +6% all Changes resistances penetration: +25% temporal Physical save: +22 (+7 eff.) Blindness immunity: +50% Confusion immunity: +43% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets make your neck look great! |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 7 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Ring of the Dead Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Writhing Ring of the Hunter Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
This item will automatically be transmogrified when you leave the level. Frosttrail (57-86 power, 4 apr)Frosttrail (57-86 power, 4 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 57.0 - 85.5 Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 46 damage over 5 turns and reducing armor and accuracy by 6 Damage (radius 1) on hit: +27 acid Damage (radius 2) on crit: +27 cold When wielded/worn: Changes stats: +7 Mag / +10 Wil Changes resistances: +12% cold Changes resistances penetration: +34% blight / +20% arcane Spell crit. chance: +6% Light radius: +3 Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. Ravenpall the voratun battleaxe (56-83 power, 4 apr)Ravenpall the voratun battleaxe (56-83 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 55.5 - 83.2 Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% Damage (radius 1) on hit: +27 fire Damage (radius 2) on crit: +24 darkness When wielded/worn: Accuracy: +21 (+4 eff.) Defense: +21 (+4 eff.) Effects on melee hit: * 27% chance to reduce damage dealt by 29% Changes resistances: +7% arcane / +18% temporal / +15% nature / +15% darkness Changes resistances penetration: +25% arcane Disarm immunity: +56% Confusion immunity: +27% Stun/Freeze immunity: +27% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. flaming steel dagger of massacre (21-27 power, 6 apr)flaming steel dagger of massacre (21-27 power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 21.0 - 27.3 Uses stats: 40% Wil, 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 (radius 1) on hit: +10 fire Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. steel dagger of projection (11-14 power, 6 apr)steel dagger of projection (11-14 power, 6 apr) Requires: - Dexterity 16 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 11.0 - 14.3 Uses stats: 40% Wil, 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% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. voratun dagger 'Radiancerip' (53-69 power, 9 apr)voratun dagger 'Radiancerip' (53-69 power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 53.0 - 68.9 Uses stats: 40% Wil, 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +27 cold When wielded/worn: Armour: +8 Changes stats: +4 Str / +5 Dex / +13 Con Changes resistances: +7% arcane Changes damage: +21% light Physical save: +24 (+7 eff.) Only die when reaching: -108.81 life Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. plaguebringer's voratun greatsword (63-101 power, 4 apr)plaguebringer's voratun greatsword (63-101 power, 4 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 63.0 - 100.8 Uses stats: 40% Wil, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 27% chance to reduce strength, dexterity, and constitution by 12 Damage (Melee): +28 blight When wielded/worn: Disease immunity: +49% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. truestriking steel longsword of vileness (16-22 power, 3 apr)truestriking steel longsword of vileness (16-22 power, 3 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 15.5 - 21.7 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 15% chance to reduce strength, dexterity, and constitution by 12 Damage (Melee): +11 blight When wielded/worn: Accuracy: +11 (+2 eff.) Armour penetration: +9 Changes resistances penetration: +9% physical Sharp, long, and deadly. |
Nithan's Force Nithan's ForceRequires: - Dexterity 32 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 5 Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 111% Firing range: +10 When wielded/worn: Changes stats: +10 Str / +5 Con Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +35% physical Pinning immunity: +30% Knockback immunity: +30% It can be used to activate talent Bull Shot (costing 11 power out of 16/16) : Effective talent level: 5.5 Power cost: 11 out of 16/16. Range: 10 Travel Speed: instantaneous Description: You rush toward your foe, readying your shot. If you reach the enemy, you release the shot, imbuing it with great power. The shot does 226% weapon damage and knocks back your target by 2. The cooldown of this talent is reduced by 1 each time you move. This requires a sling to use. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall... |
