Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Ashes of Urh'Rok 1.6.7Official 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 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.7Official 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 1.6.6Donators/Buyers bonus! Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Cornac |
Class | Adventurer |
Level / Exp | 13 / 5% |
Size | medium |
Lifes / Deaths | Killed by Bethakira the cave bear at level 12 on the 7th Mirth 122nd year of Ascendancy at 14:22 / 2Killed by flame turret at level 13 on the 7th Mirth 122nd year of Ascendancy at 14:58 |
Primary Stats
Strength | 19 (base 12) |
Dexterity | 21 (base 12) |
Constitution | 16 (base 12) |
Magic | 46 (base 34) |
Willpower | 27 (base 20) |
Cunning | 19 (base 12) |
Resources
Mana | 239/257 |
Equilibrium | 0 |
Insanity | 98/100 |
Life | -24/318 |
Positive | 86/86 |
Stamina | 178/178 |
Psi | 104/117 |
Healing Factor | 1.1483870967742 |
Regeneration | 23.254838709677 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -42% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
See Invisible | 12 |
Offense: Barehand
Damage | 15 |
Accuracy | 41 |
Crit Chance | 5% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 39 |
Crit Chance | 5% |
Speed | 1 |
Offense: Mind
Mindpower | 28 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +10% |
Light | +21% |
Blight | +4% |
Arcane | +6% |
Cold | +32% |
All | 0% |
Defense: Base
Armour (hardiness) | 15 (30%) |
Defense | 23 |
Ranged Defense | 23 |
Fatigue | 0 |
Physical Save | 21 |
Spell Save | 22 |
Mental Save | 16 |
Defense: Resistances
Light | + 55%( 70%) |
Blight | + 14%( 70%) |
Cold | + 56%( 70%) |
Fire | + 13%( 70%) |
All | + 7%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Technique / Pugilism | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Magical combat | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Tentacles | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Path of horror | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Ooze | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Torture | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Celestial / Light | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | The target is stunned, reducing damage by 50%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents cooldown twice as slow. Stunned |
detrimental effect | Renders a random talent unavailable. Talent cooldown is halved until the effect has worn off. Brainlocked |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | A flow of life spins around the target, regenerating 20.00 life per turn. Regeneration |
detrimental effect | The target is confused, acting randomly (chance 41%) and unable to perform complex actions. Confused |
Quests
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Magic 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
Psionic focus | elm vilestaff (10-12 power, 2 apr, darkness element) elm vilestaff (10-12 power, 2 apr, darkness element)Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% darkness Talent granted: +1 Command Staff Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(80 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | linen wizard hat 'Islayatira' (1 def, 0 armour) linen wizard hat 'Islayatira' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Dex / +2 Mag / +2 Wil / +1 Con Changes resistances: +16% cold Changes damage: +11% cold Reduces incoming crit damage: 5.00% See invisible: +6 A pointy cloth hat, very wizardly... |
Tool | iron pickaxe 'Ulfayaleg' (dig speed 38 turns) iron pickaxe 'Ulfayaleg' (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Fatigue: -5% Changes stats: +5 Str Critical mult.: +10.00% Psi when hit: +0.08 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Lorebers the copper ring Lorebers the copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +3 Con Changes resistances: +22% cold Changes damage: +6% arcane / +11% cold Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Rings can have magical properties. |
On fingers | rogue's copper ring of light (+22%) rogue's copper ring of light (+22%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Changes resistances: +22% light Changes damage: +11% light Rings can have magical properties. |
Around waist | Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Main armor | linen robe 'Blazespar' (0 def, 0 armour) linen robe 'Blazespar' (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +4 Cun / +1 Wil Changes resistances: +15% cold / +3% fire / +7% all Changes damage: +10% cold See invisible: +6 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
On feet | Zubulaith the pair of rough leather boots (0 def, 1 armour) Zubulaith the pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -5% Changes stats: +1 Str / +4 Dex / +2 Mag / +4 Wil Maximum encumbrance: +24 Physical save: +5 (+3 eff.) Mental crit. chance: +1% Light radius: +1 A pair of boots made of leather. |
