











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.5 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies 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: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Cornac |
Class | Doomed |
Level / Exp | 50 / 1770% |
Size | medium |
Lifes / Deaths | Killed by Elera the netherworm mass at level 33 on the 66th Pyre 123rd year of Ascendancy at 19:22 / 3Killed by Vor, Grand Geomancer of the Pride at level 50 on the 30th Pyre 124th year of Ascendancy at 22:10 Killed by Vor, Grand Geomancer of the Pride at level 50 on the 30th Pyre 124th year of Ascendancy at 22:45 |
Antimagic | Follower |
Primary Stats
Strength | 21 (base 16) |
Dexterity | 41 (base 30) |
Constitution | 68 (base 60) |
Magic | 15 (base 10) |
Willpower | 87.000000000001 (base 60) |
Cunning | 103 (base 60) |
Resources
Life | -259/1480 |
Hate | 100/100 |
Equilibrium | 137 |
Healing Factor | 1.4853743611704 |
Regeneration | 20.552455945033 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8.4073450074802 |
Infravision | 1 |
See Invisible | 6 |
Offense: Mainhand
Damage | 84 |
Accuracy | 53 |
Crit Chance | 42% |
APR | 54 |
Speed | 1.00 |
Offense: Offhand
Damage | 88 |
Accuracy | 53 |
Crit Chance | 42% |
APR | 54 |
Speed | 1.00 |
Offense: Spell
Spellpower | 7.5 |
Crit Chance | 28% |
Speed | 1 |
Offense: Mind
Mindpower | 89 |
Crit Chance | 82% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +32% |
Darkness | +36% |
Mind | +104% |
Cold | +12% |
All | 0% |
Offense: Damage Penetration
Lightning | +35% |
Blight | +15% |
Cold | +25% |
Mind | +20% |
Nature | +20% |
Defense: Base
Armour (hardiness) | 40 (35.65183292883%) |
Defense | 34 |
Ranged Defense | 34 |
Fatigue | 0 |
Physical Save | 47 |
Spell Save | 51 |
Mental Save | 54 |
Defense: Resistances
Acid | + 52%( 70%) |
Physical | + 52%( 70%) |
Cold | + 70%( 70%) |
All | + 47%( 70%) |
Darkness | + 51%( 76%) |
Light | + 50%( 70%) |
Mind | + 70%( 70%) |
Lightning | + 70%( 70%) |
Fire | + 51%( 70%) |
Nature | + 47%( 70%) |
Defense: Immunities
Stun Resistance | 78% |
Bleed Resistance | 20% |
Confusion Resistance | 91% |
Fear Resistance | 41% |
Instadeath Resistance | 100% |
Poison Resistance | 10% |
Knockback Resistance | 61% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 554 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 19% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 229 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
Cursed / Darkness | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Shadows | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 4/5 |
Cursed / Punishments | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Cursed / One with shadows | 1.30 |
| 4/5 |
| 5/5 |
| 4/5 |
| 4/5 |
Cursed / Force of will | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Gestures | 1.64 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Cursed / Dark sustenance | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.40 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 2.0)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 7%) for 4 turns. Power 1+: Nightwalker: +8 Darkness Resistance, +6% Max Darkness Resistance, +6 See Invisible Power 2+: -1 Luck, +3 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 5.0)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+41% chance to avoid traps). Power 2+: -1 Luck, +9 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+16% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 45% if the increase would be enough to kill your opponent. |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | 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. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 3 of Dreadfell. Escort: injured seer (level 3 of Dreadfell)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 6 of Dreadfell. Escort: lost defiler (level 6 of Dreadfell)As a reward you improved Cunning by +5. | done |
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 Willpower by +5. | done |
You failed to protect the lost sun paladin from death by Liseyama the ghast. Escort: lost sun paladin (level 4 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved physical save by +12. | done |