This item will automatically be transmogrified when you leave the level. Bregesin the Prismwyrd (40-57 power, 6 apr)Bregesin the Prismwyrd (40-57 power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 40.5 - 56.7 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +30 cold Damage (radius 1) on hit: +12 light When wielded/worn: Damage when hit (Melee): 14 darkness Changes stats: +4 Cun Changes resistances penetration: +34% light / +34% mind Changes damage: +24% lightning / +15% cold / +15% light / +24% darkness One-handed war axes. |
Girdle of Preservation Girdle of PreservationInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+5 eff.) Spell save: +15 (+5 eff.) Mental save: +15 (+4 eff.) Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
This item will automatically be transmogrified when you leave the level. Goryrerain (3 def, 0 armour)Goryrerain (3 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Effects on melee hit: * 27% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Str / +4 Dex / +4 Wil / +3 Cun Mana each turn: +0.44 Equilibrium when hit: +0.32 Psi when hit: +0.32 Spellpower on spell critical (stacks up to 3 times): +8 Hate when firing a critical mind attack: +6.80 Mental crit. chance: +8% Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Searsever (3 def, 0 armour) Searsever (3 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour penetration: +3 Physical power: +15 (+5 eff.) Defense: +3 (+0 eff.) Changes stats: +4 Str / +6 Wil Changes resistances penetration: +20% physical / +20% fire Mental save: +10 (+2 eff.) Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ureslak's Molted Scales (0 def, 0 armour) Ureslak's Molted Scales (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 It is part of a set of items. It would go well with another part of Ureslak. When wielded/worn: Changes resistances: +20% lightning / +20% darkness / +20% cold / +20% fire / -30% arcane / +20% nature Changes resistances cap: +10% lightning / +10% darkness / +10% cold / +10% fire / -30% arcane / +10% nature It can be used to energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.) Activation costs 34 power out of 50/50. This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
This item will automatically be transmogrified when you leave the level. timebroken elven-silk robe of power (0 def, 0 armour)timebroken elven-silk robe of power (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +6 Mag / +4 Wil Changes resistances: +15% all Changes damage: +27% temporal / +25% arcane / +20% all Maximum mana: +79.00 Spellpower: +28 (+4 eff.) Spell crit. chance: +6% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. insulating pair of drakeskin leather boots of speed (0 def, 5 armour)insulating pair of drakeskin leather boots of speed (0 def, 5 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +15% fire / +15% cold Movement speed: +25% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. wanderer's pair of drakeskin leather boots of tirelessness (0 def, 5 armour)wanderer's pair of drakeskin leather boots of tirelessness (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +6 Cun / +6 Con Physical save: +24 (+7 eff.) Mental save: +18 (+4 eff.) Stamina each turn: +1.30 Maximum stamina: +40.00 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. Emolle (0 def, 5 armour)Emolle (0 def, 5 armour) Infused by nature Infused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +5 Fatigue: +5% Damage when hit (Melee): 4 physical Changes stats: +13 Str / +9 Dex / +9 Cun / +11 Con Changes resistances: +15% blight / +15% temporal / +15% nature / +6% light Cut immunity: +10% Pinning immunity: +10% Stamina each turn: +4.00 Maximum life: +80.00 A cap made of leather. |
