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:
Items Vault 1.7.0Donators/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! 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 | Krog |
Class | Marauder |
Level / Exp | 30 / 75% |
Size | big |
Lifes / Deaths | Killed by Ivuna the wolf at level 17 on the 51st Haze 122nd year of Ascendancy at 06:19 0 / 7Killed by Betaba the armoured skeleton warrior at level 27 on the 50th Regrowth 123rd year of Ascendancy at 11:18 Killed by Liserin the corrupted protoplasmic controller at level 30 on the 43rd Pyre 123rd year of Ascendancy at 23:46 Killed by Liserin the corrupted protoplasmic controller at level 30 on the 44th Pyre 123rd year of Ascendancy at 02:30 Killed by Liserin the corrupted protoplasmic controller at level 30 on the 44th Pyre 123rd year of Ascendancy at 04:27 Killed by Liserin the corrupted protoplasmic controller at level 30 on the 44th Pyre 123rd year of Ascendancy at 06:16 Killed by Emelenn the corrupted dendritic hemospinner at level 30 on the 45th Pyre 123rd year of Ascendancy at 02:23 |
Antimagic | Follower |
Primary Stats
Strength | 50 (base 42) |
Dexterity | 54 (base 41) |
Constitution | 57 (base 27) |
Magic | 11 (base 10) |
Willpower | 40 (base 31) |
Cunning | 21 (base 11) |
Resources
Life | -152/1237 |
Psi | 120/130 |
Stamina | 24/262 |
Equilibrium | 30 |
Healing Factor | 1.435111817684 |
Regeneration | 12.629494151054 |
Speed
Mental | +8.8817841970013E-14% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 2 |
See Stealth | 6 |
See Invisible | 10 |
Offense: Mainhand
Damage | 81 |
Accuracy | 48 |
Crit Chance | 36% |
APR | 20 |
Speed | 1.00 |
Offense: Offhand
Damage | 57 |
Accuracy | 48 |
Crit Chance | 25% |
APR | 15 |
Speed | 1.00 |
Offense: Spell
Spellpower | 5.3333333333333 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 35 |
Crit Chance | 13% |
Speed | 1 |
Offense: Damage Bonus
Acid | +22% |
Physical | +52% |
Nature | +22% |
Arcane | +16% |
Mind | +35% |
All | +7% |
Offense: Damage Penetration
Acid | +20% |
All | 0% |
Defense: Base
Armour (hardiness) | 49 (68.594633868923%) |
Defense | 47 |
Ranged Defense | 47 |
Fatigue | 0 |
Physical Save | 33 |
Spell Save | 43 |
Mental Save | 34 |
Defense: Resistances
Acid | + 29%( 70%) |
Blight | + 31%( 70%) |
Arcane | + 38%( 70%) |
Cold | + 29%( 70%) |
All | + 24%( 70%) |
Lightning | + 58%( 70%) |
Light | + 26%( 70%) |
Physical | + 30%( 70%) |
Mind | + 36%( 70%) |
Darkness | + 30%( 70%) |
Fire | + 30%( 70%) |
Nature | + 53%( 70%) |
Defense: Immunities
Teleport Resistance | 20% |
Pinning Resistance | 20% |
Bleed Resistance | 10% |
Confusion Resistance | 60% |
Stun Resistance | 51% |
Knockback Resistance | 20% |
Instadeath Resistance | 100% |
Blind Resistance | 10% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 342 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 631% 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 Strength stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Bloodthirst | 1.00 |
| 3/5 |
| 4/5 |
| 2/5 |
| 3/5 |
Technique / Duelist | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 3/5 |
| 2/5 |
| 3/5 |
| 3/5 |
Technique / Throwing knives | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Race / Krog | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.50 |
| 3/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Thuggery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You failed to protect the injured seer from death by Bethothra the giant venus flytrap. Escort: injured seer (level 2 of Old Forest) | failed |
You failed to protect the lone alchemist from death by Islamina the hummerhorn. Escort: lone alchemist (level 3 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Skate (+1 level(s)). | done |
You failed to protect the lost tinker from death by Lisurinn the skeleton warrior. Escort: lost tinker (level 4 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | active |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | 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 Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed honey tree root. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed skeleton mage skull. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * You've found the needed green worm. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed ice ant stinger. 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 sandworm tooth. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed ice wyrm tooth. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | Xanumina (0 def, 12 armour) Xanumina (0 def, 12 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +12 Fatigue: -3% Reduces incoming crit damage: 10.00% Spell save: +9 (+3 eff.) Mental save: +6 (+3 eff.) Cut immunity: +10% Confusion immunity: +10% Stamina each turn: +0.40 Maximum life: +37.00 Movement speed: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Aragalle AragalleInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% darkness Mental save: +6 (+3 eff.) Blindness immunity: +10% Only die when reaching: -20.00 life Maximum life: +80.00 Light radius: +3 See stealth: +6 See invisible: +7 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Velobrenor the hardened leather cap (5 def, 3 armour) Velobrenor the hardened leather cap (5 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +3 Defense: +5 (+2 eff.) Fatigue: +3% Changes resistances: +8% nature / +3% physical Changes damage: +18% physical Spell save: +6 (+2 eff.) Maximum life: +65.00 Infravision radius: +2 See invisible: +3 Healing mod.: +12% A cap made of leather. |
On hands | Duvydin the hardened leather gloves (0 def, 13 armour) Duvydin the hardened leather gloves (0 def, 13 armour)Infused by nature Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +13 Damage (Melee): 8 physical Changes stats: +1 Dex / +3 Mag / +3 Con Changes resistances: +10% blight / +6% darkness / +9% arcane Changes damage: +3% physical Damage affinity(heal): +8% nature Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +8 (+3 eff.) Mental save: +8 (+4 eff.) Maximum life: +48.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Aeragothad the steel torque of clear mind [power 2] (25 cooldown) Aeragothad the steel torque of clear mind [power 2] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Accuracy: +20 (+7 eff.) Changes stats: +3 Str / +2 Dex / +6 Con Changes resistances: +2% physical It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage penetration by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | Huryragrim HuryragrimCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+3 eff.) Physical power: +8 (+2 eff.) Damage when hit (Melee): 2 arcane Changes stats: +5 Cun / +5 Dex Changes resistances: +16% mind / +5% arcane Changes damage: +9% arcane / +13% mind / +5% all Spellpower: +5 (+1 eff.) Mindpower: +5 (+3 eff.) Rings make your fingers look great! |
On fingers | Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 150.17 You won the Ring of Blood trial, and this is your reward. |
Around neck | Chalolezilarath the steel amulet Chalolezilarath the steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +10 (+4 eff.) Fatigue: -6% Changes stats: +4 Dex / +3 Wil / +5 Cun / +5 Con Changes resistances: +3% light / +5% arcane Teleport immunity: +20% Life regen: +2.00 Stamina each turn: +0.60 Mental crit. chance: +4% Movement speed: +10% Amulets make your neck look great! |
In main hand | Perseverance (43-60 power, 9 apr) Perseverance (43-60 power, 9 apr)Requires: - Willpower 24 - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 It is part of a set of items. It is said perseverance comes hand in hand with dedication. Base power: 43.0 - 60.2 Uses stats: 20% Wil, 90% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +9 Crit. chance: +12.0% Attack speed: 100% On weapon crit: * restore 7 stamina and equilibrium Damage (Melee): +15 manaburn arcane When wielded/worn: Talent mastery: +0.10 Race / Krog Spell save: +18 (+6 eff.) Mental save: +15 (+7 eff.) Confusion immunity: +30% Stun/Freeze immunity: +10% It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The sword symbolizes the krogs committment to their task of fighting against the forces of the arcane. With each slash the krog would endevor to continue, until at last their opponents would fall. |
Around waist | Grinokor GrinokorInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 2 mind Changes resistances: +3% physical Critical mult.: +10.00% Spell save: +3 (+1 eff.) Pinning immunity: +20% Knockback immunity: +20% Maximum life: +64.00 A belt that goes around your waist. |
In off hand | Gerohek the dwarven-steel mace (30-41 power, 4 apr) Gerohek the dwarven-steel mace (30-41 power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 29.5 - 41.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon crit: * Wound the target dealing 234 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Accuracy: +10 (+4 eff.) Armour penetration: +4 Physical crit. chance: +8.0% Physical power: +10 (+2 eff.) Changes stats: +2 Str / +9 Con Changes resistances penetration: +20% acid Changes damage: +6% physical Blunt and deadly. |
Cloak | Berynarimas the cashmere cloak (2 def, 6 armour) Berynarimas the cashmere cloak (2 def, 6 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Armour: +6 Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +2 Dex Changes resistances: +7% acid / +8% fire / +7% lightning / +7% cold Changes damage: +18% physical A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+4 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+5 eff.) Spell save: +10 (+4 eff.) Mindpower: +10 (+5 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