You failed to protect the lost warrior from death by saw horror. Escort: lost warrior (level 2 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Dreadfell. Escort: temporal explorer (level 1 of Dreadfell)As a reward you improved spell save by +12. | 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | 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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | 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 found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 235. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived too late. The place has been drained of its power and the sorcerers have left. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * 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 | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Changes damage: +9% lightning / +3% mind Critical mult.: +10.00% Psi when hit: +0.04 Mindpower: +5 (+1 eff.) Infravision radius: +1 Curse of Corpses A pair of boots made of leather. |
Light source | ![]() Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +9 (+3 eff.) Damage when hit (Melee): 10 lightning Changes stats: +5 Wil Changes resistances penetration: +20% lightning Changes damage: +12% lightning / +6% darkness Critical mult.: +17.00% Physical save: +14 (+5 eff.) Mental save: +9 (+3 eff.) Mindpower: +11 (+2 eff.) Mental crit. chance: +10% Light radius: +5 Healing mod.: +21% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 10 blight Changes resistances penetration: +15% blight / +20% nature Spell save: +15 (+5 eff.) Psi each turn: +0.40 Equilibrium when hit: +0.24 Psi when hit: +0.16 Mana when firing critical spell: +2.24 Maximum psi: +40.00 Mindpower: +26 (+5 eff.) Mental crit. chance: +7% Curse of Madness A pointy cloth hat, very wizardly... |
On hands | ![]() Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Effects on melee hit: * 20% chance to slow global speed by 75% Damage (Melee): 15 lightning Changes stats: +5 Cun Changes resistances: +10% lightning Changes damage: +11% lightning / +30% darkness Mindpower: +25 (+5 eff.) Mental crit. chance: +7% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 46 Damage when hit (Melee): 2 lightning Changes resistances: +9% lightning Changes resistances penetration: +15% lightning Changes damage: +21% mind It can be used to blast the opponent's mind dealing 734 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Talent granted: +1 Endless Woes You have set the ring to grant you Endless Woes! Curse of Nightmares A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
Around neck | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +19% lightning Talent masteries: +0.34 Cursed / Advanced shadowmancy +0.34 Cursed / Gestures Physical save: +18 (+6 eff.) Spell save: +14 (+5 eff.) Mental save: +18 (+6 eff.) Poison immunity: +10% Cut immunity: +20% Confusion immunity: +20% Stun/Freeze immunity: +37% Knockback immunity: +20% Amulets make your neck look great! |
In main hand | ![]() Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 17.5 - 19.2 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +20 light When wielded/worn: Damage (Melee): 6 lightning / 8 physical / 9 fire / 7 acid / 6 cold Changes resistances: +6% lightning / +9% physical / +6% light / +9% cold / +8% fire / +10% acid / +8% all Changes resistances penetration: +25% cold Changes damage: +12% cold Talent mastery: +0.20 Wild-gift / Antimagic Talent granted: +1 Attune Mindstar Physical save: +8 (+3 eff.) Spell save: +9 (+3 eff.) Mental save: +9 (+3 eff.) Equilibrium when hit: +2.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Around waist | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +15 (+3 eff.) Mental crit. chance: +15% Curse of Shrouds The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
In off hand | ![]() Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 22.0 - 24.2 Uses stats: 60% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +6 Wil Changes resistances: +20% mind Changes resistances penetration: +20% mind Changes damage: +20% mind Confusion immunity: +30% Mindpower: +18 (+4 eff.) Mental crit. chance: +9% Activating this item is instant. Curse of Misfortune It can be used to activate talent Wayist (costing 60 power out of 19/60) : Effective talent level: 1.0 Power cost: 60 out of 19/60. Range: 4 Travel Speed: instantaneous Is: a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. All their primary stats will be set to 52 (based on your Willpower and Talent Level). Your increased damage, damage penetration, and many other stats will be inherited. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Physical power: +30 (+10 eff.) Armour: +20 Defense: +3 (+1 eff.) Changes stats: +4 Cun Changes resistances: +30% cold Changes damage: +34% mind Only die when reaching: -90.16 life Mindpower: +34 (+7 eff.) Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Accuracy: +20 (+8 eff.) Armour penetration: +14 Armour: +10 Changes resistances: +9% cold / +26% mind / +13% all Changes damage: +26% mind Only die when reaching: -90.86 life Light radius: +3 Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() movement infusion (speed 775%; cd 9) 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 775% 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. 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. |
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 8 arcane Changes resistances: +30% lightning Changes resistances penetration: +20% physical Changes damage: +27% arcane / +27% physical Stun/Freeze immunity: +45% Only die when reaching: -60.00 life Maximum hate: +6.00 Spell crit. chance: +5% Mindpower: +34 (+7 eff.) Defense after a teleport: +17 Resist all after a teleport: +17% New effects duration reduction after a teleport: +17% Amulets make your neck look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 13% Changes damage: +6% mind / +3% cold Mental save: +15 (+5 eff.) Stun/Freeze immunity: +28% Life regen: +5.00 Mindpower: +20 (+4 eff.) Curse of Madness Rings make your fingers look great! |
![]() blazebringer's voratun dagger (Nightmares) (37-48 power, 9 apr) Requires: - Dexterity 48 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.0 - 48.1 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (radius 2) on crit: +41 fire When wielded/worn: Changes resistances penetration: +24% fire Global speed: +7% Curse of Nightmares Sharp, short and deadly. |
![]() truestriking voratun dagger of crippling (Nightmares) (38-50 power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Accuracy: +19 (+7 eff.) Armour penetration: +11 Physical crit. chance: +12.0% Changes resistances penetration: +12% physical Curse of Nightmares Sharp, short and deadly. |
![]() truestriking voratun dagger of shearing (Madness) (37-48 power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.0 - 48.1 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +33 (+12 eff.) Armour penetration: +25 Changes resistances penetration: +9% physical / +12% all Curse of Madness Sharp, short and deadly. |
![]() Gilodas the Frigidwar (Misfortune) Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 Damage (Ranged): +20 cold / +12 temporal When wielded/worn: Physical power: +23 (+7 eff.) Defense: +31 (+12 eff.) Changes stats: +11 Str Changes resistances: +6% acid / +4% physical / +5% arcane / +9% temporal Changes damage: +9% cold Physical save: +15 (+5 eff.) Life regen: +4.00 Curse of Misfortune Longbows are used to shoot arrows at your foes. |
![]() Emelyreldanne (Shrouds) (36-50 power, 5 apr) Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 36.0 - 50.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) When wielded/worn: Changes stats: +3 Mag Changes resistances penetration: +15% blight / +25% temporal Changes damage: +31% arcane / +31% blight Mana when firing critical spell: +2.04 Curse of Shrouds Blunt and deadly. |
![]() Plagueterror (Shrouds) (35-49 power, 5 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 35.0 - 49.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +25 cold When wielded/worn: Damage when hit (Melee): 10 arcane / 8 nature Changes resistances: +15% light / +6% nature Changes damage: +9% lightning / +15% nature / +15% arcane / +9% light Curse of Shrouds Blunt and deadly. |
![]() chilling voratun waraxe of shearing (Madness) (39-55 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.0 - 54.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +19 cold When wielded/worn: Accuracy: +9 (+4 eff.) Armour penetration: +10 Changes resistances penetration: +7% all Curse of Madness One-handed war axes. |
![]() restorative elven-silk cloak of Eldoral (Corpses) (3 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +2 Cun / +3 Dex Changes resistances: +13% nature / +16% blight Life regen: +8.00 Healing mod.: +19% Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +13% all Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() drakeskin leather cap 'Fogking' (Misfortune) (20 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Defense: +20 (+8 eff.) Fatigue: +5% Changes stats: +2 Cun / +7 Wil Changes resistances: +15% fire / +12% nature / +15% cold Changes resistances penetration: +25% darkness Changes damage: +15% blight Critical mult.: +20.00% Knockback immunity: +20% Maximum psi: +30.00 Spell crit. chance: +5% Curse of Misfortune A cap made of leather. |
