












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! 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. 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 Adventure |
Sex | Male |
Race | Halfling |
Class | Skirmisher |
Level / Exp | 46 / 62% |
Size | small |
Lifes / Deaths | Killed by Lisolaith the lesser vampire at level 11 on the 8th Flare 122nd year of Ascendancy at 06:27 0 / 9Killed by Vorekira the king cobra at level 12 on the 6th Dusk 122nd year of Ascendancy at 03:27 Killed by Belemina the netherworm mass at level 21 on the 33rd Dusk 122nd year of Ascendancy at 10:19 Killed by Eilinibeth the gelatinous cube at level 26 on the 1st Haze 122nd year of Ascendancy at 15:38 Killed by Grand Corruptor at level 28 on the 25th Regrowth 123rd year of Ascendancy at 11:49 Killed by Xanira the elder vampire at level 33 on the 37th Regrowth 123rd year of Ascendancy at 23:42 Killed by Voralemina the rattlesnake at level 45 on the 79th Pyre 123rd year of Ascendancy at 02:46 Killed by Yvunor the storm drake hatchling at level 46 on the 1st Mirth 123rd year of Ascendancy at 23:35 Killed by Islirekira the orc high pyromancer at level 46 on the 2nd Mirth 123rd year of Ascendancy at 00:18 |
Primary Stats
Strength | 24 (base 17) |
Dexterity | 69 (base 61) |
Constitution | 28 (base 12) |
Magic | 99 (base 51) |
Willpower | 48 (base 14) |
Cunning | 89 (base 64) |
Resources
Life | -189/1231 |
Stamina | 152/368 |
Healing Factor | 1.4056298990388 |
Regeneration | 37.379856022653 |
Speed
Mental | -2.2204460492503E-14% |
Attack | 0% |
Movement | +32% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Offense: Mainhand
Damage | 236 |
Accuracy | 77 |
Crit Chance | 85% |
APR | 21 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 68 |
Crit Chance | 34% |
Speed | 1 |
Offense: Mind
Mindpower | 55 |
Crit Chance | 42% |
Speed | 1 |
Offense: Damage Bonus
Acid | +21% |
Blight | +28% |
Arcane | +48% |
Cold | +24% |
All | +6% |
Lightning | +12% |
Light | +59% |
Fire | +38% |
Mind | +21% |
Offense: Damage Penetration
Acid | +10% |
Arcane | +15% |
Mind | +10% |
All | 0% |
Light | +10% |
Physical | +80% |
Cold | +30% |
Fire | +25% |
Nature | +20% |
Defense: Base
Armour (hardiness) | 68.719009130622 (56.026343845506%) |
Defense | 66 |
Ranged Defense | 70 |
Fatigue | 4.9238052216851 |
Physical Save | 19 |
Spell Save | 40 |
Mental Save | 67 |
Defense: Resistances
Acid | + 32%( 70%) |
Blight | + 47%( 70%) |
Arcane | + 24%( 70%) |
Cold | + 44%( 70%) |
All | + 20%( 70%) |
Physical | + 40%( 70%) |
Lightning | + 36%( 70%) |
Light | + 42%( 70%) |
Temporal | + 45%( 70%) |
Mind | + 32%( 70%) |
Darkness | + 39%( 70%) |
Fire | + 49%( 70%) |
Nature | + 44%( 70%) |
Defense: Immunities
Disarm Resistance | 40% |
Silence Resistance | 89% |
Confusion Resistance | 53% |
Knockback Resistance | 30% |
Stun Resistance | 70% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 91 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 514 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1109% 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 Magic stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 595 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
Technique / Tireless Combatant | 1.30 |
| 3/5 |
| 5/5 |
| 3/5 |
| 4/5 |
Technique / Buckler Training | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Poisons | 2.30 |
| 2/5 |
| 2/5 |
| 5/5 |
| 1/5 |
Cunning / Trapping | 2.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Called Shots | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 3/5 |
| 4/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Cunning / Scoundrel | 1.30 |
| 2/5 |
| 4/5 |
| 4/5 |
| 3/5 |
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 |
You failed to protect the lone alchemist from death by Betodhema the war bear. Escort: lone alchemist (level 6 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost defiler (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +5. | done |
You failed to protect the lost tinker from death by Wrathroot. Escort: lost tinker (level 4 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 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 Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 8 of Dreadfell. Escort: repented thief (level 8 of Dreadfell)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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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 |
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 Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 907. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 |
