











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! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Higher |
| Class | Skirmisher |
| Level / Exp | 30 / 22% |
| Size | medium |
| Lifes / Deaths | Killed by Ce'Nydhenne the armoured skeleton warrior at level 22 on the 55th Regrowth 123rd year of Ascendancy at 07:39 0 / 7Killed by Celia at level 24 on the 71st Regrowth 123rd year of Ascendancy at 06:42 Killed by Celia at level 24 on the 71st Regrowth 123rd year of Ascendancy at 08:21 Killed by Celia at level 24 on the 71st Regrowth 123rd year of Ascendancy at 09:47 Killed by Celia at level 24 on the 71st Regrowth 123rd year of Ascendancy at 11:26 Killed by elven mage at level 27 on the 51st Pyre 123rd year of Ascendancy at 20:01 Killed by Grand Corruptor at level 30 on the 76th Pyre 123rd year of Ascendancy at 10:15 |
Primary Stats
| Strength | 14 (base 11) |
| Dexterity | 75 (base 59) |
| Constitution | 24 (base 15) |
| Magic | 14 (base 10) |
| Willpower | 28 (base 11) |
| Cunning | 60 (base 60) |
Resources
| Life | -399/684 |
| Stamina | 212/252 |
| Healing Factor | 1.2672674059367 |
| Regeneration | 6.7906595423319 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 6 |
| Infravision | 6 |
| See Stealth | 40.606190251377 |
| See Invisible | 58.606190251377 |
Offense: Mainhand
| Damage | 131 |
| Accuracy | 62 |
| Crit Chance | 29% |
| APR | 14 |
| Speed | 0.91 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 7 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 37 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +18% |
| Light | +29% |
| Nature | +54% |
| Physical | +43% |
| Mind | +10% |
| All | +2% |
Offense: Damage Penetration
| Physical | +44% |
| Acid | +25% |
| Fire | +20% |
| Nature | +60% |
Defense: Base
| Armour (hardiness) | 67.719009130622 (56.026343845506%) |
| Defense | 66 |
| Ranged Defense | 66 |
| Fatigue | 2.9238052216851 |
| Physical Save | 41 |
| Spell Save | 21 |
| Mental Save | 34 |
Defense: Resistances
| Acid | + 36%( 70%) |
| Blight | + 26%( 70%) |
| Arcane | + 29%( 70%) |
| Cold | + 50%( 70%) |
| All | + 20%( 70%) |
| Lightning | + 45%( 70%) |
| Temporal | + 27%( 70%) |
| Darkness | + 29%( 70%) |
| Fire | + 24%( 70%) |
| Nature | + 70%( 70%) |
Defense: Immunities
| Confusion Resistance | 10% |
| Pinning Resistance | 20% |
| Instadeath Resistance | 100% |
| Blind Resistance | 35% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 318 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: 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 224 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 725% 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 Dexterity stat. |
Class Talents
| Cunning / Poisons | 1.30 |
| 2/5 |
| 2/5 |
| 3/5 |
| 1/5 |
| Technique / Tireless Combatant | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Cunning / Called Shots | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Buckler Training | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Cunning / Scoundrel | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 2/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
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 |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost defiler from death by wretchling. Escort: lost defiler (level 1 of Daikara) | failed |
You failed to protect the lost tinker from death by war hound. Escort: lost tinker (level 1 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the repented thief from death by Belunne the large brown snake. Escort: repented thief (level 3 of Norgos Lair) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * 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: 57. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed vial of fire wyrm saliva. * You've found the needed storm wyrm claw. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Stire of Derth has completed an elixir of avoidance without your aid. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed pouch of luminous horror dust. You have aided Marus of Elvala in creating an elixir of the savior. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed vial of wight ectoplasm. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed snow giant kidney. * You've found the needed orc heart. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You 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 failed to protect her when escorting her out of the crypt. | failed |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Emelona (0 def, 11 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +4 Physical crit. chance: +5.0% Physical power: +4 (+2 eff.) Armour: +11 Fatigue: +4% Changes resistances: +12% nature Pinning immunity: +20% Only die when reaching: -40.00 life Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Frigidwitch (22/22, 55-66 power, 6 apr)Requires: - Dexterity 48 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 55.5 - 66.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +7.0% Capacity: 22 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 150 physical damage Damage (Ranged): +20 cold / +12 nature / +27 physical Damage (radius 1) on hit: +8 nature / +20 acid Damage (radius 2) on crit: +20 cold Shots are used with slings to pummel your foes to death. |