On hands | blighted iron gauntlets (0 def, 1 armour) blighted iron gauntlets (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): 5 blight Changes resistances: +5% blight Changes damage: +4% blight When used to modify unarmed attacks: Base power: 9.0 - 12.6 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 100% When this weapon hits: Soul Rot (20% chance level 1). Damage (radius 2) on crit: +5 blight Metal gloves protecting the hands up to the middle of the lower arm. |
Cloak | Unrulatharak the linen cloak (7 def, 0 armour) Unrulatharak 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 stats: +1 Str / +3 Dex / +3 Mag Changes resistances: +3% blight / +3% fire Physical save: +6 (+3 eff.) Mindpower: +10 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | copper amulet of mastery (0.10 Technique / Unarmed discipline) copper amulet of mastery (0.10 Technique / Unarmed discipline)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Talent mastery: +0.10 Technique / Unarmed discipline Amulets can have magical properties. |
Inventory
This item will automatically be transmogrified when you leave the level. healing infusion of the sneak (heal 83; cd 13)healing infusion of the sneak (heal 83; 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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 83 then cleanse 1 wound, poison, and disease effect. 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. |
movement infusion of the wizard (speed 538%; cd 8) movement infusion of the wizard (speed 538%; cd 8)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: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 538% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. 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 wizard (res 24%; physical; dur 2; cd 11) wild infusion of the wizard (res 24%; physical; dur 2; cd 11)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: 12 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 24% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic 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. shatter afflictions rune of the warrior (absorb 49; cd 19)shatter afflictions rune of the warrior (absorb 49; cd 19) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 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 49 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 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. |
This item will automatically be transmogrified when you leave the level. shielding rune of the titan (absorb 195; dur 4; cd 15)shielding rune of the titan (absorb 195; dur 4; cd 15) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 195 damage for 4 turns. Its effects scale with your Constitution 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. |
schematic: Antimagic Shell schematic: Antimagic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron Grip schematic: Iron GripRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve schematic: Pain Suppressor SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring Grapple schematic: Spring GrappleRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof Coating schematic: Waterproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
This item will automatically be transmogrified when you leave the level. steel amulet 'Xuma'steel amulet 'Xuma' Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +4 Fatigue: -4% Changes stats: +1 Dex / +5 Mag / +3 Con Physical save: +9 (+5 eff.) Life regen: +2.00 Stamina each turn: +2.00 Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. thought-forged steel battleaxe of crippling (23-34.5 power, 2 apr)thought-forged steel battleaxe of crippling (23-34.5 power, 2 apr) Requires: - Strength 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 23.0 - 34.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 17% chance to reduce all saves and defense by 19 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +9 mind When wielded/worn: Physical crit. chance: +7.0% Changes stats: +2 Cun / +3 Wil Massive two-handed battleaxes. |
Pusvenom (9.5-12.35 power, 5 apr) Pusvenom (9.5-12.35 power, 5 apr)Requires: - Dexterity 11 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.4 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 10% chance to reduce all saves and defense by 19 Damage (Melee): +7 mind Damage (radius 1) on hit: +4 nature When wielded/worn: Changes stats: +1 Cun / +2 Wil Changes resistances penetration: +10% nature Spell save: +9 (+5 eff.) Vim when firing critical spell: +1.00 Spell crit. chance: +1% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. iron greatsword of crippling (16.5-26.4 power, 1 apr)iron greatsword of crippling (16.5-26.4 power, 1 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 16.5 - 26.4 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +7.0% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. ranger's