








Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.0Donators/Buyers bonus! White Monk 1.7.0Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Skeleton |
Class | Berserker |
Level / Exp | 35 / 55% |
Size | medium |
Lifes / Deaths | Killed by skeleton magus at level 8 on the 24th Dusk 122nd year of Ascendancy at 08:48 0 / 8Killed by armoured skeleton warrior at level 26 on the 53rd Regrowth 123rd year of Ascendancy at 04:03 Killed by armoured skeleton warrior at level 26 on the 53rd Regrowth 123rd year of Ascendancy at 06:52 Killed by elven blood mage at level 27 on the 66th Regrowth 123rd year of Ascendancy at 18:43 Killed by orc blood mage at level 34 on the 15th Regrowth 124th year of Ascendancy at 16:56 Killed by Rak'shor, Grand Necromancer of the Pride at level 35 on the 19th Regrowth 124th year of Ascendancy at 14:45 Killed by Rak'shor, Grand Necromancer of the Pride at level 35 on the 19th Regrowth 124th year of Ascendancy at 16:47 Killed by Rak'shor, Grand Necromancer of the Pride at level 35 on the 19th Regrowth 124th year of Ascendancy at 18:30 |
Primary Stats
Strength | 96 (base 46) |
Dexterity | 57 (base 11) |
Constitution | 77 (base 50) |
Magic | 10 (base 10) |
Willpower | 54 (base 40) |
Cunning | 38 (base 24) |
Resources
Life | -243/1358 |
Stamina | 21/357 |
Healing Factor | 1.6782419580053 |
Regeneration | 51.467564085037 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
See Invisible | 3 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 185 |
Accuracy | 53 |
Crit Chance | 69% |
APR | 42 |
Speed | 1.00 |
Offense: Spell
Spellpower | 10 |
Crit Chance | 9% |
Speed | 1 |
Offense: Mind
Mindpower | 42 |
Crit Chance | 9% |
Speed | 1 |
Offense: Damage Bonus
Acid | +8% |
Light | +11% |
Lightning | +11% |
Fire | +14% |
All | +2% |
Offense: Damage Penetration
Nature | +10% |
Cold | +10% |
Mind | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 95.511077022655 (89.749889547741%) |
Defense | 41 |
Ranged Defense | 41 |
Fatigue | 30 |
Physical Save | 62 |
Spell Save | 54 |
Mental Save | 50 |
Defense: Resistances
Acid | + 26%( 70%) |
Blight | + 30%( 70%) |
Physical | + 36%( 70%) |
Cold | + 53%( 70%) |
All | + 15%( 70%) |
Darkness | + 23%( 70%) |
Light | + 28%( 70%) |
Temporal | + 25%( 70%) |
Lightning | + 29%( 70%) |
Fire | + 44%( 70%) |
Nature | + 25%( 70%) |
Defense: Immunities
Stun Resistance | 10% |
Confusion Resistance | 10% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Disarm Resistance | 20% |
Bleed Resistance | 100% |
Teleport Resistance | 20% |
Instadeath Resistance | 100% |
Pinning Resistance | 0% |
Inscriptions (3/4)
Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 lightning, 3 temporal, 5 light, 3 fire, 3 mind, 2 physical |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 21 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 138 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: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
Technique / Superiority | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Two-handed assault | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 3/5 |
Technique / Berserker's strength | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Technique / Bloodthirst | 1.30 |
| 4/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 3/5 |
Technique / Combat techniques | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 5/5 |
| 3/5 |
| 2/5 |
| 2/5 |
Technique / Conditioning | 1.30 |
| 2/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Prodigies
| 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 and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | 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 |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You failed to protect the injured seer from death by Legbone. Escort: injured seer (level 4 of Old Forest) | failed |
You failed to protect the injured seer from death by Layuwen the snow giant boulder thrower. Escort: injured seer (level 5 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by skeleton warrior. Escort: lone alchemist (level 1 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by snow giant boulder thrower. Escort: lone alchemist (level 2 of Daikara) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost sun paladin from death by Legbone. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Ruins of Kor'Pul. Escort: worried loremaster (level 2 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | 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 |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. | active |
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. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 582. | 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 |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Marus of Elvala. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of focus. | 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
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 |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
