











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Ashes of Urh'Rok 1.5.0Official 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:
Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.5.0Official 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 1.5.4Donators/Buyers bonus! Turn Separators v2 1.5.10Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Forbidden Cults 1.5.9Official 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 | 37 / 28% |
Size | big |
Lifes / Deaths | Killed by snow giant thunderer at level 24 on the 7th Pyre 123rd year of Ascendancy at 18:04 2 / 5Killed by Xeruyana the giant yellow ant at level 30 on the 10th Mirth 123rd year of Ascendancy at 18:15 Killed by weaver patriarch at level 35 on the 61st Dusk 123rd year of Ascendancy at 07:47 Killed by Aralenn the orc high pyromancer at level 37 on the 69th Dusk 123rd year of Ascendancy at 07:28 Killed by Aralenn the orc high pyromancer at level 37 on the 69th Dusk 123rd year of Ascendancy at 09:36 |
Antimagic | Follower |
Primary Stats
Strength | 101 (base 60) |
Dexterity | 71 (base 60) |
Constitution | 35 (base 10) |
Magic | 28 (base 10) |
Willpower | 25 (base 10) |
Cunning | 51 (base 37) |
Resources
Life | 1145/1145 |
Stamina | 246/246 |
Equilibrium | 0 |
Healing Factor | 1.1829268292683 |
Regeneration | 6.9201219512195 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Offense: Mainhand
Damage | 164 |
Accuracy | 53 |
Crit Chance | 37% |
APR | 31 |
Speed | 1.00 |
Offense: Offhand
Damage | 114 |
Accuracy | 53 |
Crit Chance | 35% |
APR | 29 |
Speed | 1.00 |
Offense: Spell
Spellpower | 6 |
Crit Chance | 16% |
Speed | 1 |
Offense: Mind
Mindpower | 28 |
Crit Chance | 16% |
Speed | 1 |
Offense: Damage Bonus
Nature | +6% |
Physical | +29% |
Fire | +15% |
All | 0% |
Offense: Damage Penetration
Darkness | +5% |
Cold | +14% |
Physical | +14% |
Fire | +15% |
Nature | +35% |
Defense: Base
Armour (hardiness) | 86.08934837382 (81.030927835052%) |
Defense | 43 |
Ranged Defense | 46 |
Fatigue | 17 |
Physical Save | 47 |
Spell Save | 43 |
Mental Save | 53 |
Defense: Resistances
Acid | + 33%( 70%) |
Blight | + 48%( 70%) |
Physical | + 16%( 70%) |
Cold | + 65%( 70%) |
All | + 10%( 70%) |
Darkness | + 21%( 70%) |
Light | + 24%( 70%) |
Temporal | + 33%( 70%) |
Lightning | + 25%( 70%) |
Fire | + 60%( 70%) |
Nature | + 60%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 70% |
Knockback Resistance | 44% |
Confusion Resistance | 67% |
Stun Resistance | 100% |
Pinning Resistance | 62% |
Poison Resistance | 15% |
Blind Resistance | 25% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 or physical effect and reduce all damage taken by 15% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 576 life over 5 turns. Its effects scale with your Strength stat. |
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 302 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 692% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Bloodthirst | 1.10 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Duelist | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.20 |
| 2/5 |
| 4/5 |
| 2/5 |
| 2/5 |
Technique / Battle tactics | 1.20 |
| 4/5 |
| 4/5 |
| 1/5 |
| 2/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Race / Krog | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Technique / Thuggery | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Wild-gift / Antimagic | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
detrimental effect | Zone-wide effect: +20 magic, +2 mana regen, -20 accuracy, -20 stealth power. Sorcerous Aura |
beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+17). Continuum Destabilization |
beneficial effect | Parrying melee and ranged attacks: Has a 60% chance to deflect up to 32 damage from the next 2.6 attack(s). Parried attacks cannot crit. Parrying |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You failed to protect the injured seer from death by Xeyanne the giant venus flytrap. Escort: injured seer (level 1 of Old Forest) | failed |
You failed to protect the injured seer from death by red crystal. Escort: injured seer (level 4 of Old Forest) | failed |
You failed to protect the lone alchemist from death by FUCK_THIS_SHIT. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lone alchemist from death by Emamina the skeleton warrior. Escort: lone alchemist (level 4 of Dreadfell) | failed |