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 has completed an elixir of avoidance without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * You've found the needed snow giant kidney. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within | active |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
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 | ![]() Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+3 eff.) Armour: +12 Defense: +2 (+0 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+4 eff.) Mental save: +10 (+2 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 32 power out of 27/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Quiver | ![]() Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 62.5 - 75.0 Uses stats: 50% Cun, 50% Mag, 70% Dex Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +37.0% Capacity: 20 On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 111 damage On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 337 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +24 blight / +24 light Damage (radius 1) on hit: +24 light / +17 fire Damage (radius 2) on crit: +20 light Shots are used with slings to pummel your foes to death. |
Light source | ![]() Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Accuracy: +30 (+7 eff.) Physical crit. chance: +8.4% Changes stats: +4 Str Changes resistances: +9% temporal / +10% cold / +5% physical Changes resistances penetration: +20% physical / +25% cold Changes damage: +18% cold Light radius: +5 Defense after a teleport: +18 Resist all after a teleport: +20% New effects duration reduction after a teleport: +27% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Effects on melee hit: * 20% chance to reduce armor by 41% Changes stats: +12 Cun / +13 Wil Changes resistances: +7% lightning / +7% temporal / +7% light / +8% fire / +7% nature / +12% acid / +7% blight / +7% cold / +8% darkness Changes resistances penetration: +5% arcane / +10% acid Changes damage: +9% arcane / +15% acid Mental save: +56 (+13 eff.) Mental crit. chance: +16% It can be used to activate talent Hateful Whisper, placing all other charms into a 15 cooldown : Effective talent level: 4.0 Power cost: 15 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 221 Mind damage and spreads amongst your foes, dealing damage and feeding you 4.2 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 30% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
On hands | ![]() Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% When used to modify unarmed attacks: Base power: 19.0 - 20.9 Uses stats: 40% Dex, 40% Cun, 50% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Clinch (20% chance level 3). When this weapon hits: Maim (10% chance level 3). When this weapon hits: Take Down (10% chance level 3). These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Tool | ![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Physical power: +30 (+6 eff.) Changes stats: +5 Con Changes resistances: +5% arcane / +3% lightning Changes resistances penetration: +25% physical Changes damage: +9% arcane / +6% lightning It can be used to heal yourself and all friendly characters within 10 spaces for 122 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +14 (+3 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 33 Damage (Melee): 22 light Damage (Ranged): 27 light Changes stats: +2 Wil / +6 Mag Changes damage: +18% light / +6% all Critical mult.: +5.00% Mental save: +16 (+4 eff.) Confusion immunity: +28% Psi when hit: +0.08 Spellpower: +10 (+3 eff.) Mindpower: +8 (+2 eff.) Rings make your fingers look great! |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Damage (Melee): 39 light Damage (Ranged): 40 light Changes stats: +8 Wil / +15 Mag Changes damage: +20% light Critical mult.: +10.00% Silence immunity: +89% Mana each turn: +0.66 Equilibrium when hit: +0.08 Only die when reaching: -94.66 life Maximum stamina: +20.00 Spellpower: +15 (+4 eff.) Mindpower: +10 (+3 eff.) Rings make your fingers look great! |
Around neck | ![]() Crafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +15 Fatigue: +2% Changes stats: +6 Str / +6 Con Changes resistances: +20% physical Talent mastery: +0.20 Technique / Battle tactics Reduces opponents crit chance: 10% A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