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 |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Physical power: +25 (+5 eff.) Armour: +5 Fatigue: +4% Changes stats: +5 Str / +2 Dex / +4 Wil / +5 Cun / +5 Con Changes resistances penetration: +10% mind Physical save: +11 (+2 eff.) Spell save: +12 (+4 eff.) Mental save: +15 (+5 eff.) Only die when reaching: -60.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
On hands | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +8 Damage when hit (Melee): 4 lightning / 4 fire Changes resistances: +3% lightning / +12% temporal Changes damage: +9% lightning / +12% fire Mental save: +10 (+3 eff.) Maximum life: +66.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
On head | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +5 Fatigue: +5% Effects on melee hit: * 20% chance to slow global speed by 54% Changes stats: +7 Str / +8 Dex / +4 Con Changes resistances penetration: +10% nature Physical save: +6 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Armour penetration: +4 Physical crit. chance: +6.0% Armour: +8 Defense: +20 (+7 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +2 Str Maximum stamina: +30.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to heal yourself and all friendly characters within 10 spaces for 524 Activation puts all charms on cooldown for 15 turns. When used: * Reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Physical power: +10 (+2 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 6 * 11% chance to reduce all saves and defense by 27 Damage (Melee): 8 physical Effects on ranged hit: * 11% chance to reduce all saves and defense by 27 Damage (Ranged): 7 physical Changes stats: +1 Str / +2 Cun / +2 Con Changes resistances: +13% acid / +12% fire / +13% lightning / +12% cold Critical mult.: +5.00% Spell save: +11 (+3 eff.) Hate when firing a critical mind attack: +1.00 Maximum stamina: +15.00 Maximum hate: +6.00 Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation puts all charms on cooldown for 1 turns. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +5 Cun / +7 Dex Life regen: +11.00 Maximum life: +69.00 Healing mod.: +13% Rings make your fingers look great! |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +22% fire / +9% light / +33% cold Changes resistances penetration: +10% cold Changes damage: +6% acid Mental save: +18 (+6 eff.) Disarm immunity: +20% Stun/Freeze immunity: +10% Teleport immunity: +20% Amulets make your neck look great! |
Main armor | ![]() Requires: - Massive armour training - Strength 52 Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) Armour: +39 Fatigue: +21% Damage when hit (Melee): 47 physical Changes stats: +15 Str / +15 Con Changes resistances: +25% physical Physical save: +20 (+5 eff.) Life regen: +11.00 Blood Charges: 3 It can be used to drain blood from all creatures within range 5, causing them to bleed for 244.80 physical damage over 4 turns (based on your Physicalpower). For each creature drained (up to 10), the armor gains strength, which fades over 10 turns if it is not fed Activation costs 25 power out of 4/25. Worn by a villain long forgotten, this armor was powered by the blood of thousands of innocents. Decrepit and old, the dark lord died in solitude, his dominion crumbled, his subjects gone. Only this cuirass remained, dying to finally taste fresh blood again. |
In main hand | ![]() Requires: - Strength 50 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 63.0 - 94.5 Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +25 Crit. chance: +25.0% Attack speed: 100% On weapon crit: * decapitate a weakened target When wielded/worn: Critical mult.: +25.00% This gore-stained battleaxe was once used by an infamously sadistic king, who took the time to personally perform each and every execution he ordered. He kept a vault of every head he ever removed, each and every one of them carefully preserved. When he was overthrown, his own head was added as the centrepiece of the vault, which was maintained as a testament to his cruelty. |
Cloak | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +6 Defense: +2 (+1 eff.) Changes stats: +3 Dex / +2 Cun / +1 Con Changes resistances: +12% blight / +12% nature / +6% light Changes damage: +9% light Life regen: +5.00 Maximum life: +38.00 Light radius: +1 See invisible: +3 Healing mod.: +14% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +16 Defense: +10 (+3 eff.) Changes resistances: +9% darkness / +6% blight Reduces incoming crit damage: 15.00% Physical save: +31 (+7 eff.) Maximum hate: +6.00 Mindpower: +15 (+5 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A belt that goes around your waist. |
Inventory
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use 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. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 8 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 31%, your defense is increased by 31 and all your resistances by 31%. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 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! |