heroism infusion of the warrior (die at -357; dur 8; cd 31) heroism infusion of the warrior (die at -357; dur 8; cd 31)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -357 life. The duration and life will increase by 1% for every 1% life you have lost (currently 758 life, 16 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level. regeneration infusion (heal 475; 12 cd)regeneration infusion (heal 475; 12 cd) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 475 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the sneak (heal 236; 17 cd) regeneration infusion of the sneak (heal 236; 17 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 236 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 22%; mental, magical; dur 2; cd 13) wild infusion of the sneak (res 22%; mental, magical; dur 2; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and magical effect and reduce all damage taken by 22% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Boradar the Blindstrike Boradar the BlindstrikeCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 19% * 20% chance to reduce all saves and defense by 23 Damage when hit (Melee): 2 darkness Changes resistances: +3% acid Changes damage: +3% mind / +3% darkness Talent mastery: +0.11 Technique / Throwing knives Amulets make your neck look great! |
Rimeroar the gold amulet Rimeroar the gold amuletInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +7 (+3 eff.) Armour penetration: +10 Changes stats: +4 Wil Changes resistances: +16% lightning / +9% fire / +12% cold Changes resistances penetration: +5% cold / +5% fire Changes damage: +3% cold Critical mult.: +11.00% Mental save: +10 (+5 eff.) Confusion immunity: +17% Stun/Freeze immunity: +34% Mindpower: +8 (+4 eff.) Amulets make your neck look great! |
Shadevalor the voratun amulet Shadevalor the voratun amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +3 Str Changes resistances: +24% lightning / +9% light / +12% acid / +5% arcane / +3% mind Changes damage: +6% darkness Poison immunity: +10% Disease immunity: +20% Stun/Freeze immunity: +46% Amulets make your neck look great! |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+3 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Daypassion DaypassionCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances penetration: +25% mind Changes damage: +3% light Hate when firing a critical mind attack: +1.00 Mindpower: +10 (+5 eff.) Mental crit. chance: +4% Rings make your fingers look great! |
Furnacestone FurnacestoneInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +12% blight / +46% fire Changes resistances penetration: +10% fire Changes damage: +15% acid / +14% fire / +9% blight Rings make your fingers look great! |
Saleba the gold ring Saleba the gold ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+3 eff.) Armour penetration: +10 Defense: +9 (+3 eff.) Effects on melee hit: * 13% chance to reduce all saves and defense by 23 Damage (Melee): 14 physical Effects on ranged hit: * 13% chance to reduce all saves and defense by 23 Damage (Ranged): 19 physical Damage when hit (Melee): 6 arcane Changes stats: +3 Cun Changes resistances: +8% blight / +7% nature / +5% arcane Changes damage: +3% arcane Poison immunity: +10% Disease immunity: +15% Hate when firing a critical mind attack: +1.00 Maximum hate: +7.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.9 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 306% weapon damage over 7 turns, and all healing will be reduced by 62%. Rings make your fingers look great! |
gold ring 'Islylraba' gold ring 'Islylraba'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+4 eff.) Physical power: +11 (+3 eff.) Effects on melee hit: * 20% chance to reduce armor by 11% Changes stats: +4 Mag Changes resistances penetration: +10% arcane Changes damage: +12% arcane / +6% all Stamina each turn: +3.00 Mana when firing critical spell: +2.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +4% Mindpower: +13 (+6 eff.) Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. savage's stralite ringsavage's stralite ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +3 Con Spell save: +12 (+4 eff.) Maximum stamina: +23.00 Rings make your fingers look great! |
titan's copper ring titan's copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+3 eff.) Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. inquisitor's voratun greatmaul of ruin (66-98 power, 4 apr)inquisitor's voratun greatmaul of ruin (66-98 power, 4 apr) Requires: - Strength 48 Infused by arcane disrupting forces 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% On weapon crit: * Deals 61 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity) When wielded/worn: Armour penetration: +14 Physical crit. chance: +12.0% Critical mult.: +47.00% Massive two-handed mauls. |