In main hand | ![]() Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 When this weapon hits: Arcane Vortex (10% chance level 5). On weapon hit: * 20% chance to reduce all saves and defense by 33 Damage (Ranged): +15 fire Damage (radius 2) on crit: +16 nature When wielded/worn: Accuracy: +14 (+3 eff.) Physical crit. chance: +7.0% Effects on ranged hit: * 24% chance to slow global speed by 61% Changes stats: +7 Mag Changes resistances: +3% mind Changes resistances penetration: +25% physical / +20% nature / +5% cold Changes damage: +15% arcane / +22% fire Spellpower: +15 (+4 eff.) Slings are used to hurl stones or metal shots at your foes. |
Around waist | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) Armour: +10 Defense: +10 (+2 eff.) Damage when hit (Melee): 4 physical Changes stats: +7 Cun / +6 Wil Changes resistances: +10% lightning / +15% temporal / +13% cold / +3% acid / +15% fire Changes resistances penetration: +10% physical Damage against: +34% Summoned Reduced damage from: +34% Summoned Mindpower: +10 (+3 eff.) A belt that goes around your waist. |
In off hand | ![]() 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: 50% Mag, 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 (+4 eff.) Ranged Defense: +17 (+4 eff.) Fatigue: +12% Changes stats: +3 Cun / +5 Wil Changes resistances: +20% light / +10% fire / +15% darkness / +12% mind 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 83.53 to 104.41 light damage (based on Willpower and Cunning) Activation costs 12 power out of 30/30. A bright light shines from the center of this shield. Holding it clears your mind. |
Cloak | ![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +15 (+4 eff.) Defense: +2 (+0 eff.) Fatigue: -5% Damage when hit (Melee): 2 arcane Changes resistances: +27% blight / +3% fire / +23% nature Changes resistances penetration: +10% arcane / +15% fire Changes damage: +9% arcane Life regen: +7.00 Maximum life: +61.00 Maximum stamina: +18.00 Healing mod.: +26% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +15 Mag Changes resistances: +13% all Reduce damage by fixed amount: +22 all Changes damage: +22% blight Spellpower: +15 (+4 eff.) Spell crit. chance: +8% Movement speed: +32% It can be used to activate talent Carrion Feet (costing 15 power out of 5/20) : Effective talent level: 3.0 Power cost: 15 out of 5/20. Range: 7 Travel Speed: instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
Inventory
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() Powered 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 (+8 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. |
![]() Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+3 eff.) Fatigue: -5% Changes stats: +4 Dex / +2 Mag / +4 Cun / +3 Con Changes resistances: +12% light / +16% darkness Blindness immunity: +27% Life regen: +2.00 Stamina each turn: +1.30 Movement speed: +10% Amulets make your neck look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -8% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Str / +8 Dex / +2 Wil / +12 Cun / +6 Con Changes resistances penetration: +20% temporal Life regen: +3.00 Stamina each turn: +0.80 Light radius: +3 Movement speed: +10% 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! |
![]() Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 36 power out of 36/36) : Effective talent level: 4.0 Power cost: 36 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (168). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +14 (+3 eff.) Defense: +16 (+4 eff.) Fatigue: -7% Damage when hit (Melee): 6 cold Changes stats: +7 Dex / +5 Cun / +7 Con / +10 Lck Changes resistances: +9% acid / +6% temporal / +6% light / +9% lightning Talent masteries: +0.32 Technique / Mobility +0.32 Technique / Combat training Life regen: +4.00 Stamina each turn: +0.60 Movement speed: +10% Reduce all damage from unseen attackers: 14% Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +26% fire / +12% mind / +22% cold Changes damage: +24% physical Physical save: +18 (+9 eff.) Mental save: +19 (+4 eff.) Confusion immunity: +21% Stun/Freeze immunity: +21% Amulets make your neck look great! |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 10 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. |
![]() 0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings make your fingers look great! |
![]() Requires: - Dexterity 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 32.0 - 38.4 Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Fire Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Capacity: 20 On weapon hit: * sets off a powerful explosion Intense heat radiates from this powerful shot. |