elm longbow of coldranger's elm longbow of cold Requires: - Dexterity 11 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +7 Damage (Ranged): +8 cold When wielded/worn: Changes stats: +3 Dex Changes damage: +14% cold Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. iron mace 'Zubida' (12.5-17.5 power, 2 apr)iron mace 'Zubida' (12.5-17.5 power, 2 apr) Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) When wielded/worn: Armour penetration: +3 Physical crit. chance: +5.0% Changes damage: +3% physical Only die when reaching: -40.00 life Maximum stamina: +10.00 Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. Emonn (10-12 power, 2 apr, darkness element)Emonn (10-12 power, 2 apr, darkness element) Requires: - Magic 11 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes resistances: +6% acid / +9% mind Changes damage: +10% darkness Talent granted: +1 Command Staff Critical mult.: +11.00% Spell save: +9 (+5 eff.) Mental save: +6 (+5 eff.) Spellpower: +3 (+1 eff.) Spell crit. chance: +7% Healing mod.: +5% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. strafer's iron steamgun of enduringstrafer's iron steamgun of enduring Requires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Attack speed: 100% Firing range: +6 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +6 Con / +6 Wil Talent cooldown: Strafe (-2 turns) Maximum life: +19.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level. strafer's steel steamgunstrafer's steel steamgun Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Attack speed: 100% Firing range: +7 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +5 (+2 eff.) Talent cooldown: Strafe (-2 turns) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
River's Fury (23-32.2 power, 8 apr) River's Fury (23-32.2 power, 8 apr)Requires: - Strength 12 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 23.0 - 32.2 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +8 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +15 cold When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances: +10% cold Changes damage: +10% cold Spellpower: +10 (+4 eff.) Movement speed: +10% Talent on hit(spell): Glacial Vapour (20% chance level 1). It can be used to activate talent Tidal Wave (costing 80 power out of 80/80) : Effective talent level: 1.0 Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 5.98 cold damage and 4.53 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
Drurabar the Firespar (15.5-21.7 power, 2 apr) Drurabar the Firespar (15.5-21.7 power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 15.5 - 21.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (radius 2) on crit: +4 fire When wielded/worn: Changes stats: +3 Cun / +2 Wil Changes damage: +3% fire One-handed war axes. |
insulating rough leather belt of life insulating rough leather belt of lifeInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% fire / +5% cold Life regen: +0.90 Healing mod.: +11% A belt that goes around your waist. |
Borechik (6 def, 0 armour) Borechik (6 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +1 (+1 eff.) Defense: +6 (+3 eff.) Fatigue: -3% Mental save: +6 (+5 eff.) Only die when reaching: -20.00 life Maximum life: +80.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Erelyrebers (1 def, 4 armour) Erelyrebers (1 def, 4 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Changes stats: +2 Dex / +1 Cun / +4 Con Changes resistances: +3% darkness Life regen: +2.00 Infravision radius: +3 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. linen cloak (1 def, 0 armour)linen cloak (1 def, 0 armour) 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 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 (1 def, 0 armour) linen cloak (1 def, 0 armour)2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 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 'Brandravager' (6 def, 0 armour) linen cloak 'Brandravager' (6 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +2 Str / +1 Con Changes resistances: +3% temporal Teleport immunity: +20% 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. linen cloak of Iron Throne (1 def, 0 armour)linen cloak of Iron Throne (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Str / +2 Con 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. spellwoven linen robe (0 def, 0 armour)spellwoven linen robe (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all Spell save: +15 (+8 eff.) Spellpower: +2 (+1 eff.) Spell crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Nimbusoath (0 def, 3 armour) Nimbusoath (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +9% temporal Spellpower: +4 (+2 eff.) 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. grounding pair of rough leather boots of tirelessness (0 def, 1 armour)grounding pair of rough leather boots of tirelessness (0 def, 1 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +6% lightning / +6% temporal Stamina each turn: +0.40 Maximum stamina: +11.00 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. Flamewrought (0 def, 2 armour)Flamewrought (0 def, 2 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+1 eff.) When used to modify unarmed attacks: Base power: 6.0 - 6.6 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.0% Attack speed: 125% When this weapon hits: Flamespit (30% chance level 3). Damage (Melee): +10 fire Damage conversion: 100% fire It can be used to activate talent Flamespit (costing 8 power out of 16/24) : Effective talent level: 3.0 Power cost: 8 out of 16/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 15.57 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