Eye of the Forest (8 def, 0 armour) Eye of the Forest (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+1 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+3 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 24 power out of 35/35) : Effective talent level: 3.5 Power cost: 24 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 10. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Undeathwreck (0 def, 3 armour) =water= Undeathwreck (0 def, 3 armour) =water=Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 20% chance to slow global speed by 64% Damage when hit (Melee): 4 mind Changes stats: +2 Cun / +4 Wil Changes resistances: +6% fire / +9% cold Allows you to breathe in: water Critical mult.: +10.00% Mental save: +3 (+1 eff.) Mindpower: +15 (+4 eff.) Mental crit. chance: +1% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. impenetrable dwarven-steel mail armour of command (14 def, 30 armour)impenetrable dwarven-steel mail armour of command (14 def, 30 armour) Requires: - Heavy armour training - Strength 28 Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +30 Defense: +14 (+3 eff.) Fatigue: +12% Changes stats: +4 Cun Mental save: +16 (+4 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. prismatic hardened leather armour of cold resistance (9 def, 6 armour)prismatic hardened leather armour of cold resistance (9 def, 6 armour) Requires: - Strength 16 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+2 eff.) Fatigue: +8% Changes resistances: +20% cold / +15% light / +16% darkness A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. rejuvenating drakeskin leather armour of lightning resistance (20 def, 8 armour)rejuvenating drakeskin leather armour of lightning resistance (20 def, 8 armour) Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+4 eff.) Fatigue: +8% Changes resistances: +30% lightning Life regen: +8.00 Stamina each turn: +2.50 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. wrathful dwarven-steel shield (0 def, 6 armour, 33-40 power, 76 block)wrathful dwarven-steel shield (0 def, 6 armour, 33-40 power, 76 block) Requires: - Shield usage training - Cunning 24 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 33.0 - 39.6 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +76 Damage (radius 2) on crit: +28 light / +21 fire When wielded/worn: Armour: +6 Fatigue: +8% On shield block: * Deals 41 light and fire damage to each enemy blocked Changes resistances: +11% light / +11% fire Talent granted: +1 Block Handheld deflection devices. |
1589 alchemist agate 1589 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "A View From The Gallery" Forbidden Tome: "A View From The Gallery"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Forbidden Tome: "The Day It Came" Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle" Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Heart of Poosh Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 68 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
DĂșathedlen Heart DĂșathedlen HeartPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 4 When wielded/worn: Physical power: +7 (+2 eff.) Damage (Melee): 20 darkness Changes stats: +5 Mag Changes resistances: +30% light Changes resistances cap: +10% light Talent masteries: +0.20 Cunning / Stealth +0.20 Cursed / Darkness Light radius: -1000 Infravision radius: +7 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. Talent on hit(spell): Invoke Darkness (15% chance level 4). This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
Eldritch Pearl Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+4 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+2 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 55 power out of 150/150) : Effective talent level: 5.5 Power cost: 55 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 12.65 cold damage and 16.37 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Light of Revelation Light of RevelationPowered by unknown forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Damage against: +25% Horror Reduced damage from: +25% Horror Light radius: +7 See stealth: +35 See invisible: +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+2 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 14 power out of 25/25) : Effective talent level: 4.5 Power cost: 14 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 17 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Telos's Staff Crystal Telos's Staff CrystalPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff Activation costs 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Petrified Wood Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
Runed Skull Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+1 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
bloodstone bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