| Light source | dwarven lantern 'Arelle'Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Changes stats: +7 Wil Changes resistances: +12% darkness Changes damage: +8% mind Critical mult.: +10.00% Only die when reaching: -80.00 life Light radius: +5 See invisible: +12 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Dagistir the Scaldpunish (20 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Armour: +3 Defense: +20 (+5 eff.) Fatigue: +3% Damage when hit (Melee): 8 arcane / 6 blight Changes stats: +1 Mag Changes resistances penetration: +20% fire Critical mult.: +15.00% Physical save: +18 (+6 eff.) A cap made of leather. |
| On hands | Glareslicer (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour penetration: +2 Physical power: +12 (+4 eff.) Armour: +2 Changes stats: +2 Str / +2 Dex Changes resistances penetration: +20% physical Changes damage: +6% light Critical mult.: +15.00% Light radius: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Emymira [power 270] (13 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +25 (+9 eff.) Armour: +2 Defense: +10 (+3 eff.) Changes stats: +5 Dex Critical mult.: +5.00% Reduces incoming crit damage: 5.00% Only die when reaching: -40.00 life It can be used to fire a magical bolt dealing 318 lightning damage Activation puts all charms on cooldown for 13 turns. When used: * Increase all damage by 21% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Ulfidan the voratun ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +32% lightning / +6% nature / +5% arcane Changes damage: +16% lightning Physical save: +15 (+5 eff.) Blindness immunity: +20% Maximum life: +100.00 Rings make your fingers look great! |
| On fingers | LeliredinInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +2 Armour: +8 Effects on melee hit: * 20% chance to reduce armor by 12% Changes resistances: +32% nature / +9% temporal Changes resistances penetration: +25% physical Changes damage: +16% nature / +12% physical Only die when reaching: -40.00 life Maximum stamina: +20.00 Rings make your fingers look great! |
| Around neck | enraging stralite amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +7 (+3 eff.) Changes stats: +2 Mag Changes damage: +7% physical Mana each turn: +0.30 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +40.00 Combat speed: +10% Amulets make your neck look great! |
| In main hand | Dimcut the drakeskin leather slingRequires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 Damage (Ranged): +8 fire Damage (radius 1) on hit: +20 darkness Damage (radius 2) on crit: +16 acid When wielded/worn: Effects on ranged hit: * 20% chance to reduce damage dealt by 20% Changes resistances: +6% acid Changes resistances penetration: +25% acid Changes damage: +22% physical Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Slings are used to hurl stones or metal shots at your foes. |
| Around waist | drakeskin leather belt 'Purewisp'Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +3 Dex / +4 Con Changes resistances: +14% acid / +8% blight Changes resistances penetration: +25% nature Infravision radius: +3 See invisible: +6 A belt that goes around your waist. |
| In off hand | dwarven-steel shield 'Elenychik' (0 def, 21 armour, 39-46 power, 77.5 block)Requires: - Shield usage training - Cunning 24 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 39.0 - 46.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +7 Crit. chance: +3.5% Block value: +77 Damage (Melee): +20 cold When wielded/worn: Armour: +21 Fatigue: +8% On shield block: * Deals 128 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Changes stats: +5 Con / +4 Wil Changes resistances: +15% cold Talent granted: +1 Block Handheld deflection devices. |
| Cloak | Hasta the Undeathbrawn (3 def, 12 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +12 Defense: +3 (+1 eff.) Damage when hit (Melee): 6 nature Changes resistances: +6% fire / +23% cold Changes resistances penetration: +25% nature Changes damage: +6% nature / +21% light A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Evermoss Robe (12 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +12 (+3 eff.) Damage when hit (Melee): 35 nature slow Changes stats: +5 Wil Changes resistances: +25% nature / +13% all Changes resistances penetration: +10% nature Changes damage: +30% nature Talent mastery: +0.30 Wild-gift / Moss Physical save: +15 (+5 eff.) Life regen: +0.20 Mindpower: +12 (+5 eff.) Mental crit. chance: +5% Healing mod.: +15% This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
Inventory
Prismatic Rune (6 turns; acid, physical, light, cold, temporal)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 acid, 4 physical, 3 light, 4 cold, 3 temporal It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( )Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use 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. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the titan (absorb 133; dur 4; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 133 damage for 4 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune (range 22; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 22 with a minimum range of 15. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
HyblekInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +2 Changes stats: +3 Str Changes resistances: +6% blight Changes damage: +3% blight Reduces incoming crit damage: 10.00% Only die when reaching: -20.00 life Maximum vim: +10.00 Healing mod.: +10% Amulets make your neck look great! |
clarifying steel amulet of constitution (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Con Changes resistances: +13% mind Confusion immunity: +20% Amulets make your neck look great! |
restful copper amulet of mastery (0.14 Technique / Skirmisher - Slings)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Talent mastery: +0.14 Technique / Skirmisher - Slings Life regen: +2.00 Amulets make your neck look great! |
BaleharahirPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 8 acid Changes stats: +10 Dex / +5 Con Changes resistances: +22% acid / +19% fire / +18% lightning / +19% cold Light radius: +3 See invisible: +9 Rings make your fingers look great! |
BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+6 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 41 power out of 50/50) : Effective talent level: 2.0 Power cost: 41 out of 50/50. Range: 7 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 155% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Uleldir the StarpiercerCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -6% Damage when hit (Melee): 8 light Changes resistances: +12% light / +21% fire Changes damage: +15% light Maximum encumbrance: +26 Rings make your fingers look great! |
Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 3 tidal wave that expands slowly over 7 turns, dealing 11.62 cold and 16.29 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 50 power out of 60/60. This azure ring seems to be always moist to the touch. |
painweaver's stralite ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +8 (+3 eff.) Effects on melee hit: * 13% chance to reduce all saves and defense by 24 Damage (Melee): 15 physical Effects on ranged hit: * 14% chance to reduce all saves and defense by 24 Damage (Ranged): 17 physical Changes stats: +4 Cun Changes damage: +6% all Hate when firing a critical mind attack: +2.00 Maximum hate: +8.00 Spellpower: +10 (+4 eff.) Mindpower: +10 (+4 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 17 cooldown : Effective talent level: 2.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 275% weapon damage over 7 turns, and all healing will be reduced by 47%. Rings make your fingers look great! |
rogue's steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +2 Cun Disarm immunity: +23% Pinning immunity: +26% Knockback immunity: +22% Maximum life: +22.00 Rings make your fingers look great! |
Cloudsmasher the stralite dagger (28-37 power, 9 apr)Requires: - Dexterity 35 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 28.5 - 37.1 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +20 lightning / +8 light Damage (radius 1) on hit: +16 lightning / +12 light Damage (radius 2) on crit: +12 fire When wielded/worn: Changes stats: +11 Str / +11 Dex / +10 Mag / +8 Wil / +9 Cun / +8 Con Changes resistances penetration: +20% lightning Changes damage: +9% lightning Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.dwarven-steel dagger (17-22 power, 7 apr) Requires: - Dexterity 24 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 17.0 - 22.1 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.balanced dwarven-steel greatsword of corruption (33-53 power, 2 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 33.5 - 53.6 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When this weapon hits: Curse of Vulnerability (20% chance level 3). When wielded/worn: Accuracy: +12 (+3 eff.) Defense: +12 (+3 eff.) Disarm immunity: +27% Massive two-handed swords. |
warbringer's dwarven-steel mace of crippling (27-38 power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 27.5 - 38.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +8.0% Physical power: +7 (+3 eff.) Changes stats: +3 Con Changes resistances penetration: +7% physical Disarm immunity: +13% Blunt and deadly. |
GennCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+4 eff.) Changes stats: +4 Str / +1 Con Changes resistances: +7% fire / +7% cold A belt that goes around your waist. |
Eremarab the cashmere robe (0 def, 4 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Armour: +4 Changes stats: +1 Cun Changes resistances: +27% acid / +11% all Changes damage: +18% acid Mental save: +3 (+2 eff.) Disarm immunity: +10% Psi when hit: +0.20 Only die when reaching: -60.00 life A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe 'Fogstun' (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +7 Str / +6 Dex / +8 Mag / +6 Wil / +4 Cun Changes resistances: +10% lightning / +10% cold / +15% all Changes damage: +18% lightning / +16% physical / +12% darkness / +22% cold See invisible: +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
