












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
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 1.7.6Donators/Buyers bonus! Better Item Description 1.7.4This 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 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 | Dwarf |
Class | Bulwark |
Level / Exp | 39 / 27% |
Size | medium |
Lifes / Deaths | Killed by orc blood mage at level 39 on the 12nd Profit 123rd year of Ascendancy at 05:25 / 1 |
Primary Stats
Strength | 87 (base 60) |
Dexterity | 73 (base 60) |
Constitution | 49 (base 35) |
Magic | 16 (base 10) |
Willpower | 31 (base 10) |
Cunning | 41 (base 11) |
Resources
Life | -8/1572 |
Stamina | 104/296 |
Healing Factor | 1.4332873839945 |
Regeneration | 25.322672187526 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 5 |
See Stealth | 41.709119195249 |
See Invisible | 39.709119195249 |
Offense: Mainhand
Damage | 135 |
Accuracy | 72 |
Crit Chance | 15% |
APR | 26 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 26 |
Crit Chance | 18% |
Speed | 1 |
Offense: Mind
Mindpower | 34 |
Crit Chance | 10% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +22% |
Lightning | +20% |
Nature | +9% |
Physical | +14% |
Acid | +8% |
All | +5% |
Offense: Damage Penetration
Darkness | +18% |
Light | +24% |
Temporal | +19% |
Physical | +53% |
All | +9% |
Defense: Base
Armour (hardiness) | 58.88330776699 (81.151787968034%) |
Defense | 52 |
Ranged Defense | 55 |
Fatigue | 25 |
Physical Save | 69 |
Spell Save | 50 |
Mental Save | 62 |
Defense: Resistances
Acid | + 43%( 70%) |
Blight | + 53%( 70%) |
Physical | + 36%( 70%) |
Cold | + 33%( 70%) |
All | + 26%( 70%) |
Lightning | + 46%( 70%) |
Light | + 42%( 70%) |
Temporal | + 35%( 70%) |
Mind | + 30%( 70%) |
Darkness | + 70%( 70%) |
Fire | + 33%( 70%) |
Nature | + 35%( 70%) |
Defense: Immunities
Stun Resistance | 33% |
Confusion Resistance | 56% |
Silence Resistance | 33% |
Instadeath Resistance | 100% |
Blind Resistance | 23% |
Inscriptions (4/4)
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 357 life over 5 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 702% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
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 13% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Warcries | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Battle tactics | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by forest troll. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the injured seer from death by greater shivgoroth. Escort: injured seer (level 2 of Norgos Lair) | failed |
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 8 of Dreadfell. Escort: lone alchemist (level 8 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Dreadfell. Escort: lost defiler (level 2 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Scintillating Caves. Escort: lost defiler (level 2 of Scintillating Caves)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You failed to protect the repented thief from death by forest wight. Escort: repented thief (level 6 of Dreadfell) | failed |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished 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 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 |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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 upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 295. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of avoidance. Stire of Derth has completed an elixir of precision without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of the savior. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of focus without your aid. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 within4 lumberjacks have died. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You 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 | ![]() 3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Cun +8 Wil dps ---------- Spell.crit +8% Res.pen +10% temporal ----- def ----- Armour +4 Defense +7 (+2 eff.) Fatigue +3% Phys.save +7 (+2 eff.) Spell.save +9 (+3 eff.) Mind.save +8 (+2 eff.) Silence- +33% Confus- +31% Stun/Frz- +33% Evasion: (Instant) Puts all charms on 26 cooldown Level 4.0 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 33% chance to evade melee and ranged attacks and 37 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 T3 lite [Ego++] Arcane/Master While equipped: dps ---------- Dmg.mod +10% darkness ----- def ----- Resists +9% light Affinity +5% darkness Blind- +23% Confus- +15% ---------- misc Light +9 Infravis +4 See.Stealth +11 See.Invis +9 Moonlight Ray: Puts all charms on 7 cooldown Level 4.0 Pwr.cost 7 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 105.79 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +2 Str +5 Dex +2 Con dps ---------- Phys.pwr +30 (+7 eff.) Res.pen +15% physical Acc +30 (+7 eff.) ----- def ----- Armour +10 Defense +6 (+2 eff.) Fatigue +3% Resists +4% all Phys.save +10 (+2 eff.) A cap made of leather. |