fire opal fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Entropy (1/1) Rod of Entropy (1/1)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 71% of the healing done. This effect scales with your Magic stat. Activation costs 51 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (2/2) Rod of Recall (2/2)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 137 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. |
Rod of Spydric Poison (1/1) Rod of Spydric Poison (1/1)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 315.24 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 17 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Uridunarath the Quenchwrack (21/21, 70-84 power, 6 apr) Uridunarath the Quenchwrack (21/21, 70-84 power, 6 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 70.0 - 84.0 Uses stats: 40% Wil, 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +17.0% Capacity: 21 Turns elapse between self-loadings: 6 On weapon hit: * 32% chance to reduce all saves and defense by 36 * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 143 physical damage On weapon crit: * Wound the target dealing 200 physical damage across 5 turns and reducing healing by 50% Travel speed: +200% Damage (Ranged): +8 cold / +25 mind Damage (radius 1) on hit: +16 cold / +20 temporal Shots are used with slings to pummel your foes to death. |
Quenchransom [power 147] (17 cooldown) Quenchransom [power 147] (17 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Changes stats: +6 Cun / +4 Wil Changes resistances penetration: +10% cold Stamina each turn: +2.00 Only die when reaching: -60.00 life It can be used to setup a psionic shield, reducing all damage taken by 147 for 5 turns Activation puts all charms on cooldown for 17 turns. When used: * Gain a 28% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level. evasive dragonbone wand of conjuration [power 475] (11 cooldown)evasive dragonbone wand of conjuration [power 475] (11 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to fire a magical bolt dealing 484 cold damage Activation puts all charms on cooldown for 11 turns. When used: * Gain a 31% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Glowing Core Glowing CorePowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 4 When wielded/worn: Changes resistances: +50% light / +50% fire Damage affinity(heal): +20% light / +20% fire Blindness immunity: +100% See invisible: +20 When carried: Light radius: +2 When used to imbue an object: Changes resistances: +50% light / +50% fire Damage affinity(heal): +20% light / +20% fire Blindness immunity: +100% Light radius: +4 See invisible: +20 Latent Damage Type: Light This is all that's left of the Searing Horror. Even after its death, the object in your hand glows just as brightly as it did before. |
2 diamond 2 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
moonstone moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
By Im_Not_Sure_How_To_Play_3 the Thalore Skirmisher level 39
66th Haze 123rd year of Ascendancy at 06:10 see stats
By Im_Not_Sure_How_To_Play_3 the Thalore Skirmisher level 31
9th Dusk 123rd year of Ascendancy at 01:26 see stats
By Im_Not_Sure_How_To_Play_3 the Thalore Skirmisher level 39
59th Haze 123rd year of Ascendancy at 20:17 see stats
By Im_Not_Sure_How_To_Play_3 the Thalore Skirmisher level 19
67th Dusk 122nd year of Ascendancy at 10:01 see stats
By Im_Not_Sure_How_To_Play_3 the Thalore Skirmisher level 50
36th Pyre 124th year of Ascendancy at 11:39 see stats
By Im_Not_Sure_How_To_Play_3 the Thalore Skirmisher level 43
1st Regrowth 124th year of Ascendancy at 04:44 see stats
By Im_Not_Sure_How_To_Play_3 the Thalore Skirmisher level 50
21st Pyre 124th year of Ascendancy at 08:35 see stats
By Im_Not_Sure_How_To_Play_3 the Thalore Skirmisher level 42
6th Allure 124th year of Ascendancy at 04:24 see stats
By Im_Not_Sure_How_To_Play_3 the Thalore Skirmisher level 26
76th Pyre 123rd year of Ascendancy at 13:50 see stats
By Im_Not_Sure_How_To_Play_3 the Thalore Skirmisher level 13
17th Dusk 122nd year of Ascendancy at 08:32 see stats
By Im_Not_Sure_How_To_Play_3 the Thalore Skirmisher level 50
1st Flare 124th year of Ascendancy at 22:04 see stats
By Im_Not_Sure_How_To_Play_3 the Thalore Skirmisher level 41
3rd Decay 123rd year of Ascendancy at 10:57 see stats
By Im_Not_Sure_How_To_Play_3 the Thalore Skirmisher level 50
57th Pyre 124th year of Ascendancy at 19:45 see stats
By Im_Not_Sure_How_To_Play_3 the Thalore Skirmisher level 24
51st Pyre 123rd year of Ascendancy at 20:40 see stats