Glarehunger the voratun longsword (42-59 power, 6 apr) Glarehunger the voratun longsword (42-59 power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 42.5 - 59.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to reduce armor by 11% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +20 light When wielded/worn: Physical crit. chance: +11.0% Effects on melee hit: * 20% chance to reduce armor by 11% Changes resistances: +21% fire Changes resistances penetration: +25% light Sharp, long, and deadly. |
voratun longsword 'Getyrim' (44-62 power, 6 apr) voratun longsword 'Getyrim' (44-62 power, 6 apr)Requires: - Strength 48 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 44.0 - 61.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 12% chance to slow global speed by 50% Damage (radius 1) on hit: +20 mind When wielded/worn: Damage when hit (Melee): 2 mind Changes resistances: +3% lightning / +6% mind Changes damage: +12% mind Spell save: +12 (+4 eff.) Cut immunity: +20% Stun/Freeze immunity: +20% Sharp, long, and deadly. |
Armustir the voratun mace (56-78 power, 6 apr) Armustir the voratun mace (56-78 power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 55.5 - 77.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour penetration: +5 Physical crit. chance: +2.0% Armour: +10 Defense: +10 (+4 eff.) Damage when hit (Melee): 4 mind Stamina each turn: +3.00 Maximum stamina: +20.00 Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. voratun mace 'Betylramina' (48-66 power, 6 apr)voratun mace 'Betylramina' (48-66 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 47.5 - 66.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +14 (+5 eff.) Defense: +15 (+5 eff.) Changes stats: +9 Str Changes resistances penetration: +25% acid Changes damage: +15% acid Disarm immunity: +50% Light radius: +3 Infravision radius: +3 Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. EmythEmyth Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 4 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +9 Travel speed: +200% Damage (Ranged): +17 acid When wielded/worn: Armour penetration: +2 Ammo reloads per turn: +4 Changes stats: +2 Str Changes resistances: +15% nature / +12% darkness Changes damage: +19% acid Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. blighted dragonbone starstaff of might (30-36 power, 6 apr, light element)blighted dragonbone starstaff of might (30-36 power, 6 apr, light element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% light Talent granted: +1 Command Staff Vim when firing critical spell: +4.00 Maximum vim: +17.00 Spellpower: +22 (+4 eff.) Spell crit. chance: +26% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. greater dragonbone magestaff of wizardry (30-36 power, 6 apr, arcane element)greater dragonbone magestaff of wizardry (30-36 power, 6 apr, arcane element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Mag / +5 Wil Changes damage: +30% lightning / +30% cold / +30% arcane / +30% fire Talent granted: +1 Command Staff Maximum mana: +68.00 Spellpower: +34 (+6 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
Lustrethorn (41-57 power, 6 apr) Lustrethorn (41-57 power, 6 apr)Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 41.0 - 57.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 28% chance to reduce all saves and defense by 23 Damage (Melee): +11 mind Damage (radius 2) on crit: +20 cold When wielded/worn: Damage when hit (Melee): 4 fire Changes stats: +5 Cun / +4 Wil Changes resistances: +6% light / +9% fire Changes resistances penetration: +25% light / +10% cold Changes damage: +6% cold Light radius: +3 One-handed war axes. |
Olokan the voratun waraxe (38-54 power, 6 apr) Olokan the voratun waraxe (38-54 power, 6 apr)Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 38.5 - 53.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 20% chance to reduce armor by 11% Damage (Melee): +4 acid / +12 darkness Damage (radius 1) on hit: +16 acid Damage against: +13% Living When wielded/worn: Changes resistances: +15% light Mindpower: +10 (+5 eff.) One-handed war axes. |
This item will automatically be transmogrified when you leave the level. plaguebringer's voratun waraxe of massacre (51-71 power, 6 apr)plaguebringer's voratun waraxe of massacre (51-71 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 51.0 - 71.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 17% chance to reduce strength, dexterity, and constitution by 5 Damage (Melee): +16 blight When wielded/worn: Disease immunity: +18% One-handed war axes. |