On hands | ![]() 1.5 T1 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+1 eff.) Melee+ 6 nature Dmg.mod +4% nature ----- def ----- Armour +1 Fatigue +1% Resists +6% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 T2 tool misc [Unique] While equipped: Stats +5 Str +5 Wil +8 Cun +5 Con dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning +7% all Phys.save +18 (+4 eff.) Mind.save +18 (+4 eff.) 10% chance when hit to absorb the whole blow. This effect has a 30 turn cooldown. This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Phys.crit +3.0% Dmg.mod +3% acid Acc +10 (+2 eff.) ----- def ----- Resists +5% physical Phys.save +6 (+1 eff.) Max.HP +70.00 HP.reg +14.00 Heal.mod +16% ---------- misc Stam/turn +2.00 Max.stam +30.00 Rings make your fingers look great! |
On fingers | ![]() 0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Str +4 Mag +8 Cun +1 Con dps ---------- Phys.pwr +8 (+2 eff.) Spell.pwr +17 (+9 eff.) Mind.pwr +10 (+5 eff.) Dmg.mod +5% all ----- def ----- Defense +10 (+3 eff.) ---------- misc Infravis +1 Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +4 Str dps ---------- Crit.mult +10.00% Dmg.mod +3% physical ----- def ----- Armour +10 Resists +6% mind Phys.save +13 (+3 eff.) Spell.save +13 (+5 eff.) Mind.save +13 (+3 eff.) Amulets make your neck look great! |
In main hand | ![]() 3.0 T4 mace 1H weapon [Ego++] Master Power 145% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Res.pen +9% physical +9% all Acc +30 (+7 eff.) Apr +17 Blunt and deadly. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Arcane While equipped: Stats +2 Str +4 Mag dps ---------- Dmg.mod +6% physical Res.pen +20% physical Apr +4 ----- def ----- Defense +10 (+3 eff.) Resists +12% acid ---------- misc Mana/turn +0.13 Max.mana +28.00 A belt that goes around your waist. |
In off hand | ![]() 7.0 T3 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 150% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +120 While equipped: Stats +5 Wil dps ---------- On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it ----- def ----- Armour +2 Defense +8 (+3 eff.) Rng.Def +8 (+2 eff.) Fatigue +6% Resists +25% blight +25% darkness ---------- misc Talents +1 Block On block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
Cloak | ![]() 2.0 T3 cloak armor [Ego++] Arcane/Master While equipped: dps ---------- Dmg.mod +7% darkness Res.pen +9% darkness ----- def ----- Defense +2 (+1 eff.) Resists +27% darkness +12% temporal Stealth +7 Def/telep +16 Res/telep +12% Dur/telep +13% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 9 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 14.0 T4 heavy armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Res.pen +15% light ----- def ----- Armour +17 Defense +4 (+1 eff.) Fatigue +12% Resists +12% lightning +9% darkness +10% fire +6% nature +11% acid +8% physical +12% blight +9% cold +12% light A suit of armour made of mail. |
Inventory
![]() 0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 287.70 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T3 taint scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the taint to purge your body of physical afflictions for 5 turns. Each turn the purge will attempt to cleanse 1 physical debuff from you, and if one is removed, increase its duration by 1. Inscribe your skin with the taint. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T5 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +8 Cun dps ---------- Mind.crit +4% Crit.mult +12.00% Spell.pwr +12 (+6 eff.) Dmg.mod +9% blight +15% fire +12% mind ---------- misc Equi/ret +0.08 Masteries +0.40 Technique/Shield offense Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego++] Nature/Master While equipped: Stats +3 Con dps ---------- Crit.mult +12.00% Acc +6 (+1 eff.) Apr +10 ----- def ----- Phys.save +6 (+1 eff.) Max.HP +34.00 HP.reg +2.00 Amulets make your neck look great! |
![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
![]() 0.1 T3 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +3.00 Stun/Frz- +23% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% HP.reg +1.00 Stun/Frz- +22% ---------- misc Max.enc +20 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego] Nature/Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +12% lightning ----- def ----- Resists +24% lightning Mind.save +8 (+2 eff.) Rings make your fingers look great! |