You failed to protect the lost anorithil from death by snow giant boulder thrower. Escort: lost anorithil (level 2 of Daikara) | failed |
You successfully escorted the lost anorithil to the recall portal on level 6 of Dreadfell. Escort: lost anorithil (level 6 of Dreadfell)As a reward you improved Willpower by +2. | done |
You failed to protect the lost sun paladin from death by Yvara the grave wight. Escort: lost sun paladin (level 2 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved talent Evasion (+1 level(s)). | done |
You failed to protect the repented thief from death by Voronor the ravaging entropic rip. Escort: repented thief (level 8 of Dreadfell) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * 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 |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
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. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed bear paw. * '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 pouch of luminous horror dust. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of serendipity without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed green worm. | 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! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T3 feet armor [Rare] Master While equipped: ----- def ----- Armour +13 Fatigue +3% Resists +10% fire +23% cold Spell.save +6 (+2 eff.) Mind.save +20 (+6 eff.) Blind- +25% Pinning- +10% Stun/Frz- +20% A pair of boots made of leather. |
Light source | ![]() 1.0 T3 lite [Ego++] Nature/Disrupt While equipped: Stats +3 Con ----- def ----- Resists +8% blight +3% all Spell.save +10 (+3 eff.) HP.reg +1.80 ---------- misc Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +4 Str +3 Dex +3 Cun dps ---------- Apr +5 ----- def ----- Armour +3 Fatigue +3% Resists +13% acid +10% fire +12% blight +7% cold +3% nature +7% lightning Spell.save +10 (+3 eff.) A cap made of leather. |
On hands | ![]() 1.0 T3 hands armor [Random Unique] Nature/Master While equipped: Stats +5 Str +4 Dex +3 Cun dps ---------- Phys.pwr +9 (+2 eff.) Melee+ 7 physical Dmg.mod +6% physical ----- def ----- Armour +9 Phys.save +11 (+4 eff.) Max.HP +30.00 ---------- misc Cooldown Double Strike -1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +5 Str +6 Con dps ---------- Phys.pwr +4 (+1 eff.) ----- def ----- Armour +4 Fatigue -7% Resists +9% temporal +12% fire Mind.save +12 (+4 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +21.00 Disarm- +23% Pinning- +24% Knockbk- +21% Rings can have magical properties. |
On fingers | ![]() 0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +6 Str +4 Cun +6 Con dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +6% nature Res.pen +25% nature Melee Ret 8 nature On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +8 (+3 eff.) Resists +7% nature +8% blight Poison- +15% Disease- +19% Rings can have magical properties. |
Around neck | ![]() 0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +8 Lck dps ---------- Res.pen +5% darkness Acc +7 (+3 eff.) Melee Ret 8 nature ----- def ----- Defense +8 (+3 eff.) Resists +6% nature +16% temporal +6% darkness +7% physical Unseen.red 12% Pinning- +28% Knockbk- +23% ---------- misc Stam/turn +0.40 Amulets can have magical properties. |
In main hand | ![]() 3.0 T5 mace 1H weapon [Random Unique] Nature/Master Power 45.0 - 63.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +6 Crit +3.0% Atk.spd 100% Melee+ +16 nature +20 temporal On Crit.r2 +26 ice While equipped: Stats +1 Str dps ---------- Phys.crit +3.0% Phys.pwr +4 (+1 eff.) Res.pen +14% cold Acc +12 (+4 eff.) Apr +3 ----- def ----- Armour +12 Defense +12 (+4 eff.) HP.reg +0.40 Disarm- +47% Blunt and deadly. |
Around waist | ![]() 1.0 T5 belt armor [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Str +5 Dex +6 Wil +4 Cun dps ---------- Dmg.mod +17% physical Res.pen +10% nature +14% physical ----- def ----- Resists +3% cold +6% fire +6% darkness +6% light Phys.save +14 (+5 eff.) Spell.save +17 (+6 eff.) Mind.save +24 (+7 eff.) Max.HP +73.00 A belt that goes around your waist. |