By Im_Not_Sure_How_To_Play_3 the Thalore Skirmisher level 33
32nd Dusk 123rd year of Ascendancy at 22:04 see stats
By Im_Not_Sure_How_To_Play_3 the Thalore Skirmisher level 27
8th Mirth 123rd year of Ascendancy at 08:33 see stats
By Im_Not_Sure_How_To_Play_3 the Thalore Skirmisher level 25
73rd Pyre 123rd year of Ascendancy at 22:30 see stats
By Im_Not_Sure_How_To_Play_3 the Thalore Skirmisher level 33
37th Dusk 123rd year of Ascendancy at 16:06 see stats
By Im_Not_Sure_How_To_Play_3 the Thalore Skirmisher level 37
29th Haze 123rd year of Ascendancy at 03:56 see stats
By Im_Not_Sure_How_To_Play_3 the Thalore Skirmisher level 50
34th Haze 124th year of Ascendancy at 12:06 see stats
By Im_Not_Sure_How_To_Play_3 the Thalore Skirmisher level 50
1st Flare 124th year of Ascendancy at 23:31 see stats
By Im_Not_Sure_How_To_Play_3 the Thalore Skirmisher level 31
9th Dusk 123rd year of Ascendancy at 01:58 see stats
By Im_Not_Sure_How_To_Play_3 the Thalore Skirmisher level 45
1st Regrowth 124th year of Ascendancy at 15:17 see stats
By Im_Not_Sure_How_To_Play_3 the Thalore Skirmisher level 50
51st Pyre 124th year of Ascendancy at 01:30 see stats
By Im_Not_Sure_How_To_Play_3 the Thalore Skirmisher level 10
4th Mirth 122nd year of Ascendancy at 12:57 see stats
By Im_Not_Sure_How_To_Play_3 the Thalore Skirmisher level 20
57th Regrowth 123rd year of Ascendancy at 08:43 see stats
By Im_Not_Sure_How_To_Play_3 the Thalore Skirmisher level 30
3rd Dusk 123rd year of Ascendancy at 20:32 see stats
By Im_Not_Sure_How_To_Play_3 the Thalore Skirmisher level 40
1st Decay 123rd year of Ascendancy at 09:48 see stats
By Im_Not_Sure_How_To_Play_3 the Thalore Skirmisher level 50
17th Pyre 124th year of Ascendancy at 18:42 see stats
By Im_Not_Sure_How_To_Play_3 the Thalore Skirmisher level 50
57th Haze 124th year of Ascendancy at 11:05 see stats
By Im_Not_Sure_How_To_Play_3 the Thalore Skirmisher level 50
74th Pyre 124th year of Ascendancy at 14:42 see stats
By Im_Not_Sure_How_To_Play_3 the Thalore Skirmisher level 50
31st Haze 124th year of Ascendancy at 22:46 see stats
By Im_Not_Sure_How_To_Play_3 the Thalore Skirmisher level 20
57th Regrowth 123rd year of Ascendancy at 18:48 see stats
By Im_Not_Sure_How_To_Play_3 the Thalore Skirmisher level 50
52nd Pyre 124th year of Ascendancy at 19:28 see stats
By Im_Not_Sure_How_To_Play_3 the Thalore Skirmisher level 39
1st Decay 123rd year of Ascendancy at 09:48 see stats
By Im_Not_Sure_How_To_Play_3 the Thalore Skirmisher level 42
3rd Allure 124th year of Ascendancy at 04:41 see stats
By Im_Not_Sure_How_To_Play_3 the Thalore Skirmisher level 26
75th Pyre 123rd year of Ascendancy at 11:53 see stats
By Im_Not_Sure_How_To_Play_3 the Thalore Skirmisher level 42
2nd Allure 124th year of Ascendancy at 19:14 see stats
By Im_Not_Sure_How_To_Play_3 the Thalore Skirmisher level 50
18th Dusk 124th year of Ascendancy at 12:46 see stats
By Im_Not_Sure_How_To_Play_3 the Thalore Skirmisher level 50
75th Pyre 124th year of Ascendancy at 19:41 see stats
By Im_Not_Sure_How_To_Play_3 the Thalore Skirmisher level 31
9th Dusk 123rd year of Ascendancy at 01:26 see stats
By Im_Not_Sure_How_To_Play_3 the Thalore Skirmisher level 12
9th Flare 122nd year of Ascendancy at 05:00 see stats
By Im_Not_Sure_How_To_Play_3 the Thalore Skirmisher level 31
9th Dusk 123rd year of Ascendancy at 01:26 see stats
By Im_Not_Sure_How_To_Play_3 the Thalore Skirmisher level 50
56th Pyre 124th year of Ascendancy at 10:47 see stats
By Im_Not_Sure_How_To_Play_3 the Thalore Skirmisher level 10
4th Flare 122nd year of Ascendancy at 14:55 see stats
By Im_Not_Sure_How_To_Play_3 the Thalore Skirmisher level 30
5th Dusk 123rd year of Ascendancy at 02:20 see stats
By Im_Not_Sure_How_To_Play_3 the Thalore Skirmisher level 46
20th Regrowth 124th year of Ascendancy at 10:06 see stats
By Im_Not_Sure_How_To_Play_3 the Thalore Skirmisher level 23
7th Pyre 123rd year of Ascendancy at 07:07 see stats
By Im_Not_Sure_How_To_Play_3 the Thalore Skirmisher level 16
29th Dusk 122nd year of Ascendancy at 03:09 see stats
By Im_Not_Sure_How_To_Play_3 the Thalore Skirmisher level 24
51st Pyre 123rd year of Ascendancy at 00:34 see stats
By Im_Not_Sure_How_To_Play_3 the Thalore Skirmisher level 38
58th Haze 123rd year of Ascendancy at 20:00 see stats
By Im_Not_Sure_How_To_Play_3 the Thalore Skirmisher level 50
56th Pyre 124th year of Ascendancy at 07:14 see stats
Log
Fire wyrm's devouring flames area effect hits Skeleton warrior for 80 fire damage.