![]() 3.0 T3 longsword 1H weapon Reqs Mag 24 [Unique] Arcane In the past there was a dagger with it. Power 134% Range: 1.4x Uses 20% Mag, 80% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +10 Crit +8.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+3 eff.) Dmg.mod +5% temporal ----- def ----- Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
![]() 3.0 T3 longsword 1H weapon [Ego+] Arcane/Master Power 125% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 71 damage over 5 turns and reducing armor and accuracy by 9 While equipped: dps ---------- Phys.crit +7.0% Sharp, long, and deadly. |
![]() 3.0 T2 longsword 1H weapon [Ego] Arcane/Master Power 120% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 43 damage Sharp, long, and deadly. |
![]() 3.0 T3 longsword 1H weapon [Random Unique] Arcane/Master Power 122% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +10 Crit +3.5% Atk.spd 100% Phasing +12% On Hit.r1 +7 fire On Crit.r2 +4 cold While equipped: Stats +2 Str +1 Wil +3 Cun +2 Con dps ---------- Res.pen +7% physical Acc +10 (+2 eff.) Apr +7 Sharp, long, and deadly. |
![]() 3.0 T2 mace 1H weapon [Rare] Psionic Power 110% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +8 mind On Hit: * 16% chance to reduce all saves and defense by 23 While equipped: Stats +2 Dex +3 Wil +3 Cun +2 Con dps ---------- Mind.crit +4% Res.pen +25% light +10% physical ----- def ----- Armour +4 Die.at -40.00 life ---------- misc Equi/ret +0.16 Blunt and deadly. |
![]() 3.0 T4 mace 1H weapon [Ego++] Master Power 142% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +13.0% Res.pen +10% physical Acc +14 (+3 eff.) Apr +8 Blunt and deadly. |
![]() 1.0 T3 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Dex +4 Mag +4 Wil +3 Cun dps ---------- Phys.crit +7.0% Spell.crit +4% Mind.crit +7% A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego] Nature/Master While equipped: ----- def ----- Defense +9 (+3 eff.) Stealth +6 HP.reg +0.70 Heal.mod +11% A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego] Nature While equipped: ----- def ----- Resists +9% lightning +6% temporal A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight +6% light +6% darkness The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Ego+] Nature While equipped: ----- def ----- Defense +2 (+1 eff.) Resists +14% nature +13% blight HP.reg +4.00 Heal.mod +13% 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 [Ego] Arcane/Master While equipped: ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +11% cold Spell.save +6 (+2 eff.) Mind.save +6 (+1 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 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +6% physical Res.pen +5% physical Apr +4 ----- def ----- Armour +5 Fatigue +2% Resists +5% arcane Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 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 T3 feet armor [Ego++] Master While equipped: Stats +3 Cun +2 Con dps ---------- Phys.crit +3.0% Phys.pwr +4 (+1 eff.) Res.pen +10% physical ----- def ----- Armour +3 Phys.save +13 (+3 eff.) Mind.save +18 (+4 eff.) A pair of boots made of leather. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +7 Str +4 Wil dps ---------- Res.pen +10% lightning Melee Ret 10 acid ----- def ----- Armour +3 Fatigue +3% Resists +9% acid A cap made of leather. |
![]() 2.0 T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil dps ---------- Mind.pwr +16 (+7 eff.) ----- def ----- Defense +8 (+3 eff.) Fear- +60% ---------- misc Masteries +0.20 Cursed/Fears Instill Fear: Level 2.0 Pwr.cost 16 out of 45/45. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 11.55 mind and 13.42 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 13% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 13. Terrified: Deals 2.62 mind and 3.05 darkness damage per turn and increases cooldowns by 21%. Haunted: Causes the target to suffer 4.58 mind and 5.33 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Dex dps ---------- Phys.pwr +30 (+7 eff.) ----- def ----- Armour +4 Defense +10 (+3 eff.) Fatigue +4% Resists +6% lightning +1% physical +7% nature Spell.save +5 (+2 eff.) Max.HP +69.00 Heal.mod +14% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Dex +1 Cun +2 Con ----- def ----- Armour +3 Fatigue +5% Spell.save +12 (+4 eff.) Max.HP +20.