![]() thaloren drakeskin leather cap of trickery (Misfortune) (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +7 Armour: +5 Fatigue: +5% Changes stats: +4 Dex / +8 Wil / +5 Cun Changes resistances: +10% blight Mental save: +11 (+3 eff.) Curse of Misfortune A cap made of leather. |
![]() Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +13 Defense: +20 (+8 eff.) Fatigue: +8% Changes resistances: +14% acid / +9% cold / +18% nature / +14% blight Allows you to breathe in: water Curse of Shrouds A suit of armour made of leather. |
![]() duelist's drakeskin leather armour of command (Nightmares) (39 def, 23 armour) Requires: - Strength 20 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +23 Defense: +39 (+15 eff.) Fatigue: +8% Changes stats: +11 Cun / +5 Dex Mental save: +17 (+5 eff.) Curse of Nightmares A suit of armour made of leather. |
![]() voratun shield 'Belular' (Misfortune) (0 def, 25 armour, 199 block) Requires: - Shield usage training - Strength 48 Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Physical crit. chance: +4.0% Armour: +25 Fatigue: +8% Damage when hit (Melee): 10 blight Changes stats: +4 Str Changes resistances: +20% mind Changes damage: +15% acid / +24% blight Talent granted: +1 Block Curse of Misfortune Handheld deflection devices. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() Infused by nature 0.00 Encumbrance. [Plot Item] Type: gem / green ; tier 5 When wielded/worn: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Life regen: +2.00 Healing mod.: +30% When used to imbue an object: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Stun/Freeze immunity: +30% Life regen: +2.00 Healing mod.: +30% Latent Damage Type: Nature A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+4 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+4 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() pouch of voratun shots 'Blazeshaper' (80/121, 56-67 power, 6 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 56.0 - 67.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +7.0% Capacity: 121 On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 5 Damage (Ranged): +18 blight / +8 cold Damage (radius 1) on hit: +12 lightning / +16 cold Damage (radius 2) on crit: +12 lightning / +4 cold When wielded/worn: Ammo reloads per turn: +9 Shots are used with slings to pummel your foes to death. |
![]() extending voratun torque of gale force [power 400] (15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to project a gust of wind in a cone knocking all creatures back 13 spaces and dealing 400 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
![]() Belador the Airbraze [power 410] (15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 46 * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +15% temporal Changes resistances penetration: +15% lightning / +25% temporal Changes damage: +9% mind / +6% temporal Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 108 lightning damage and will be dazed for 1 turn (541 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 3 beneficial effects by 3. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+5 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+5 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
By merp the Cornac Doomed level 43
3rd Regrowth 124th year of Ascendancy at 16:56 see stats
By merp the Cornac Doomed level 28
49th Regrowth 123rd year of Ascendancy at 00:46 see stats
By merp the Cornac Doomed level 50
79th Regrowth 124th year of Ascendancy at 00:07 see stats
By merp the Cornac Doomed level 42
14th Haze 123rd year of Ascendancy at 23:27 see stats
By merp the Cornac Doomed level 20
3rd Decay 122nd year of Ascendancy at 22:29 see stats
By merp the Cornac Doomed level 47
24th Regrowth 124th year of Ascendancy at 12:46 see stats
By merp the Cornac Doomed level 50
27th Pyre 124th year of Ascendancy at 09:16 see stats
By merp the Cornac Doomed level 46
21st Regrowth 124th year of Ascendancy at 04:14 see stats
By merp the Cornac Doomed level 37
56th Dusk 123rd year of Ascendancy at 19:45 see stats