rough leather gloves (0 def, 1 armour) rough leather gloves (0 def, 1 armour)1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 When used to modify unarmed attacks: Base power: 8.0 - 8.8 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 125% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. Anuldir the rough leather hat (0 def, 1 armour)Anuldir the rough leather hat (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +1 Cun Changes resistances: +7% cold Allows you to breathe in: water Critical mult.: +20.00% Mental save: +3 (+3 eff.) Mindpower: +10 (+5 eff.) Mental crit. chance: +1% A hat made of leather. Very stylish. |
Daytreason (0 def, 1 armour) Daytreason (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Str / +4 Cun Changes damage: +9% light Mental save: +3 (+3 eff.) Maximum hate: +2.00 A hat made of leather. Very stylish. |
Torchtaint (0 def, 3 armour) Torchtaint (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 21 Changes resistances penetration: +10% fire Changes damage: +18% fire Physical save: +11 (+6 eff.) 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 rough leather hat of dexterity (+3) (0 def, 1 armour)cleansing rough leather hat of dexterity (+3) (0 def, 1 armour) Infused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Dex Changes resistances: +6% nature / +6% blight Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 A hat made of leather. Very stylish. |
insulating rough leather hat of constitution (+2) (0 def, 1 armour) insulating rough leather hat of constitution (+2) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Con Changes resistances: +5% fire / +5% cold A hat made of leather. Very stylish. |
This item will automatically be transmogrified when you leave the level. linen wizard hat (1 def, 0 armour)linen wizard hat (1 def, 0 armour) 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) A pointy cloth hat, very wizardly... |
linen wizard hat 'Erurand' (1 def, 0 armour) linen wizard hat 'Erurand' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Cun Changes resistances: +16% lightning Changes damage: +11% lightning / +6% acid Equilibrium when hit: +0.04 Maximum psi: +30.00 Mindpower: +15 (+7 eff.) A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. rough leather cap (0 def, 1 armour)rough leather cap (0 def, 1 armour) 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% A cap made of leather. |
stabilizing linen wizard hat of corrosion (+15%) (1 def, 0 armour) stabilizing linen wizard hat of corrosion (+15%) (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Wil Changes resistances: +15% acid Changes damage: +10% acid Physical save: +6 (+3 eff.) A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. impenetrable steel mail armour of command (8 def, 16 armour)impenetrable steel mail armour of command (8 def, 16 armour) Requires: - Heavy armour training - Strength 20 Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +16 Defense: +8 (+4 eff.) Fatigue: +12% Changes stats: +2 Cun Mental save: +10 (+7 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. steel mail armour of lightning resistance (2 def, 6 armour)steel mail armour of lightning resistance (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +16% lightning A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. cured leather armour of acid resistance (6 def, 4 armour)cured leather armour of acid resistance (6 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: +7% Changes resistances: +17% acid A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. cured leather armour of clarity (6 def, 4 armour)cured leather armour of clarity (6 def, 4 armour) Requires: - Strength 14 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: +7% Changes resistances: +6% mind Mental save: +12 (+8 eff.) A suit of armour made of leather. |
rejuvenating rough leather armour of lightning resistance (3 def, 2 armour) rejuvenating rough leather armour of lightning resistance (3 def, 2 armour)Requires: - Strength 10 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% Changes resistances: +15% lightning Life regen: +2.50 Stamina each turn: +0.60 A suit of armour made of leather. |