voratun waraxe 'Chalulach' (50-70 power, 6 apr) voratun waraxe 'Chalulach' (50-70 power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 50.0 - 70.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Str / +7 Wil Reduces incoming crit damage: 15.00% Mental save: +18 (+8 eff.) Hate when firing a critical mind attack: +3.00 Mindpower: +15 (+7 eff.) One-handed war axes. |
voratun waraxe 'Mucusblood' (39-55 power, 6 apr) voratun waraxe 'Mucusblood' (39-55 power, 6 apr)Requires: - Strength 48 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.0 - 54.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon crit: * Deals 61 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity) Damage (Melee): +12 lightning Damage (radius 1) on hit: +20 nature / +8 light When wielded/worn: Changes resistances penetration: +10% light Changes damage: +6% lightning / +30% nature One-handed war axes. |
voratun waraxe 'Splendourgash' (54-76 power, 6 apr) voratun waraxe 'Splendourgash' (54-76 power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 54.0 - 75.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (radius 1) on hit: +12 blight Damage (radius 2) on crit: +16 acid When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 5 * 10% chance to reduce armor by 11% Changes resistances: +9% blight / +6% light One-handed war axes. |
voratun waraxe 'Strikeonslaught' (38-54 power, 6 apr) voratun waraxe 'Strikeonslaught' (38-54 power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 38.5 - 53.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Accuracy: +8 (+3 eff.) Armour: +8 Defense: +12 (+4 eff.) Changes resistances: +9% lightning / +3% fire Changes resistances penetration: +5% lightning Physical save: +12 (+6 eff.) Mental save: +15 (+7 eff.) Poison immunity: +10% Disarm immunity: +38% One-handed war axes. |
Coalreeve the hardened leather belt Coalreeve the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Changes stats: +2 Dex / +2 Wil / +4 Cun Changes resistances: +3% darkness Spell save: +8 (+3 eff.) Light radius: +3 Size category: +1 A belt that goes around your waist. |
Sleetborn the hardened leather belt Sleetborn the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +7 Cun / +5 Wil Changes resistances: +12% light / +6% cold Damage against: +20% Summoned Reduced damage from: +20% Summoned Reduces incoming crit damage: 5.00% See invisible: +3 A belt that goes around your waist. |
rough leather belt 'Healbore' rough leather belt 'Healbore'Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour penetration: +3 Defense: +15 (+5 eff.) Changes stats: +1 Dex Changes resistances: +6% acid / +9% light / +6% blight Changes damage: +6% nature Physical save: +3 (+2 eff.) A belt that goes around your waist. |
Charblood the linen cloak (7 def, 0 armour) Charblood the linen cloak (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+3 eff.) Changes resistances: +3% acid / +3% fire / +6% darkness Changes damage: +6% acid / +6% fire Physical save: +5 (+3 eff.) Maximum life: +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Morbusonslaught (1 def, 0 armour) Morbusonslaught (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +17 (+6 eff.) Defense: +1 (+1 eff.) Fatigue: -5% Damage when hit (Melee): 10 nature Changes resistances penetration: +5% nature Psi when hit: +0.08 Maximum life: +45.00 Maximum stamina: +12.00 Mindpower: +30 (+12 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Brightstreaker' (1 def, 0 armour) linen cloak 'Brightstreaker' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Mag / +3 Wil Changes resistances penetration: +5% light Maximum life: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. spellcowled elven-silk cloak of sorcery (3 def, 0 armour)spellcowled elven-silk cloak of sorcery (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +7 Mag / +8 Wil Spell save: +9 (+3 eff.) Maximum mana: +69.00 Spell crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. dreamer's elven-silk robe of alchemy (0 def, 0 armour)dreamer's elven-silk robe of alchemy (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +15% acid / +12% physical / +14% darkness / +15% fire / +14% cold / +15% mind / +15% all Changes damage: +14% acid / +11% physical / +6% fire / +14% cold Talent cooldown: Refit Golem (-4 turns) Physical save: +16 (+8 eff.) Spell save: +15 (+5 eff.) Mental save: +29 (+12 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cuthadur (19 def, 4 armour) Cuthadur (19 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +19 (+7 eff.) Fatigue: +3% Changes stats: +4 Dex / +1 Mag / +3 Cun / +4 Con Changes resistances: +3% lightning / +2% physical / +3% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Daylace (0 def, 11 armour) Daylace (0 def, 11 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +11 Effects on melee hit: * 20 arcane resource burn Changes resistances: +12% cold Changes resistances penetration: +15% light Changes damage: +15% acid Light radius: +3 Infravision radius: +2 A pair of boots made of leather. |