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +7 Con dps ---------- Dmg.mod +3% acid On Hit (Melee): * 10% chance to reduce armor by 25% ----- def ----- Armour +16 Defense +5 (+2 eff.) Fatigue +14% Resists +23% lightning -17% light +12% acid +10% blight +11% fire +6% nature +10% darkness Phys.save +17 (+4 eff.) Spell.save +9 (+3 eff.) Mind.save +7 (+2 eff.) A suit of armour made of mail. It was hardened by the digestive sack. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: ----- def ----- Armour +17 Defense +3 (+1 eff.) Fatigue +12% Resists +21% temporal A suit of armour made of mail. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Ego++] Nature/Psionic While equipped: Stats +3 Cun +3 Wil ----- def ----- Armour +14 Defense +8 (+3 eff.) Fatigue +12% Resists +17% blight +13% darkness Mind.save +14 (+3 eff.) ---------- misc Light +1 A suit of armour made of mail. |
![]() 9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex ----- def ----- Armour +8 Defense +5 (+2 eff.) Fatigue +3% Resists +15% physical Bone Grab: Level 2.0 Pwr.cost 17 out of 30/30. Range 5 Travel.spd instantaneous Is a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 36.02 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
![]() 17.0 T4 massive armor Reqs Massive armour training [Unique] Master While equipped: Stats +15 Con ----- def ----- Armour +50 Hardiness +15% Fatigue +35% Phys.save +45 (+11 eff.) Knockbk- +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 0% Slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns. Uses 22 power out of 25/25 This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. |
![]() 7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 117% Range: 1.4x Uses 140% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+3 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
![]() 7.0 T4 shield armor Reqs Shield usage training [Ego] Nature/Master When used to Attack: Power 165% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +136 On Hit: * 14% chance to reduce armor by 25% While equipped: dps ---------- Melee+ 5 acid Melee Ret 4 acid ----- def ----- Armour +8 Fatigue +8% Resists +15% cold ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Ego] Nature When used to Attack: Power 143% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +82 While equipped: ----- def ----- Armour +6 Fatigue +8% Max.HP +60.00 ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Ego++] Arcane/Master When used to Attack: Power 139% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +136 Melee+ +15 light +13 darkness While equipped: Stats +6 Mag +4 Cun +6 Con dps ---------- Dmg.mod +13% light +15% darkness ----- def ----- Armour +13 Fatigue +8% Resists +13% light +13% darkness Phys.save +10 (+2 eff.) ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Ego++] Nature When used to Attack: Power 139% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +84 Melee+ +13 nature +10 cold While equipped: Stats +3 Wil dps ---------- On shield block: * Deals 117 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +6 Fatigue +8% Resists +10% blight +15% cold +12% nature Max.HP +20.00 ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Rare] Nature When used to Attack: Power 102% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +78 While equipped: ----- def ----- Armour +4 Fatigue +8% Resists +12% blight +4% physical +13% nature +15% acid Max.HP +20.00 ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Ego+] Master When used to Attack: Power 111% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +38 While equipped: Stats +2 Str +3 Dex dps ---------- Acc +5 (+1 eff.) ----- def ----- Armour +4 Fatigue +8% Resists +16% cold ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 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 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning 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 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+2 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str +1 Dex +1 Mag +3 Wil +5 Con dps ---------- Dmg.mod +5% nature Melee Ret 2 lightning ----- def ----- Resists +11% nature +3% light While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +2 Cun +3 Con dps ---------- Res.pen +15% fire On Hit (Melee): * 10% chance to slow global speed by 49% ----- def ----- Mind.save +6 (+1 eff.) ---------- misc Light +4 See.Stealth +5 See.Invis +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 orb [Plot Item] Unknown Activate a portal. Uses 9 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. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