Fire wyrm's devouring flames area effect hits Im_Not_Sure_How_To_Play_3 for (20 antimagic), 0 fire, 16 teleported (16 total damage).
Fire wyrm's devouring flames area effect hits Elandar for (16 teleported), 0 fire (0 total damage).
Fire wyrm's devouring flames area effect hits Fire drake hatchling for 0 fire damage.
Something receives 12 healing from Skeleton warrior.
Im_Not_Sure_How_To_Play_3 shoots!
Elandar casts Lightning.
Elandar's spell attains critical power!
Im_Not_Sure_How_To_Play_3 reacts to damage from Elandar, mitigating the blow!.
Elandar hits Im_Not_Sure_How_To_Play_3 for (65 antimagic), (37 flat reduction), (200 reacted , -6 stam), 312 lightning (312 total damage).
Fire drake hatchling misses Im_Not_Sure_How_To_Play_3.
Elandar casts Flame.
Elandar's spell attains critical power!
Im_Not_Sure_How_To_Play_3 reacts to damage from Elandar, mitigating the blow!.
Im_Not_Sure_How_To_Play_3 is on fire!
Elandar hits Im_Not_Sure_How_To_Play_3 for (65 antimagic), (37 flat reduction), (105 reacted , -6 stam), 164 fire (164 total damage).
Im_Not_Sure_How_To_Play_3's Shoot performs a ranged critical strike against Elandar!
Im_Not_Sure_How_To_Play_3's Shoot performs a ranged critical strike against Elandar!
Im_Not_Sure_How_To_Play_3's mind surges with critical power!
The fabric of space around Elandar stabilizes to normal.
Elandar is knocked back!
Elandar's Pulverizing Auger is disrupted by his wounds!
Elandar teleports some damage to Im_Not_Sure_How_To_Play_3!
Im_Not_Sure_How_To_Play_3's Shoot hits Something for 0 darkness, 0 mind (0 total damage).
Im_Not_Sure_How_To_Play_3's Shoot hits Elandar for (355 teleported), 0 physical, (64 teleported), 0 physical, (4 teleported), 0 darkness, (7 teleported), 0 mind, (7 teleported), 0 arcane, (8 teleported), 0 darkness, (6 teleported), 0 darkness, (2 teleported), 0 mind (0 total damage).
Im_Not_Sure_How_To_Play_3's Shoot hits Im_Not_Sure_How_To_Play_3 for 355 teleported, 64 teleported, 4 teleported, 7 teleported, 7 teleported, 8 teleported, 6 teleported, 2 teleported (452 total damage).
Im_Not_Sure_How_To_Play_3's Shoot hits Something for 0 darkness, 0 mind (0 total damage).
Im_Not_Sure_How_To_Play_3's Shoot hits Elandar for (330 teleported), 0 physical, (64 teleported), 0 physical, (4 teleported), 0 darkness, (7 teleported), 0 mind, (7 teleported), 0 arcane, (8 teleported), 0 darkness, (4 absorbed), (2 ignored), 0 darkness, (2 teleported), 0 mind, (407 teleported), (101 absorbed), (47 ignored), 0 physical (0 total damage).
Im_Not_Sure_How_To_Play_3's Shoot hits Im_Not_Sure_How_To_Play_3 for 330 teleported, 64 teleported, 4 teleported, 7 teleported, 7 teleported, 8 teleported, 2 teleported, 407 teleported (829 total damage).
Im_Not_Sure_How_To_Play_3 the level 50 thalore skirmisher was battered to death by himself in an act of extreme incompetence on level 11 of High Peak.