Daytreason (0 def, 3 armour) Daytreason (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -6% Changes stats: +5 Str Changes resistances: +3% lightning / +3% cold / +5% arcane / +6% light Reduces incoming crit damage: 15.00% Maximum encumbrance: +28 Physical save: +7 (+4 eff.) A pair of boots made of leather. |
Goregorn (30 def, 5 armour) Goregorn (30 def, 5 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +10 (+4 eff.) Armour: +5 Defense: +30 (+10 eff.) Effects on melee hit: * 20% chance to reduce armor by 11% Changes stats: +5 Dex Changes resistances: +11% lightning / +12% temporal / +6% acid Physical save: +6 (+3 eff.) Only die when reaching: -80.00 life Maximum stamina: +20.00 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. Gorewisp (0 def, 5 armour)Gorewisp (0 def, 5 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Damage when hit (Melee): 6 mind Changes stats: +6 Cun / +6 Wil Changes resistances: +12% darkness / +15% mind Changes resistances penetration: +10% mind Changes damage: +9% nature Physical save: +19 (+9 eff.) Spell save: +15 (+5 eff.) Mental save: +12 (+6 eff.) Teleport immunity: +20% Maximum hate: +4.00 A pair of boots made of leather. |
Layybeth the Kilnreaper (20 def, 5 armour) Layybeth the Kilnreaper (20 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +30 (+10 eff.) Armour: +5 Defense: +20 (+7 eff.) Effects on melee hit: * 10 arcane resource burn Damage when hit (Melee): 4 fire Changes stats: +7 Str / +9 Con Changes resistances: +3% blight / +5% arcane Changes damage: +8% physical Critical mult.: +10.00% Size category: +1 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. blood-soaked pair of voratun boots of rushing (0 def, 5 armour)blood-soaked pair of voratun boots of rushing (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +7 Physical crit. chance: +4.0% Physical power: +5 (+1 eff.) Armour: +5 Fatigue: +4% Changes stats: +3 Str / +4 Con It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.9 Power cost: 25 out of 25/25. Range: 9 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. eldritch pair of drakeskin leather boots (0 def, 5 armour)eldritch pair of drakeskin leather boots (0 def, 5 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +4 Mag / +2 Wil Mana each turn: +0.17 Maximum mana: +33.00 Spell crit. chance: +3% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. eldritch pair of voratun boots of rushing (0 def, 5 armour)eldritch pair of voratun boots of rushing (0 def, 5 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +3 Str / +5 Mag / +4 Wil / +3 Con Mana each turn: +0.44 Maximum mana: +41.00 Spell crit. chance: +3% It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.3 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Blazehack (0 def, 1 armour) Blazehack (0 def, 1 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage (Melee): 6 darkness Changes stats: +5 Cun / +3 Con Changes resistances: +6% darkness Changes damage: +4% darkness / +6% blight Light radius: +1 Infravision radius: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets 'Adowen' (25 def, 2 armour) dwarven-steel gauntlets 'Adowen' (25 def, 2 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Defense: +25 (+9 eff.) Fatigue: +3% Damage (Melee): 8 nature Changes resistances: +5% arcane / +6% nature / +6% mind Changes damage: +5% nature Physical save: +6 (+3 eff.) Disarm immunity: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Cystwinter (6 def, 9 armour) Cystwinter (6 def, 9 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +9 Defense: +6 (+2 eff.) Fatigue: +4% Effects on melee hit: * 10% chance to reduce damage dealt by 19% Changes resistances: +18% nature / +4% all Changes resistances penetration: +20% nature Changes damage: +12% nature Physical save: +5 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Radianceslicer (0 def, 4 armour) Radianceslicer (0 def, 4 armour)Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Armour: +4 Fatigue: +4% Damage when hit (Melee): 2 light Changes stats: +6 Lck / +4 Str Changes resistances: +12% mind Changes resistances penetration: +5% nature Changes damage: +6% light / +9% nature Mental save: +16 (+7 eff.) Confusion immunity: +27% Spell crit. chance: +4% Mental crit. chance: +4% Light radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. cleansing voratun helm (0 def, 5 armour)cleansing voratun helm (0 def, 5 armour) Requires: - Heavy armour training Infused by arcane disrupting forces 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +10% nature / +10% blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. Filthwake the voratun mail armour (5 def, 10 armour)Filthwake the voratun mail armour (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +12% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +15% temporal / +30% fire Changes resistances penetration: +25% acid / +20% temporal / +20% nature Changes damage: +15% nature / +12% temporal A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. stralite mail armour (4 def, 8 armour)stralite mail armour (4 def, 8 armour) Requires: - Heavy armour training - Strength 38 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+2 eff.) Fatigue: +12% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. voratun shield 'Quenchrend' (0 def, 10 armour, 194 block)voratun shield 'Quenchrend' (0 def, 10 armour, 194 block) Requires: - Shield usage training - Strength 48 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +10 Fatigue: +8% Changes stats: +3 Cun / +5 Wil Changes resistances: +30% lightning / +15% cold Changes damage: +9% mind Talent granted: +1 Block Maximum hate: +10.00 Mental crit. chance: +8% Handheld deflection devices. |
Essence of Bearness Essence of BearnessInfused 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! |
This item will automatically be transmogrified when you leave the level. Starwilter (22/22, 52-72 power, 18 apr)Starwilter (22/22, 52-72 power, 18 apr) Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 51.5 - 72.1 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +26.0% Capacity: 22 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Ranged): +20 light / +20 cold Damage (radius 1) on hit: +20 blight Damage (radius 2) on crit: +20 light / +20 cold Arrows are used with bows to pierce your foes to death. |
6 agate 6 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
389 alchemist agate 389 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 onyx 3 onyx0.00 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. |
4 aquamarine 4 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli 4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal 7 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe 'Striketreason' (dig speed 40 turns) iron pickaxe 'Striketreason' (dig speed 40 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Str Changes resistances penetration: +10% lightning Mental save: +9 (+5 eff.) Mindpower: +10 (+5 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
7 emerald 7 emerald0.00 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. |
jade jade0.00 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. |
7 spinel 7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of Poosh Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Armedur ArmedurInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes stats: +1 Str Changes resistances penetration: +15% physical Critical mult.: +5.00% Physical save: +12 (+6 eff.) Mental save: +6 (+3 eff.) Light radius: +5 See stealth: +7 See invisible: +7 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. |
Betorabeth BetorabethInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +2 Cun / +4 Wil Changes resistances: +15% acid Mental save: +8 (+4 eff.) Only die when reaching: -80.00 life Light radius: +4 See stealth: +8 See invisible: +5 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A normal brass lantern, enhanced by alchemy to make it brighter. |
Umbraphage UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+5 eff.) Mindpower: +10 (+5 eff.) Light radius: +5 Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). It can be used to release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 128.40 darkness damage (based on Mindpower and charge) Activation costs 10 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
brass lantern 'Adegarin' brass lantern 'Adegarin'Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +1 Wil Reduces incoming crit damage: 15.00% Mental save: +6 (+3 eff.) Light radius: +4 See stealth: +6 See invisible: +7 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+3 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 9 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
4 garnet 4 garnet0.00 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. |
ruby ruby0.00 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. |
Rod of Recall (1/1) Rod of Recall (1/1)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. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level. pouch of voratun shots 'Issedralar' (23/23, 68-81 power, 11 apr)pouch of voratun shots 'Issedralar' (23/23, 68-81 power, 11 apr) Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 67.5 - 81.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +11 Crit. chance: +17.0% Capacity: 23 On weapon hit: * 20% chance to reduce armor by 11% Travel speed: +200% Damage (radius 2) on crit: +20 acid When wielded/worn: Ammo reloads per turn: +4 Shots are used with slings to pummel your foes to death. |