In off hand | ![]() 3.0 T3 mace 1H weapon [Random Unique] Disrupt/Master Power 35.0 - 49.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +9.0% Crit.mult +13.00% Apr +11 Melee Ret 8 physical ----- def ----- Armour +4 Resists +12% acid +9% light +9% fire +9% cold +10% lightning Spell.save +8 (+3 eff.) Blunt and deadly. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +7 Str +2 Con dps ---------- Dmg.mod +6% physical Acc +6 (+2 eff.) ----- def ----- Armour +10 Defense +11 (+4 eff.) Rng.Def +9 (+3 eff.) Resists +9% fire +19% cold Max.HP +30.00 HP.reg +0.40 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 T4 massive armor [Random Unique] Disrupt/Master While equipped: Stats +6 Str +6 Con dps ---------- Dmg.mod +15% fire Res.pen +15% fire ----- def ----- Armour +20 Defense +7 (+2 eff.) Fatigue +18% Resists +14% nature +14% blight Phys.save +9 (+3 eff.) Max.HP +48.00 ---------- misc Light +3 A suit of armour made of metal plates. |
Inventory
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 204 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 298 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 13 for 10 turns. While Heroism is active, you will only die when reaching -314 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 13 for 11 turns. While Heroism is active, you will only die when reaching -472 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 739% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 675% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 686% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 370 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 607 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Res.pen +15% nature ----- def ----- Resists +13% light +10% darkness Blind- +20% Poison- +30% Confus- +10% Def/telep +5 Res/telep +5% Dur/telep +5% Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil ----- def ----- Resists +13% temporal Pinning- +25% Knockbk- +20% Amulets can have magical properties. |
![]() 0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +8 Str +4 Wil +5 Cun +4 Con dps ---------- Phys.crit +5.0% Crit.mult +9.00% Melee Ret 16 physical ----- def ----- HP.reg +0.40 Heal.mod +10% Amulets can have magical properties. |
![]() 0.1 T4 ring jewelry [Rare] Psionic While equipped: dps ---------- Spell.pwr +8 (+1 eff.) S.pwr/crit +8 Dmg.mod +18% blight Phasing +40% ----- def ----- Mind.save +12 (+4 eff.) Confus- +44% ---------- misc Mana/turn +0.12 Mana/s.crit +8.00 Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+4 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() 3.0 T3 longsword 1H weapon [Ego++] Nature/Psionic Power 25.0 - 35.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 100% On Crit.r2 +10 fire On Hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: dps ---------- All.spd +3% Res.pen +7% fire Sharp, long, and deadly. |
![]() 3.0 T3 mace 1H weapon [Rare] Master Power 39.5 - 55.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Dmg.mod +6% acid +9% darkness Res.pen +25% darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Resists +12% acid Blunt and deadly. |
![]() 3.0 T3 mace 1H weapon [Ego] Disrupt/Master Power 32.0 - 44.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% On Hit: * 11 arcane resource burn Blunt and deadly. |
![]() 3.0 T4 mace 1H weapon [Ego++] Disrupt/Master Power 39.5 - 55.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +5 Crit +2.5% Atk.spd 100% On Hit: * Slows global speed by 9% * leeches stamina from the target While equipped: Stats +4 Con dps ---------- Phys.pwr +10 (+2 eff.) Res.pen +10% physical Melee Ret 10 nature slow ----- def ----- Disarm- +18% Blunt and deadly. |
![]() 3.0 T4 waraxe 1H weapon [Random Unique] Disrupt/Master Power 39.5 - 55.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% Melee+ +11 nature On Hit: * 25% chance to remove a magical effect On Crit: * wounds the target for 7 turns: 21 bleeding, 69% reduced healing While equipped: dps ---------- Phys.crit +8.0% Phys.pwr +6 (+1 eff.) Dmg.mod +3% fire On Hit (Melee): * 10 arcane resource burn * Slows global speed by 15% ----- def ----- Resists +15% acid +3% darkness One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon [Random Unique] Disrupt/Master/Psionic Power 22.0 - 30.