sand dwarven-steel gauntlets of butchering (0 def, 9 armour)Requires: - Heavy armour training Infused by nature Infused by arcane disrupting forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +7 Physical power: +5 (+2 eff.) Armour: +9 Fatigue: +3% Damage (Melee): 7 physical Changes resistances: +5% blight Changes damage: +4% physical Spell save: +12 (+6 eff.) 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. |
Steel Helm of Garkul (0 def, 6 armour)Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+4 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+6 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
dwarven-steel helm 'Isurinne' (20 def, 12 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +12 Defense: +20 (+5 eff.) Fatigue: +4% Effects on melee hit: * 10% chance to reduce armor by 12% Changes stats: +2 Dex Changes resistances: +5% fire / +6% cold Critical mult.: +5.00% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.Layibeth the Blindminister (0 def, 12 armour, 31-37 power, 121 block) Requires: - Shield usage training - Cunning 24 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 31.5 - 37.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +121 When wielded/worn: Armour: +12 Fatigue: +8% Damage (Melee): 17 lightning Damage when hit (Melee): 9 lightning Changes resistances: +15% darkness Changes resistances penetration: +10% light Changes damage: +6% darkness Talent granted: +1 Block Spell save: +6 (+3 eff.) Silence immunity: +20% Life regen: +4.00 Handheld deflection devices. |
crackling stralite shield of reflection (0 def, 8 armour, 50-60 power, 138.5 block)Requires: - Shield usage training - Cunning 35 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 50.0 - 60.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +138 Damage (Melee): +14 lightning When wielded/worn: Armour: +8 Fatigue: +8% Damage when hit (Melee): 10 lightning Changes stats: +3 Dex Changes resistances: +12% lightning / +11% light / +10% darkness Talent granted: +1 Block Handheld deflection devices. |
onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Elussra (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Physical crit. chance: +3.0% Changes stats: +3 Str Changes resistances: +12% acid / +3% nature / +3% darkness When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 22 cooldown : Effective talent level: 3.0 Power cost: 22 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +72 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 82 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)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 166 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Glimmerswift (19/19, 55-66 power, 6 apr)Requires: - Dexterity 48 Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 55.5 - 66.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +7.0% Capacity: 19 On weapon hit: * 7% chance to slow global speed by 51% Damage (Ranged): +20 acid / +20 lightning Damage (radius 1) on hit: +20 light / +12 acid Shots are used with slings to pummel your foes to death. |
deadly pouch of stralite shots of annihilation (21/21, 55-66 power, 10 apr)Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 55.0 - 66.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +7.5% Capacity: 21 Travel speed: +200% Shots are used with slings to pummel your foes to death. |
Shadowbane of the Blightspawn [power 290] (13 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Effects when hit in melee: * 22% chance to reduce strength, dexterity, and constitution by 5 * 36% chance to reduce damage dealt by 20% Damage when hit (Melee): 2 blight Changes stats: +2 Wil Changes resistances penetration: +15% arcane / +15% fire Spell crit. chance: +3% It can be used to project a gust of wind in a cone knocking all creatures back 10 spaces and dealing 414 physical damage Activation puts all charms on cooldown for 13 turns. When used: * Reduce fatigue by 48% for 2 turns. * Reduce 2 talent cooldowns by 2. * Cleanse 3 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+4 eff.) Mindpower: +3 (+2 eff.) It can be used to activate talent Psionic Pull (costing 15 power out of 35/35) : Effective talent level: 3.0 Power cost: 15 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 75 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
evasive stralite torque of mindblast [power 275] (13 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to blast the opponent's mind dealing 302 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 13 turns. When used: * Gain a 20% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Blackbreaker of the Blightspawn [power 230] (13 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Effects when hit in melee: * 31% chance to reduce strength, dexterity, and constitution by 5 * 30% chance to reduce damage dealt by 20% Changes resistances: +6% fire Changes resistances penetration: +25% fire Changes damage: +6% fire It can be used to heal yourself and all friendly characters within 10 spaces for 230 Activation puts all charms on cooldown for 13 turns. When used: * Increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
overpowered elven-wood totem of stinging [power 506] (19 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to sting an enemy dealing 779 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 19 turns. Natural totems are made by powerful wilders to store nature power. |
amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Lightbringer's WandPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+8 eff.) Light radius: +2 It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 43 light damage (based on your Magic and Strength) to your foes within radius 5 each turn Activation costs 29 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
yew wand of shielding [power 230] (17 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to create a shield absorbing up to 230 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 17 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By SHIELD DOO the Higher Skirmisher level 17
7th Regrowth 123rd year of Ascendancy at 00:38 see stats
Can you bear it? So much bearness! (Nightmare (Adventure) difficulty)
Killed Borius in the Bearscape.By SHIELD DOO the Higher Skirmisher level 25
37th Pyre 123rd year of Ascendancy at 10:14 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By SHIELD DOO the Higher Skirmisher level 10
6th Flare 122nd year of Ascendancy at 04:02 see stats
Don't Poosh it! (Nightmare (Adventure) difficulty)
Killed Kelad in the lost land of Poosh.By SHIELD DOO the Higher Skirmisher level 26
44th Pyre 123rd year of Ascendancy at 15:26 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By SHIELD DOO the Higher Skirmisher level 22
55th Regrowth 123rd year of Ascendancy at 11:22 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By SHIELD DOO the Higher Skirmisher level 21
16th Regrowth 123rd year of Ascendancy at 12:39 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By SHIELD DOO the Higher Skirmisher level 29
64th Pyre 123rd year of Ascendancy at 11:47 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By SHIELD DOO the Higher Skirmisher level 10
1st Summertide 122nd year of Ascendancy at 07:15 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By SHIELD DOO the Higher Skirmisher level 20
14th Regrowth 123rd year of Ascendancy at 14:01 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By SHIELD DOO the Higher Skirmisher level 30
75th Pyre 123rd year of Ascendancy at 13:05 see stats
Poisonous (Nightmare (Adventure) difficulty)
Sided with the assassin lord.By SHIELD DOO the Higher Skirmisher level 24
6th Pyre 123rd year of Ascendancy at 16:35 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By SHIELD DOO the Higher Skirmisher level 29
75th Pyre 123rd year of Ascendancy at 07:33 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By SHIELD DOO the Higher Skirmisher level 24
11st Pyre 123rd year of Ascendancy at 14:42 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By SHIELD DOO the Higher Skirmisher level 7
3rd Mirth 122nd year of Ascendancy at 23:57 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By SHIELD DOO the Higher Skirmisher level 12
64th Haze 122nd year of Ascendancy at 10:00 see stats
Thralless (Nightmare (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By SHIELD DOO the Higher Skirmisher level 24
12nd Pyre 123rd year of Ascendancy at 03:19 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By SHIELD DOO the Higher Skirmisher level 26
38th Pyre 123rd year of Ascendancy at 03:28 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By SHIELD DOO the Higher Skirmisher level 17
6th Regrowth 123rd year of Ascendancy at 00:46 see stats
Log
You are unable to move!
You carry too much--you are encumbered!
Drop some of your items.
You are unable to move!
You carry too much--you are encumbered!
Drop some of your items.
SHIELD DOO uses Rain of Bears.
SHIELD DOO hits Grand Corruptor for 15 physical, 8 fire (23 total damage).
Grand Corruptor casts Cyst Burst.
SHIELD DOO uses Block.
Black bear is afflicted by a weakness disease!
SHIELD DOO reacts to damage from Grand Corruptor's Soul Rot, mitigating the blow!.
Black bear is afflicted by a rotting disease!
Grand Corruptor's Soul Rot hits SHIELD DOO for (77 blocked), (22 flat reduction), (101 reacted , -4 stam), 238 blight (238 total damage).
Grand Corruptor hits SHIELD DOO for (77 blocked), (2 flat reduction), 0 blight (0 total damage).
SHIELD DOO speeds up.
Weakness Disease from Grand Corruptor hits SHIELD DOO for (34 blocked), 0 blight (0 total damage).
Something hits War bear for 186 lightning damage.
Grand Corruptor casts Grace of the Eternals.
Grand Corruptor speeds up.
Weakness Disease from Grand Corruptor hits Black bear for 59 blight damage.
Rotting Disease from Grand Corruptor hits Black bear for 78 blight damage.
Grand Corruptor casts Bone Spear.
Grand Corruptor's spell attains critical power!
SHIELD DOO reacts to damage from Grand Corruptor, mitigating the blow!.
Grand Corruptor hits SHIELD DOO for (77 blocked), (22 flat reduction), (79 reacted , -4 stam), 186 physical (186 total damage).
Grand Corruptor hits War bear for 392 physical damage.
SHIELD DOO the level 30 higher skirmisher was shattered to death by Grand Corruptor on level 2 of Mark of the Spellblaze.
You are no longer encumbered.






































































