Lisoth the Magmahack [power 194] (15 cooldown) Lisoth the Magmahack [power 194] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Damage when hit (Melee): 6 fire Changes resistances: +21% fire Changes resistances penetration: +15% nature Changes damage: +9% cold / +6% fire It can be used to heal yourself and all friendly characters within 10 spaces for 194 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
5 amethyst 5 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
diamond diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
moonstone moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+4 eff.) Physical save: +10 (+5 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+5 eff.) When used to imbue an object: Defense: +10 (+4 eff.) Physical save: +10 (+5 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+5 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 quartz 4 quartz0.00 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. |
6 ametrine 6 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine 6 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon 4 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By TheHulk the Krog Marauder level 20
75th Haze 122nd year of Ascendancy at 21:24 see stats
By TheHulk the Krog Marauder level 29
11st Pyre 123rd year of Ascendancy at 12:30 see stats
By TheHulk the Krog Marauder level 15
41st Haze 122nd year of Ascendancy at 00:39 see stats
By TheHulk the Krog Marauder level 30
37th Pyre 123rd year of Ascendancy at 02:04 see stats
By TheHulk the Krog Marauder level 20
66th Haze 122nd year of Ascendancy at 05:52 see stats
By TheHulk the Krog Marauder level 26
42nd Regrowth 123rd year of Ascendancy at 04:19 see stats
By TheHulk the Krog Marauder level 26
48th Regrowth 123rd year of Ascendancy at 07:01 see stats
By TheHulk the Krog Marauder level 10
4th Haze 122nd year of Ascendancy at 16:56 see stats
By TheHulk the Krog Marauder level 20
66th Haze 122nd year of Ascendancy at 04:35 see stats
By TheHulk the Krog Marauder level 30
36th Pyre 123rd year of Ascendancy at 02:56 see stats
By TheHulk the Krog Marauder level 24
17th Regrowth 123rd year of Ascendancy at 16:42 see stats
By TheHulk the Krog Marauder level 29
11st Pyre 123rd year of Ascendancy at 20:52 see stats
By TheHulk the Krog Marauder level 30
45th Pyre 123rd year of Ascendancy at 02:19 see stats
By TheHulk the Krog Marauder level 4
77th Pyre 122nd year of Ascendancy at 04:41 see stats
By TheHulk the Krog Marauder level 25
28th Regrowth 123rd year of Ascendancy at 12:45 see stats
By TheHulk the Krog Marauder level 23
1st Regrowth 123rd year of Ascendancy at 16:15 see stats
By TheHulk the Krog Marauder level 15
48th Haze 122nd year of Ascendancy at 14:58 see stats
Log
TheHulk is not dazed anymore.
TheHulk has recovered!
Talent Vitality is ready to use.
Talent Dual Strike is ready to use.
TheHulk uses Dual Strike.
Emelenn the corrupted dendritic hemospinner shrugs off the effect 'Stunned'!
Emelenn the corrupted dendritic hemospinner is stunned!
TheHulk hits Emelenn the corrupted dendritic hemospinner for 22 physical, 6 lightning, 3 physical, 51 physical, 3 arcane, 6 lightning, 3 physical (95 total damage).
TheHulk attunes to the damage.
Emelenn the corrupted dendritic hemospinner is poisoned!
TheHulk resists the terror!
TheHulk is unstoppable!
Melee retaliation hits Emelenn the corrupted dendritic hemospinner for 4 nature, 1 nature, 0 mind, 0 arcane (5 total damage).
Emelenn the corrupted dendritic hemospinner hits TheHulk for (18 parried), (142 refused), 0 physical, (5 antimagic), 0 lightning, (6 antimagic), 0 cold (0 total damage).
Corrupted acidic digestor's acid area effect hits TheHulk for (27 antimagic), 0 acid (0 total damage).
Corrupted acidic digestor's acid area effect hits Emelenn the corrupted dendritic hemospinner for 11 acid damage.
TheHulk receives 113 healing from Unstoppable.
Emelenn the corrupted dendritic hemospinner stops being poisoned.
Emelenn the corrupted dendritic hemospinner speeds up.
Poison from TheHulk hits Emelenn the corrupted dendritic hemospinner for 1 nature damage.
Corrupted acidic digestor's acid area effect hits TheHulk for (19 antimagic), 0 acid (0 total damage).
Corrupted acidic digestor's acid area effect hits Emelenn the corrupted dendritic hemospinner for 28 acid damage.
Emelenn the corrupted dendritic hemospinner slows down.
Emelenn the corrupted dendritic hemospinner is poisoned!
Emelenn the corrupted dendritic hemospinner shares damage with his oozes!
Melee retaliation hits Emelenn the corrupted dendritic hemospinner for 7 nature, 1 nature, 0 mind, 1 arcane (9 total damage).
Emelenn the corrupted dendritic hemospinner hits TheHulk for 136 physical damage.
TheHulk the level 30 krog marauder was chopped into tiny pieces to death by Emelenn the corrupted dendritic hemospinner on level 1 of The Godfeaster.
TheHulk no longer revels in blood quite so much.