![]() rogue's stralite ring of arcana (+0.20/turn) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +14 (+5 eff.) Changes stats: +7 Cun Silence immunity: +30% Mana each turn: +0.20 Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +7 Defense: +8 (+3 eff.) Changes resistances: +6% nature / +6% blight Poison immunity: +10% Disease immunity: +10% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 89% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 57.5 - 86.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery 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 15 damage over 5 turns and reducing armor and accuracy by 2 * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 1) on hit: +8 cold Damage (radius 2) on crit: +16 cold When wielded/worn: Accuracy: +23 (+7 eff.) Armour penetration: +17 Physical crit. chance: +14.0% Changes stats: +3 Dex / +1 Wil / +1 Cun Changes resistances penetration: +21% all Massive two-handed battleaxes. |
![]() Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 58.5 - 87.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +16 darkness Damage (radius 2) on crit: +20 lightning When wielded/worn: Armour penetration: +20 Physical crit. chance: +20.0% Changes stats: +2 Cun Changes resistances penetration: +10% lightning Changes damage: +9% lightning / +18% darkness Critical mult.: +40.00% Psi when hit: +0.16 Massive two-handed battleaxes. |
![]() Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The moon shines alone in a starless sky. Base power: 10.0 - 13.0 Uses stats: 20% Str, 20% Dex Damage type: Darkness Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 125% On weapon hit: * Deal 70 Darkness damage. When wielded/worn: Light radius: -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
![]() Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The star shines alone in a moonless sky. Base power: 10.0 - 13.0 Uses stats: 20% Str, 20% Dex Damage type: Light Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 125% On weapon hit: * Deal 70 Light damage. When wielded/worn: Light radius: +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
![]() Requires: - Willpower 25 - Strength 25 Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 56.0 - 84.0 Uses stats: 70% Wil, 70% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 14% chance to reduce all saves and defense by 27 * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (Melee): +20 mind When wielded/worn: Accuracy: +7 (+2 eff.) Changes stats: +2 Dex / +2 Wil / +2 Cun Changes damage: +10% physical / +10% mind / +9% arcane Talent cooldown: Hammer Toss (-2 turns) Talents granted: +3 Dream Smith's Hammer +3 Hammer Toss Psi each turn: +0.10 Mindpower: +15 (+5 eff.) Mental crit. chance: +5% Combat speed: +10% A large shimmering maul that seems to produce a ringing in your ears. It is both as malleable as thought and as hard as the strongest steel. |
![]() Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 65.5 - 98.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +4 mind When wielded/worn: Accuracy: +46 (+12 eff.) Armour penetration: +4 Defense: +16 (+5 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 27 Changes resistances penetration: +10% mind Changes damage: +6% physical Disarm immunity: +46% Stamina each turn: +3.00 Maximum stamina: +30.00 Massive two-handed mauls. |
![]() Requires: - Strength 35 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 69.0 - 103.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% Damage (radius 1) on hit: +8 darkness Damage (radius 2) on crit: +52 lightning / +52 cold When wielded/worn: Accuracy: +30 (+8 eff.) Changes stats: +7 Dex Changes resistances: +18% acid / +12% cold / +5% arcane Changes resistances penetration: +26% lightning / +13% cold Movement speed: +53% Combat speed: +10% Massive two-handed mauls. |
![]() acidic stralite greatmaul of phasing (53-80 power, 19 apr) Requires: - Strength 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 53.0 - 79.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +19 Crit. chance: +2.5% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Damage Shield penetration (this weapon only): +20% Massive two-handed mauls. |
![]() Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 60.0 - 96.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +19 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 10% chance to send the wielder into a killing frenzy Damage against: +20% Living When wielded/worn: Changes stats: +15 Str / +5 Dex / +15 Con Reduced damage from: +20% Living Talent masteries: +0.30 Technique / Berserker's strength +0.20 Technique / Two-handed weapons +0.20 Technique / Two-handed maiming +0.20 Technique / Two-handed assault A blood-etched greatsword, it has seen many foes. From the inside. |
![]() Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 86.0 - 137.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20 arcane resource burn When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 15% Changes resistances: +5% arcane Changes resistances penetration: +15% acid / +5% cold Changes damage: +3% acid / +12% cold Spell save: +9 (+3 eff.) Massive two-handed swords. |