![]() Requires: - Shield usage training - Cunning 48 Infused by nature 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 66.5 - 79.8 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +202 Damage (Melee): +4 temporal Damage (radius 1) on hit: +10 fire When wielded/worn: Armour: +10 Fatigue: +8% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 10 fire Damage when hit (Melee): 12 fire Changes stats: +1 Cun / +2 Con Changes resistances: +12% acid / +11% lightning / +16% blight / +10% cold / +15% nature / +9% fire Changes resistances penetration: +20% temporal Talent granted: +1 Block Handheld deflection devices. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 It is part of a set of items. Oddly it never produces a hat. When wielded/worn: Armour: +3 Defense: +9 (+2 eff.) Damage when hit (Melee): 20 physical / 10 temporal Changes stats: +5 Mag / +3 Wil Changes resistances: +10% temporal / +10% physical / +13% all Changes resistances penetration: +20% temporal / +20% physical Changes damage: +20% temporal / +20% physical Spellpower: +23 (+6 eff.) It can be used to activate talent Temporal Reprieve (costing 50 power out of 50/50) : Effective talent level: 1.0 Power cost: 50 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
![]() Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+3 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +2 Str / +6 Dex / +4 Mag / +4 Wil / +13 Cun / +8 Con / +10 Lck Changes resistances: +9% nature Changes resistances penetration: +26% blight Reduces incoming crit damage: 15.66% Trap disarming bonus: +30 Stealth bonus: +15 Infravision radius: +6 A belt that goes around your waist. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +2 Dex / +7 Wil Spell save: +15 (+5 eff.) Silence immunity: +38% Confusion immunity: +37% Stun/Freeze immunity: +38% Knockback immunity: +20% Life regen: +4.00 Only die when reaching: -80.00 life Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A pair of boots made of leather. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +12 Armour: +18 Armour Hardiness: +5% Changes stats: +6 Dex / +5 Cun / +12 Con Changes resistances: +9% physical When used to modify unarmed attacks: Base power: 27.0 - 29.7 Uses stats: 40% Dex, 40% Cun, 50% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +11 Armour Penetration: +13 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Stone Touch (5% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +10 Defense: +6 (+1 eff.) Fatigue: +4% Changes stats: +5 Str / +5 Wil Changes resistances: +19% lightning / +7% physical / +6% light / +8% temporal / +6% fire / +3% nature / +3% all Physical save: +15 (+8 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +6 Str / +4 Wil / +4 Cun / +11 Con Changes resistances: +12% mind / +6% temporal Changes resistances penetration: +10% acid Physical save: +13 (+7 eff.) Mental save: +14 (+3 eff.) Life regen: +4.00 Mindpower: +5 (+1 eff.) Healing mod.: +10% It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+5 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+5 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. [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. |
![]() Powered 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. |
![]() 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: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour: +8 Defense: +30 (+7 eff.) Changes stats: +6 Str / +4 Dex / +4 Con Changes damage: +18% physical Maximum life: +64.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to setup a psionic shield, reducing all damage taken by 135 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Cleanse 3 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to blast the opponent's mind dealing 575 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Armour penetration: +5 Physical crit. chance: +3.0% Changes stats: +11 Con Changes resistances: +9% darkness Changes damage: +15% lightning / +9% physical It can be used to sting an enemy dealing 339 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+5 eff.) Light radius: +2 It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 149 light damage (based on your Magic and Strength) to your foes within radius 5 each turn Activation costs 35 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
Achievements
By This Will Win 2/4 the Halfling Skirmisher level 34
41st Regrowth 123rd year of Ascendancy at 05:50 see stats
By This Will Win 2/4 the Halfling Skirmisher level 34
39th Regrowth 123rd year of Ascendancy at 07:52 see stats
By This Will Win 2/4 the Halfling Skirmisher level 40