rough leather armour (3 def, 2 armour) rough leather armour (3 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. Coral Spray (8 def, 8 armour, 48 block)Coral Spray (8 def, 8 armour, 48 block) Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +8 Defense: +8 (+4 eff.) Fatigue: +12% On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. Changes resistances: +15% cold / +10% fire Talent granted: +1 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
2 agate 2 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. |
131 alchemist agate 131 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. |
Gorudundil the Radiancetickler Gorudundil the RadianceticklerInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 45% Changes resistances: +3% acid / +6% fire / +6% nature Mental save: +6 (+5 eff.) Psi when hit: +0.04 Mental crit. chance: +1% Light radius: +4 See stealth: +6 See invisible: +6 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. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: 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. |
This item will automatically be transmogrified when you leave the level. preserving brass lantern of claritypreserving brass lantern of clarity Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +6% blight Mental save: +5 (+4 eff.) Life regen: +3.00 Light radius: +3 See stealth: +6 See invisible: +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. |
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. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
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. Cuthagosabar (50/50, 25.5-30.6 power, 2 apr)Cuthagosabar (50/50, 25.5-30.6 power, 2 apr) Requires: - Dexterity 16 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 2 Base power: 25.5 - 30.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +10.5% Capacity: 50 On weapon hit: * 20% chance to reduce all saves and defense by 19 On weapon crit: * Wound the target dealing 78 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +8 fire / +8 mind Damage (radius 1) on hit: +8 mind Damage (radius 2) on crit: +6 fire When wielded/worn: Ammo reloads per turn: +2 Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. high-capacity pouch of iron shots of wind (58/58, 12.5-15 power, 1 apr)high-capacity pouch of iron shots of wind (58/58, 12.5-15 power, 1 apr) Requires: - Dexterity 11 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 12.5 - 15.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +4.0% Capacity: 58 On weapon hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 56 physical damage Travel speed: +200% When wielded/worn: Ammo reloads per turn: +1 Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. elm totem of healing [power 116] (15 cooldown)elm totem of healing [power 116] (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
3 ametrine 3 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. |
5 citrine 5 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. |
6 zircon 6 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 Carry that weight the Cornac Adventurer level 10
2nd Mirth 122nd year of Ascendancy at 00:24 see stats
By Carry that weight the Cornac Adventurer level 7
78th Pyre 122nd year of Ascendancy at 02:04 see stats
By Carry that weight the Cornac Adventurer level 12
7th Mirth 122nd year of Ascendancy at 14:22 see stats
Log
Carry that weight is confused and fails to use Striking Stance.
Flame turret uses Flamethrower.
Flame turret hits Carry that weight for 37 fire damage.
Talent Barrier is ready to use.
Xeruriavea the brown bear uses Stun.
Xeruriavea the brown bear performs a melee critical strike against Carry that weight!
Carry that weight is stunned!
Burning Shock from Carry that weight hits Xeruriavea the brown bear for 13 fire damage.
Burning from Carry that weight hits Xeruriavea the brown bear for 4 fire damage.
Xeruriavea the brown bear hits Carry that weight for 20 physical damage.
Carry that weight uses Infusion: Regeneration.
Carry that weight starts regenerating health quickly.
Flame turret uses Flamethrower.
Flame turret hits Carry that weight for 37 fire damage.
Talent Telekinetic Grasp is ready to use.
Talent Healing Light is ready to use.
Burning Shock from Carry that weight hits Xeruriavea the brown bear for 7 fire damage.
Burning from Carry that weight hits Xeruriavea the brown bear for 2 fire damage.
Xeruriavea the brown bear shoots!
Xeruriavea the brown bear's Shoot hits Carry that weight for 26 physical, 2 fire (28 total damage).
Carry that weight is confused and fails to use Attack.
Flame turret uses Flamethrower.
Flame turret's tinker attains critical power!
Flame turret hits Carry that weight for 54 fire damage.
Carry that weight the level 13 cornac adventurer was burnt to death by a flame turret on level 3 of Norgos Lair.
Carry that weight stops regenerating health quickly.
Carry that weight is not stunned anymore.
Carry that weight seems more focused.