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% Melee+ +11 nature +6 mind On Hit: * 18% chance to cause random gloom * Slows global speed by 40% * 25% chance to remove a magical effect While equipped: Stats +3 Wil +3 Cun +3 Con dps ---------- Phys.pwr +8 (+1 eff.) Dmg.mod +12% nature Res.pen +7% physical ----- def ----- Resists +3% nature Spell.save +3 (+1 eff.) Disarm- +18% One-handed war axes. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Cun +3 Con dps ---------- Dmg.mod +6% darkness On Hit (Melee): * 15% chance to inflict 15% damage reduction ----- def ----- HP.reg +0.70 Heal.mod +12% ---------- misc Telepathy Demon/Minor Humanoid/Orc Demon/Major A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +2 (+1 eff.) ----- def ----- Armour +6 Phys.save +8 (+3 eff.) Poison- +15% Disarm- +20% Stun/Frz- +10% Teleport- +10% A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +2 (+0 eff.) Dmg.mod +12% lightning +9% physical Res.pen +5% physical ----- def ----- Defense +1 (+0 eff.) Fatigue -3% Resists +2% physical Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +3 Str +6 Con dps ---------- Phys.pwr +4 (+1 eff.) ----- def ----- Armour +6 Defense +2 (+1 eff.) Resists +1% physical Max.HP +86.00 HP.reg +0.40 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +3 Con dps ---------- Res.pen +10% acid Acc +4 (+2 eff.) Apr +3 ----- def ----- Armour +6 Defense +6 (+2 eff.) Phys.save +12 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Unique] Nature While equipped: Stats +6 Cun +5 Con dps ---------- Res.pen +15% nature ----- def ----- Defense +10 (+3 eff.) ---------- misc Masteries +0.10 Cunning/Stealth Phase Door: Level 2.0 Pwr.cost 30 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Teleports you randomly within a small range of up to 6 grids. At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 4). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. The range will increase with your Spellpower. Cunning and malice seem to emanate from this cloak. |
![]() 2.0 T3 cloak armor [Rare] Nature While equipped: Stats +3 Cun dps ---------- Mind.crit +2% ----- def ----- Defense +2 (+1 eff.) Resists +3% blight +4% physical Phys.save +13 (+5 eff.) Mind.save +8 (+2 eff.) Die.at -50.00 life Blind- +5% Confus- +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 3.0 T3 feet armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Armour +4 Fatigue +3% Resists +10% lightning +22% temporal +6% light +6% blight +6% cold +6% nature Spell.save +18 (+6 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * Slows global speed by 15% ----- def ----- Armour +1 Fatigue +1% Resists +18% lightning +7% temporal +3% cold +15% nature +5% arcane A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: ----- def ----- Armour +3 Fatigue +3% Resists +6% darkness +11% fire +9% nature +9% cold Mind.save +18 (+6 eff.) Confus- +10% Teleport- +20% A pair of boots made of leather. |
![]() 1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Throw Boulder: Level 2.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 220.46 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
![]() 1.5 T3 hands armor [Unique] Disrupt/Master While equipped: dps ---------- Mind.crit +3% Mind.pwr +8 (+4 eff.) ----- def ----- Armour +4 Defense +3 (+1 eff.) Spell.save +8 (+3 eff.) Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These voratun gauntlets appear to have suffered considerable damage. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
![]() 1.0 T1 hands armor [Rare] Nature While equipped: Stats +3 Str +1 Mag +1 Wil +2 Con dps ---------- Melee+ 6 fire Dmg.mod +9% nature +3% fire Res.pen +5% nature ----- def ----- Armour +1 Resists +6% fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 3.0 T3 head armor [Unique] Master While equipped: Stats +3 Con +10 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +4% Resists +8% physical ---------- misc Masteries +0.20 Technique/Superiority +0.20 Technique/Field control Indomitable: (Instant) Level 1.0 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years. Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