By merp the Cornac Doomed level 17
22nd Haze 122nd year of Ascendancy at 19:44 see stats
By merp the Cornac Doomed level 44
11st Regrowth 124th year of Ascendancy at 07:22 see stats
By merp the Cornac Doomed level 39
7th Haze 123rd year of Ascendancy at 07:43 see stats
By merp the Cornac Doomed level 28
48th Regrowth 123rd year of Ascendancy at 04:26 see stats
By merp the Cornac Doomed level 38
63rd Dusk 123rd year of Ascendancy at 01:09 see stats
By merp the Cornac Doomed level 20
3rd Decay 122nd year of Ascendancy at 21:25 see stats
By merp the Cornac Doomed level 26
22nd Regrowth 123rd year of Ascendancy at 17:35 see stats
By merp the Cornac Doomed level 24
9th Allure 123rd year of Ascendancy at 01:55 see stats
By merp the Cornac Doomed level 50
27th Pyre 124th year of Ascendancy at 10:16 see stats
By merp the Cornac Doomed level 10
6th Mirth 122nd year of Ascendancy at 17:58 see stats
By merp the Cornac Doomed level 20
64th Haze 122nd year of Ascendancy at 04:59 see stats
By merp the Cornac Doomed level 30
52nd Regrowth 123rd year of Ascendancy at 09:06 see stats
By merp the Cornac Doomed level 40
8th Haze 123rd year of Ascendancy at 16:47 see stats
By merp the Cornac Doomed level 50
43rd Regrowth 124th year of Ascendancy at 18:01 see stats
By merp the Cornac Doomed level 33
3rd Flare 123rd year of Ascendancy at 09:50 see stats
By merp the Cornac Doomed level 28
32nd Regrowth 123rd year of Ascendancy at 10:37 see stats
By merp the Cornac Doomed level 38
64th Dusk 123rd year of Ascendancy at 03:21 see stats
By merp the Cornac Doomed level 20
1st Allure 123rd year of Ascendancy at 18:08 see stats
By merp the Cornac Doomed level 46
13rd Regrowth 124th year of Ascendancy at 22:51 see stats
By merp the Cornac Doomed level 7
79th Pyre 122nd year of Ascendancy at 03:34 see stats
By merp the Cornac Doomed level 28
49th Regrowth 123rd year of Ascendancy at 00:46 see stats
By merp the Cornac Doomed level 36
33rd Dusk 123rd year of Ascendancy at 07:19 see stats
By merp the Cornac Doomed level 17
30th Haze 122nd year of Ascendancy at 11:18 see stats
By merp the Cornac Doomed level 50
53rd Regrowth 124th year of Ascendancy at 22:48 see stats
By merp the Cornac Doomed level 28
47th Regrowth 123rd year of Ascendancy at 16:11 see stats
By merp the Cornac Doomed level 21
2nd Allure 123rd year of Ascendancy at 15:42 see stats
By merp the Cornac Doomed level 33
66th Pyre 123rd year of Ascendancy at 19:22 see stats
By merp the Cornac Doomed level 41
14th Haze 123rd year of Ascendancy at 09:33 see stats
By merp the Cornac Doomed level 45
11st Regrowth 124th year of Ascendancy at 13:09 see stats
Log
The One That Hunts casts Blightlash.
You have deflected 26 incoming damage!
You have deflected 29 incoming damage!
Melee retaliation hits The One That Hunts for 0 mind, 0 lightning, 0 mind, 0 blight, 0 mind, 0 lightning, 0 mind, 0 blight (0 total damage).
The One That Hunts hits merp for (62 gestured), (26 deflected), 26 blight, (62 gestured), (29 deflected), 29 blight (55 total damage).
You are unable to move!
You are unable to move!
Merp uses Infusion: Regeneration.
Merp starts regenerating health quickly.
Vor, Grand Geomancer of the Pride casts Rune: Manasurge.
Vor, Grand Geomancer of the Pride starts to surge mana.
Merp's mania hastens cooldowns.
Vor, Grand Geomancer of the Pride roars triumphantly.
Vor, Grand Geomancer of the Pride's Fireflash hits merp for 502 fire damage.
Vor, Grand Geomancer of the Pride's Fireflash hits Shadow for 625 fire damage.
Vor, Grand Geomancer of the Pride calms down.
Vor, Grand Geomancer of the Pride's Fireflash killed Shadow!
Vor, Grand Geomancer of the Pride receives 8 healing from Temporal Restoration Field.
Vor, Grand Geomancer of the Pride hits Vor, Grand Geomancer of the Pride for 10 fire damage.
Merp is no longer attuned.
Merp's mind surges with critical power!
Merp attunes to the damage.
Merp is no longer attuned.
Merp's mind surges with critical power!
Merp attunes to the damage.
Vor, Grand Geomancer of the Pride's cleansing fire area effect hits merp for 98 fire damage.
Vor, Grand Geomancer of the Pride's cleansing fire area effect hits merp for 69 fire damage.
Vor, Grand Geomancer of the Pride's cleansing fire area effect hits merp for 98 fire damage.
merp the level 50 cornac doomed was roasted to death by Vor, Grand Geomancer of the Pride and used as target practice for initiate mages on level 3 of Vor Pride.