![]() 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 T2 torque charm [Rare] Psionic While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce armor by 25% ----- def ----- Die.at -40.00 life Max.HP +60.00 ---------- misc Mana/turn +0.36 Setup a psionic shield, reducing all damage taken by 45 for 5 turns Puts all charms on 22 cooldown 100% to increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 79 for 5 turns Puts all charms on 22 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 torque charm [Rare] Psionic While equipped: Stats +2 Str +2 Con dps ---------- Dmg.mod +15% lightning +6% physical +12% arcane Res.pen +10% physical Apr +5 ----- def ----- Armour +4 Setup a psionic shield, reducing all damage taken by 75 for 5 turns Puts all charms on 22 cooldown 100% to reduce 3 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By THE SUPER GOOONNERRR the Dwarf Bulwark level 35
26th Stralite 123rd year of Ascendancy at 15:34 see stats
By THE SUPER GOOONNERRR the Dwarf Bulwark level 35
25th Stralite 123rd year of Ascendancy at 00:46 see stats
By THE SUPER GOOONNERRR the Dwarf Bulwark level 39
39th Stralite 123rd year of Ascendancy at 17:57 see stats
By THE SUPER GOOONNERRR the Dwarf Bulwark level 37
36th Stralite 123rd year of Ascendancy at 12:42 see stats
By THE SUPER GOOONNERRR the Dwarf Bulwark level 9
24th Voratun 122nd year of Ascendancy at 19:46 see stats
By THE SUPER GOOONNERRR the Dwarf Bulwark level 36
33rd Stralite 123rd year of Ascendancy at 05:24 see stats
By THE SUPER GOOONNERRR the Dwarf Bulwark level 20
7th Iron 123rd year of Ascendancy at 07:25 see stats
By THE SUPER GOOONNERRR the Dwarf Bulwark level 20
16th Shortage 122nd year of Ascendancy at 06:28 see stats
By THE SUPER GOOONNERRR the Dwarf Bulwark level 22
16th Iron 123rd year of Ascendancy at 21:47 see stats
By THE SUPER GOOONNERRR the Dwarf Bulwark level 28
26th Steel 123rd year of Ascendancy at 14:46 see stats
By THE SUPER GOOONNERRR the Dwarf Bulwark level 10
6th Profit 122nd year of Ascendancy at 16:56 see stats
By THE SUPER GOOONNERRR the Dwarf Bulwark level 20
15th Shortage 122nd year of Ascendancy at 10:13 see stats
By THE SUPER GOOONNERRR the Dwarf Bulwark level 30
12nd Gold 123rd year of Ascendancy at 13:19 see stats
By THE SUPER GOOONNERRR the Dwarf Bulwark level 27
7th Steel 123rd year of Ascendancy at 11:32 see stats
By THE SUPER GOOONNERRR the Dwarf Bulwark level 37
33rd Stralite 123rd year of Ascendancy at 08:48 see stats
By THE SUPER GOOONNERRR the Dwarf Bulwark level 6
18th Voratun 122nd year of Ascendancy at 20:27 see stats
By THE SUPER GOOONNERRR the Dwarf Bulwark level 9
1st Profit 122nd year of Ascendancy at 08:29 see stats
By THE SUPER GOOONNERRR the Dwarf Bulwark level 17
13rd Loss 122nd year of Ascendancy at 22:04 see stats
By THE SUPER GOOONNERRR the Dwarf Bulwark level 20
28th Shortage 122nd year of Ascendancy at 17:52 see stats
By THE SUPER GOOONNERRR the Dwarf Bulwark level 30
14th Gold 123rd year of Ascendancy at 23:55 see stats
By THE SUPER GOOONNERRR the Dwarf Bulwark level 22
11st Iron 123rd year of Ascendancy at 00:38 see stats
By THE SUPER GOOONNERRR the Dwarf Bulwark level 34
24th Stralite 123rd year of Ascendancy at 19:01 see stats
Log
A wave of icy water erupts from the ground!
THE SUPER GOOONNERRR uses Resilience of the Dwarves.
THE SUPER GOOONNERRR's skin turns to stone.
THE SUPER GOOONNERRR uses Infusion: Primal.
THE SUPER GOOONNERRR attunes to the wild.
THE SUPER GOOONNERRR activates Chant of Fortress.
THE SUPER GOOONNERRR uses Blinding Speed.
THE SUPER GOOONNERRR speeds up.
THE SUPER GOOONNERRR uses Bleeding Edge.
Orc cryomancer is not dazed anymore.
Orc cryomancer is cut deeply.
THE SUPER GOOONNERRR resists the wave!
THE SUPER GOOONNERRR HEALS from cold damage!
THE SUPER GOOONNERRR HEALS from physical damage!
THE SUPER GOOONNERRR hits Orc cryomancer for 292 physical, 6 nature (298 total damage).
Orc cryomancer's ice storm area effect hits THE SUPER GOOONNERRR for 53 cold, 11 healing (53 total damage) [11 healing].
Orc cryomancer's cold repulsion area effect hits THE SUPER GOOONNERRR for 15 cold, 3 healing, 10 physical, 2 healing (25 total damage) [6 healing].
Orc blood mage casts Rune: Biting Gale.
THE SUPER GOOONNERRR is encased in ice!
Orc blood mage roars triumphantly.
THE SUPER GOOONNERRR HEALS from cold damage!
Orc blood mage hits Orc fighter for 100 cold damage.
Orc blood mage hits Orc cryomancer for 142 cold damage.
Orc blood mage hits THE SUPER GOOONNERRR for 191 cold, 41 healing (191 total damage) [41 healing].
Orc blood mage casts Blood Grasp.
Orc fighter feels pain again.
Orc blood mage's Blood Grasp hits THE SUPER GOOONNERRR for (51 to ice), 77 blight (77 total damage).
Orc blood mage receives 16 healing from Orc blood mage's Blood Grasp.
THE SUPER GOOONNERRR the level 39 dwarf bulwark was tainted to death by an orc blood mage on level 1 of Ambush!.