![]() 3.0 T3 head armor [Rare] Master While equipped: Stats +5 Dex ----- def ----- Armour +4 Fatigue +4% Resists +16% darkness +6% mind Crit.dmg- 10.00% Blind- +30% Confus- +15% Pinning- +20% ---------- misc Light +3 Infravis +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor [Rare] Master While equipped: Stats +2 Wil +6 Con dps ---------- Crit.mult +5.00% Dmg.mod +6% mind ----- def ----- Armour +4 Fatigue +4% Resists +9% cold +3% nature +9% light A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor [Rare] Master While equipped: Stats +4 Dex +8 Mag +2 Wil ----- def ----- Armour +9 Defense +6 (+2 eff.) Fatigue -6% Resists +4% all Phys.save +8 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T2 head armor [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +8% light ----- def ----- Armour +6 Fatigue +4% Blind- +30% Confus- +30% ---------- misc Light +1 Sun Flare: Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 6.59 light damage within radius 3. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Phys.pwr +4 (+1 eff.) Dmg.mod +13% lightning ----- def ----- Armour +6 Defense +2 (+1 eff.) Resists +19% lightning +6% physical Phys.save +6 (+2 eff.) Heal.mod +10% A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Rare] Nature While equipped: ----- def ----- Armour +10 Defense +2 (+1 eff.) Resists +5% arcane +6% blight +11% fire +12% nature +10% cold Cut- +10% Disarm- +10% Pinning- +10% A pointy cloth hat, very wizardly... |
![]() 3.0 T3 head armor [Ego] Nature While equipped: ----- def ----- Armour +4 Fatigue +4% Resists +11% cold +16% light +12% darkness ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 17.0 T2 massive armor [Ego++] Nature/Psionic While equipped: Stats +2 Str +4 Wil +3 Cun +3 Con ----- def ----- Armour +9 Defense +4 (+1 eff.) Fatigue +22% Resists +6% acid +5% physical +7% cold +6% lightning +6% fire Mind.save +12 (+4 eff.) Disarm- +24% Stun/Frz- +23% Knockbk- +21% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Rare] Master While equipped: dps ---------- Phys.pwr +4 (+1 eff.) ----- def ----- Armour +4 Resists +12% nature +1% physical Max.HP +30.00 ---------- misc Light +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. |
![]() 1.0 T3 lite [Rare] Master While equipped: dps ---------- Crit.mult +6.00% Dmg.mod +15% fire Acc +4 (+2 eff.) ----- def ----- Armour +14 Resists +6% fire Phys.save +20 (+7 eff.) HP.reg +0.40 ---------- misc Light +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
![]() 1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 271/400 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. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
![]() 2.0 T3 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +9% blight Res.pen +5% blight ----- def ----- Resists +6% blight +6% mind ---------- misc Wards +2 physical +1 mind +3 darkness Talents +3 Silence +1 Ward Cooldown Silence -1 Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 73 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 torque charm [Ego] Psionic Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 65 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 torque charm [Ego] Psionic Teleport randomly (rad 33) Puts all charms on 30 cooldown 100% to regenerate 4 psi. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 torque charm [Ego] Psionic Setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 95 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 totem charm [Random Unique] Nature While equipped: Stats +2 Wil dps ---------- Crit.mult +5.00% ----- def ----- Spell.save +3 (+1 eff.) ---------- misc Wards +1 acid +2 nature +2 light Talents +1 Ward Remove up to 2 poisons or diseases from a target within range 7 (based on Willpower) Puts all charms on 10 cooldown 100% to regenerate 4 stamina. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T4 wand charm [Random Unique] Arcane While equipped: dps ---------- Acc +6 (+2 eff.) Apr +3 ----- def ----- Resists +6% light +6% lightning Spell.save +12 (+4 eff.) ---------- misc Talents +3 Strike +4 Void Blast Cooldown Strike -1 Disarm traps (83 bonus disarm power, based on Magic) along a range 3 line Puts all charms on 15 cooldown 100% to regenerate 10 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By FUCK_THIS_SHIT the Krog Marauder level 31
8th Flare 123rd year of Ascendancy at 21:58 see stats
By FUCK_THIS_SHIT the Krog Marauder level 31
4th Flare 123rd year of Ascendancy at 23:02 see stats
By FUCK_THIS_SHIT the Krog Marauder level 19
69th Haze 122nd year of Ascendancy at 19:22 see stats