![]() blighted elven-wood starstaff (25-30 power, 5 apr, light element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% light Talent granted: +1 Command Staff Vim when firing critical spell: +3.00 Maximum vim: +23.00 Spellpower: +18 (+14 eff.) Spell crit. chance: +11% Staves designed for wielders of magic, by the greats of the art. |
![]() stralite waraxe of the mystic (33-46 power, 5 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 33.0 - 46.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% When wielded/worn: Changes stats: +8 Mag / +9 Wil Spellpower: +9 (+9 eff.) One-handed war axes. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour: +6 Defense: +25 (+8 eff.) Changes resistances: +12% fire / +12% cold Changes resistances penetration: +15% darkness Physical save: +12 (+3 eff.) Mental save: +9 (+3 eff.) Maximum life: +60.00 A belt that goes around your waist. |
![]() Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+5 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() Cloth of Dreams (10 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Mindpower: +6 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 10 power out of 25/25) : Effective talent level: 3.0 Power cost: 10 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 44 points of damage the target suffers will reduce the effect duration by one turn. When Slumber 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. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +7 Defense: +2 (+1 eff.) Changes resistances: +15% lightning / +3% light Changes resistances penetration: +10% lightning Changes damage: +15% cold Critical mult.: +13.00% Stealth bonus: +8 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. |
![]() Yvidatha the elven-silk robe (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +9% acid / +28% temporal / +15% cold / +5% arcane / +15% all Changes damage: +18% blight / +28% temporal Healing mod.: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() dispeller's 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 resistances: +12% lightning / +7% darkness / +7% light / +7% blight / +9% fire / +9% cold / +15% all Changes damage: +11% all Physical save: +14 (+3 eff.) Spell save: +27 (+8 eff.) Mental save: +14 (+4 eff.) Spellpower: +12 (+11 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Yaldan Baoth (0 def, 10 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +10 Fatigue: +4% Changes stats: +10 Str / +10 Con Changes resistances: +15% light / +25% darkness Changes resistances cap: +10% darkness Changes damage: +15% light Light radius: -2 Sight radius: -2 Reduce all damage from unseen attackers: 33% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. It can be used to lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early. Activation costs 40 power out of 40/40. The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
![]() prismatic stralite mail armour of spell shielding (4 def, 8 armour) Requires: - Heavy armour training - Strength 38 Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +12% Changes resistances: +14% light / +15% darkness / +7% arcane Spell save: +17 (+5 eff.) A suit of armour made of mail. |
![]() Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +14 Defense: +4 (+1 eff.) Fatigue: +5% Physical save: +6 (+1 eff.) Life regen: +4.30 Stamina each turn: +1.40 A suit of armour made of mail. |
![]() Requires: - Massive armour training - Strength 48 Infused by arcane disrupting forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +21 Fatigue: +22% Changes resistances: +8% acid / +7% physical / +6% lightning / +17% blight / +10% fire / +12% nature / +9% cold Reduced damage from: +9% Unnatural A suit of armour made of metal plates. |
![]() Requires: - Massive armour training - Strength 48 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +15 Fatigue: +22% Changes stats: +5 Wil Changes resistances: +26% blight / +12% cold / +19% darkness / +5% acid Allows you to breathe in: water Light radius: +1 A suit of armour made of metal plates. |
![]() Infused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness Activation costs 100 power out of 100/100. The very essence of bearness! |
![]() Urthuyon (21/21, 61-85 power, 14 apr) Requires: - Dexterity 35 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 61.0 - 85.4 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +2.5% Capacity: 21 When this weapon hits: Curse of Vulnerability (20% chance level 4). Travel speed: +200% Damage Shield penetration (this weapon only): +30% Damage (Ranged): +20 physical When wielded/worn: Ammo reloads per turn: +4 Arrows are used with bows to pierce your foes to death. |
![]() barbed quiver of elven-wood arrows of annihilation (22/22, 56-78 power, 19 apr) Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 55.5 - 77.7 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +19 Crit. chance: +22.5% Capacity: 22 On weapon crit: * Wound the target dealing 296 physical damage across 5 turns and reducing healing by 50% Travel speed: +200% Arrows are used with bows to pierce your foes to death. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() Infused 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 (+1 eff.) Changes stats: +4 Wil Changes resistances: +3% all Critical mult.: +11.00% Spell save: +5 (+1 eff.) Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / 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 to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 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. |