18th Pyre 123rd year of Ascendancy at 22:29 see stats
By This Will Win 2/4 the Halfling Skirmisher level 45
74th Pyre 123rd year of Ascendancy at 18:55 see stats
By This Will Win 2/4 the Halfling Skirmisher level 39
11st Pyre 123rd year of Ascendancy at 11:50 see stats
By This Will Win 2/4 the Halfling Skirmisher level 38
5th Pyre 123rd year of Ascendancy at 20:02 see stats
By This Will Win 2/4 the Halfling Skirmisher level 32
36th Regrowth 123rd year of Ascendancy at 02:28 see stats
By This Will Win 2/4 the Halfling Skirmisher level 22
37th Dusk 122nd year of Ascendancy at 06:53 see stats
By This Will Win 2/4 the Halfling Skirmisher level 27
24th Haze 122nd year of Ascendancy at 08:14 see stats
By This Will Win 2/4 the Halfling Skirmisher level 22
38th Dusk 122nd year of Ascendancy at 00:49 see stats
By This Will Win 2/4 the Halfling Skirmisher level 35
76th Regrowth 123rd year of Ascendancy at 04:55 see stats
By This Will Win 2/4 the Halfling Skirmisher level 10
3rd Mirth 122nd year of Ascendancy at 11:46 see stats
By This Will Win 2/4 the Halfling Skirmisher level 20
31st Dusk 122nd year of Ascendancy at 21:26 see stats
By This Will Win 2/4 the Halfling Skirmisher level 30
30th Regrowth 123rd year of Ascendancy at 12:57 see stats
By This Will Win 2/4 the Halfling Skirmisher level 40
18th Pyre 123rd year of Ascendancy at 08:28 see stats
By This Will Win 2/4 the Halfling Skirmisher level 28
8th Allure 123rd year of Ascendancy at 23:33 see stats
By This Will Win 2/4 the Halfling Skirmisher level 28
24th Regrowth 123rd year of Ascendancy at 18:26 see stats
By This Will Win 2/4 the Halfling Skirmisher level 42
44th Pyre 123rd year of Ascendancy at 10:51 see stats
By This Will Win 2/4 the Halfling Skirmisher level 14
8th Dusk 122nd year of Ascendancy at 08:06 see stats
By This Will Win 2/4 the Halfling Skirmisher level 38
6th Pyre 123rd year of Ascendancy at 00:15 see stats
By This Will Win 2/4 the Halfling Skirmisher level 7
79th Pyre 122nd year of Ascendancy at 07:02 see stats
By This Will Win 2/4 the Halfling Skirmisher level 42
44th Pyre 123rd year of Ascendancy at 10:51 see stats
By This Will Win 2/4 the Halfling Skirmisher level 10
7th Mirth 122nd year of Ascendancy at 00:16 see stats
By This Will Win 2/4 the Halfling Skirmisher level 42
43rd Pyre 123rd year of Ascendancy at 17:04 see stats
By This Will Win 2/4 the Halfling Skirmisher level 22
37th Dusk 122nd year of Ascendancy at 22:09 see stats
By This Will Win 2/4 the Halfling Skirmisher level 15
10th Dusk 122nd year of Ascendancy at 03:04 see stats
By This Will Win 2/4 the Halfling Skirmisher level 46
1st Mirth 123rd year of Ascendancy at 23:35 see stats
By This Will Win 2/4 the Halfling Skirmisher level 33
38th Regrowth 123rd year of Ascendancy at 05:17 see stats
Log
Islirekira the orc high pyromancer casts Dimensional Step.
Islirekira the orc high pyromancer folds space with with This Will Win 2/4!
Islirekira the orc high pyromancer uses Orcish Fury.
Islirekira the orc high pyromancer enters a state of bloodlust.
Infusion: Movement is still on cooldown for 4 turns.
Orc soldier is caught in gore.
Islirekira the orc high pyromancer retunes the fabric of spacetime.
Orc soldier misses This Will Win 2/4.
Salunne the orc cryomancer calms down.
The shield around Islirekira the orc high pyromancer crumbles.
Quasit rushes out!
Quasit misses This Will Win 2/4.
Deep Wound from This Will Win 2/4 hits Yvata the orc cryomancer for (37 to psi shield), 55 physical (55 total damage).
Deep Wound from This Will Win 2/4 hits Salunne the orc cryomancer for 100 physical damage.
Bleeding from This Will Win 2/4 hits Yvata the orc cryomancer for (43 to psi shield), 64 physical (64 total damage).
Elydara the orc pyromancer activates a prepared device.
Orc soldier uses Orcish Fury.
Orc soldier enters a state of bloodlust.
Talent Kill Shot is ready to use.
Bleeding from Salunne the orc cryomancer hits This Will Win 2/4 for (51 flat reduction), 29 physical (29 total damage).
Orc pyromancer uses Orcish Fury.
Orc pyromancer enters a state of bloodlust.
Orc pyromancer casts Flame.
This Will Win 2/4 is on fire!
Orc pyromancer hits This Will Win 2/4 for (51 flat reduction), 132 fire (132 total damage).
Islirekira the orc high pyromancer casts Temporal Bolt.
Islirekira the orc high pyromancer roars triumphantly.
Islirekira the orc high pyromancer hits This Will Win 2/4 for (51 flat reduction), 102 temporal (102 total damage).
This Will Win 2/4 the level 46 halfling skirmisher was temporally distorted to death by Islirekira the orc high pyromancer on level 3 of Vor Pride.