By FUCK_THIS_SHIT the Krog Marauder level 35
60th Dusk 123rd year of Ascendancy at 17:18 see stats
By FUCK_THIS_SHIT the Krog Marauder level 9
4th Dusk 122nd year of Ascendancy at 17:27 see stats
By FUCK_THIS_SHIT the Krog Marauder level 34
28th Dusk 123rd year of Ascendancy at 00:44 see stats
By FUCK_THIS_SHIT the Krog Marauder level 30
1st Mirth 123rd year of Ascendancy at 23:12 see stats
By FUCK_THIS_SHIT the Krog Marauder level 20
52nd Regrowth 123rd year of Ascendancy at 01:00 see stats
By FUCK_THIS_SHIT the Krog Marauder level 10
16th Dusk 122nd year of Ascendancy at 00:38 see stats
By FUCK_THIS_SHIT the Krog Marauder level 20
50th Regrowth 123rd year of Ascendancy at 15:54 see stats
By FUCK_THIS_SHIT the Krog Marauder level 30
79th Pyre 123rd year of Ascendancy at 05:13 see stats
By FUCK_THIS_SHIT the Krog Marauder level 19
42nd Haze 122nd year of Ascendancy at 06:43 see stats
By FUCK_THIS_SHIT the Krog Marauder level 36
68th Dusk 123rd year of Ascendancy at 14:02 see stats
By FUCK_THIS_SHIT the Krog Marauder level 30
2nd Mirth 123rd year of Ascendancy at 12:13 see stats
By FUCK_THIS_SHIT the Krog Marauder level 34
54th Dusk 123rd year of Ascendancy at 09:25 see stats
By FUCK_THIS_SHIT the Krog Marauder level 36
63rd Dusk 123rd year of Ascendancy at 17:55 see stats
By FUCK_THIS_SHIT the Krog Marauder level 8
5th Flare 122nd year of Ascendancy at 10:43 see stats
By FUCK_THIS_SHIT the Krog Marauder level 24
42nd Pyre 123rd year of Ascendancy at 08:58 see stats
By FUCK_THIS_SHIT the Krog Marauder level 25
49th Pyre 123rd year of Ascendancy at 00:29 see stats
By FUCK_THIS_SHIT the Krog Marauder level 20
52nd Regrowth 123rd year of Ascendancy at 12:30 see stats
By FUCK_THIS_SHIT the Krog Marauder level 14
56th Dusk 122nd year of Ascendancy at 20:12 see stats
By FUCK_THIS_SHIT the Krog Marauder level 30
4th Flare 123rd year of Ascendancy at 13:48 see stats
Log
You gain 2.06 gold from the transmogrification of chilling stralite greatmaul (53-79.5 power, 3 apr).
You gain 0.75 gold from the transmogrification of dwarven-steel dagger (18-23.4 power, 7 apr).
You gain 1.25 gold from the transmogrification of stralite battleaxe (46.5-69.75 power, 3 apr).
You gain 2.72 gold from the transmogrification of warrior's gold ring of light (+30%).
You gain 3.23 gold from the transmogrification of psionicist's stralite ring of clarity.
You gain 2.12 gold from the transmogrification of insulating stralite amulet of cunning (+6).
You gain 1.81 gold from the transmogrification of vision rune (radius 11; dur 21; see humanoid).
You gain 0.73 gold from the transmogrification of manasurge rune (1583% regen over 10 turns; 79 instant mana).
You gain 3.60 gold from the transmogrification of invisibility rune of the psychic (power 16 for 8 turns).
You gain 4.35 gold from the transmogrification of controlled phase door rune of the duelist (range 13).
You gain 1.50 gold from the transmogrification of wild infusion of the titan (resist 26%; cure magical, physical).
You gain 1.00 gold from the transmogrification of wild infusion (resist 20%; cure magical).
You gain 1.15 gold from the transmogrification of sun infusion of the sneak (rad 8; power 47; turns 5; dispels darkness).
You gain 0.63 gold from the transmogrification of sun infusion (rad 7; power 20; turns 3; dispels darkness).
You gain 1.87 gold from the transmogrification of movement infusion (450% speed; 7 turns).
You gain 2.61 gold from the transmogrification of insidious poison infusion of the wizard (37 nature damage, 37% healing reduction).
You gain 2.81 gold from the transmogrification of insidious poison infusion of the titan (47 nature damage, 20% healing reduction).
You gain 3.03 gold from the transmogrification of insidious poison infusion of the duelist (61 nature damage, 47% healing reduction).
You gain 0.60 gold from the transmogrification of healing infusion (heal 36).
There is a next level here (press '' or right click to use).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Resting starts...
FUCK_THIS_SHIT stops burning.
Talent Vitality is ready to use.
FUCK_THIS_SHIT is no longer attuned.
Talent Infusion: Regeneration is ready to use.
Talent Infusion: Movement is ready to use.
Talent Evasion is ready to use.
Rested for 14 turns (stop reason: all resources and life at maximum).