![]() 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 arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 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 / 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. |
Achievements
By Legbone the Skeleton Berserker level 31
66th Dusk 123rd year of Ascendancy at 06:44 see stats
By Legbone the Skeleton Berserker level 33
4th Haze 123rd year of Ascendancy at 05:37 see stats
By Legbone the Skeleton Berserker level 30
27th Pyre 123rd year of Ascendancy at 23:50 see stats
By Legbone the Skeleton Berserker level 14
1st Haze 122nd year of Ascendancy at 20:33 see stats
By Legbone the Skeleton Berserker level 32
70th Dusk 123rd year of Ascendancy at 23:00 see stats
By Legbone the Skeleton Berserker level 30
14th Pyre 123rd year of Ascendancy at 16:11 see stats
By Legbone the Skeleton Berserker level 20
20th Regrowth 123rd year of Ascendancy at 18:29 see stats
By Legbone the Skeleton Berserker level 16
39th Haze 122nd year of Ascendancy at 16:23 see stats
By Legbone the Skeleton Berserker level 31
40th Pyre 123rd year of Ascendancy at 04:07 see stats
By Legbone the Skeleton Berserker level 18
44th Haze 122nd year of Ascendancy at 10:57 see stats
By Legbone the Skeleton Berserker level 10
36th Dusk 122nd year of Ascendancy at 05:40 see stats
By Legbone the Skeleton Berserker level 20
19th Regrowth 123rd year of Ascendancy at 17:50 see stats
By Legbone the Skeleton Berserker level 30
13rd Pyre 123rd year of Ascendancy at 11:00 see stats
By Legbone the Skeleton Berserker level 19
78th Haze 122nd year of Ascendancy at 06:24 see stats
By Legbone the Skeleton Berserker level 28
68th Regrowth 123rd year of Ascendancy at 15:50 see stats
By Legbone the Skeleton Berserker level 20
22nd Regrowth 123rd year of Ascendancy at 19:49 see stats
By Legbone the Skeleton Berserker level 33
71st Dusk 123rd year of Ascendancy at 03:05 see stats
By Legbone the Skeleton Berserker level 34
15th Regrowth 124th year of Ascendancy at 16:56 see stats
By Legbone the Skeleton Berserker level 21
27th Regrowth 123rd year of Ascendancy at 04:04 see stats
By Legbone the Skeleton Berserker level 31
35th Pyre 123rd year of Ascendancy at 14:05 see stats
By Legbone the Skeleton Berserker level 21
26th Regrowth 123rd year of Ascendancy at 12:18 see stats
By Legbone the Skeleton Berserker level 29
79th Regrowth 123rd year of Ascendancy at 16:44 see stats
By Legbone the Skeleton Berserker level 15
29th Haze 122nd year of Ascendancy at 14:26 see stats
By Legbone the Skeleton Berserker level 26
53rd Regrowth 123rd year of Ascendancy at 08:45 see stats
Log
Dreadmaster casts Mind Disruption.
Legbone uses Execution.
Legbone performs a melee critical strike against Rak'shor, Grand Necromancer of the Pride!
The shattering blow creates a shockwave!
Lord of Skulls (warrior) is not dazed anymore.
Legbone is afflicted by a rotting disease!
Dreadmaster hits Legbone for 6 blight, 46 fire (52 total damage).
Legbone hits Mirror Image for 228 physical damage.
Legbone hits Rak'shor, Grand Necromancer of the Pride for 570 physical, 6 physical (577 total damage).
Legbone hits Lord of Skulls (warrior) for 238 physical damage.
Mirror Image is not dazed anymore.
Armoured skeleton warrior can not be healed this way!
Armoured skeleton warrior hits Mirror Image for 40 physical, 22 nature, 63 blight (124 total damage).
Rak'shor, Grand Necromancer of the Pride's putrescent liquefaction area effect hits Mirror Image for 27 cold, 45 darkness (72 total damage).
Rak'shor, Grand Necromancer of the Pride's putrescent liquefaction area effect hits Mirror Image for 27 cold, 45 darkness (72 total damage).
Rak'shor, Grand Necromancer of the Pride's putrescent liquefaction area effect hits Legbone for 25 cold, 38 darkness (64 total damage).
Rak'shor, Grand Necromancer of the Pride deactivates Putrescent Liquefaction.
Spikes of Decrepitude hits Mirror Image for 9 cold, 15 darkness (24 total damage).
Spikes of Decrepitude hits Mirror Image for 9 cold, 15 darkness (24 total damage).
Spikes of Decrepitude hits Legbone for 8 cold, 13 darkness (21 total damage).
Bleeding from Legbone hits Rak'shor, Grand Necromancer of the Pride for 129 physical damage.
Bleeding from Legbone hits Orc master assassin for 59 physical damage.
Rak'shor, Grand Necromancer of the Pride casts Blood Grasp.
Rak'shor, Grand Necromancer of the Pride roars triumphantly.
Rak'shor, Grand Necromancer of the Pride receives 65 healing from Rak'shor, Grand Necromancer of the Pride's Blood Grasp.
Rak'shor, Grand Necromancer of the Pride's Blood Grasp hits Legbone for 296 blight damage.
Legbone the level 35 skeleton berserker was fouled to death by Rak'shor, Grand Necromancer of the Pride and raised as a malformed servant on level 3 of Rak'shor Pride.
Legbone no longer revels in blood quite so much.
Legbone's rage subsides!