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 | Insane Roguelike |
Sex | Male |
Race | Shalore |
Class | Skirmisher |
Level / Exp | 19 / 70% |
Size | medium |
Lifes / Deaths | Killed by Adothra the fox at level 19 on the 20th Haze 122nd year of Ascendancy at 14:43 / 2Killed by Adothra the fox at level 19 on the 20th Haze 122nd year of Ascendancy at 14:55 |
Primary Stats
Strength | 14 (base 12) |
Dexterity | 45 (base 34) |
Constitution | 13 (base 10) |
Magic | 33 (base 20) |
Willpower | 20 (base 11) |
Cunning | 48 (base 39) |
Resources
Life | -219/544 |
Stamina | 189/189 |
Healing Factor | 1.2483363011315 |
Regeneration | 12.670613456485 |
Speed
Mental | -1.1102230246252E-14% |
Attack | 0% |
Movement | +2.2204460492503E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 46.990623353761 |
See Invisible | 46.990623353761 |
Offense: Mainhand
Damage | 69 |
Accuracy | 52 |
Crit Chance | 23% |
APR | 5 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 29 |
Crit Chance | 17% |
Speed | 1 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 17% |
Speed | 1 |
Offense: Damage Bonus
Physical | +3% |
Lightning | +6% |
Light | +18% |
Nature | +6% |
Darkness | +11% |
Arcane | +6% |
Cold | +10% |
All | 0% |
Offense: Damage Penetration
Lightning | +10% |
Light | +10% |
Darkness | +10% |
Defense: Base
Armour (hardiness) | 23 (48.594633868923%) |
Defense | 43 |
Ranged Defense | 43 |
Fatigue | 0 |
Physical Save | 15 |
Spell Save | 28 |
Mental Save | 35 |
Defense: Resistances
Physical | + 14%( 70%) |
Cold | + 9%( 70%) |
All | 0%( 70%) |
Lightning | + 23%( 70%) |
Light | + 17%( 70%) |
Temporal | + 12%( 70%) |
Darkness | + 17%( 70%) |
Fire | + 3%( 70%) |
Nature | + 3%( 70%) |
Defense: Immunities
Silence Resistance | 20% |
Bleed Resistance | 20% |
Confusion Resistance | 21% |
Instadeath Resistance | 100% |
Stun Resistance | 22% |
Poison Resistance | 10% |
Pinning Resistance | 10% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 365 damage for 4 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 73 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 24% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 102 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
Technique / Tireless Combatant | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Cunning / Called Shots | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Skirmisher - Slings | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Buckler Training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
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 |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Scintillating Caves. Escort: worried loremaster (level 2 of Scintillating Caves)As a reward you improved Dexterity by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
You 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 within3 lumberjacks have died. | done |
Equipment
On feet | Camaroddamnir the pair of rough leather boots (0 def, 1 armour) Camaroddamnir the pair of rough leather boots (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Cun / +3 Wil Changes resistances: +6% temporal / +2% physical Physical save: +6 (+5 eff.) Spell save: +5 (+3 eff.) Mental save: +9 (+4 eff.) Silence immunity: +20% Pinning immunity: +10% Maximum life: +20.00 A pair of boots made of leather. |
Quiver | pouch of steel shots 'Snowseam' (16/16, 26-31 power, 2 apr) pouch of steel shots 'Snowseam' (16/16, 26-31 power, 2 apr)Requires: - Dexterity 16 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 2 Base power: 25.5 - 30.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +4.5% Capacity: 16 On weapon hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 107 physical damage * 20% chance to knock the target back 3 spaces and deal 114 physical damage Travel speed: +200% Damage (Ranged): +10 physical Damage (radius 1) on hit: +16 cold Damage (radius 2) on crit: +4 blight / +4 cold Shots are used with slings to pummel your foes to death. |
Light source | Emuta EmutaInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +6% light / +3% cold Poison immunity: +10% Cut immunity: +20% Maximum life: +43.00 Light radius: +3 Healing mod.: +10% 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. |
On head | Radhadas the Freezefiend (0 def, 9 armour) Radhadas the Freezefiend (0 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +10 (+4 eff.) Armour: +9 Fatigue: +1% Damage when hit (Melee): 6 temporal Changes stats: +3 Con Changes resistances: +3% cold Changes damage: +3% physical A cap made of leather. |
On hands | restful hardened leather gloves of dexterity (+2) (0 def, 2 armour) restful hardened leather gloves of dexterity (+2) (0 def, 2 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +13 (+4 eff.) Armour: +2 Changes stats: +2 Dex Life regen: +2.00 Stamina each turn: +0.90 Maximum stamina: +10.00 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 | Bleakbraze the iron pickaxe (dig speed 38 turns) Bleakbraze the iron pickaxe (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Effects on melee hit: * 20% chance to reduce damage dealt by 17% Changes stats: +3 Str Changes resistances: +6% darkness / +3% nature Changes resistances penetration: +10% lightning Changes damage: +6% lightning When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | wizard's copper ring of perseverance wizard's copper ring of perseverancePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+3 eff.) Stun/Freeze immunity: +22% Life regen: +2.00 Rings make your fingers look great! |
On fingers | Growtaint GrowtaintPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 46% Damage when hit (Melee): 4 nature Changes stats: +4 Mag / +3 Wil / +3 Cun Spell save: +8 (+4 eff.) Mental save: +12 (+5 eff.) Confusion immunity: +21% Infravision radius: +1 Rings make your fingers look great! |
Around neck | Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
In main hand | cured leather sling 'Growthrend' cured leather sling 'Growthrend'Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 2 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 When this weapon hits: Arcane Vortex (10% chance level 2). Damage (Ranged): +8 blight / +5 cold Damage (radius 1) on hit: +12 blight Damage (radius 2) on crit: +4 blight When wielded/worn: Changes stats: +2 Dex / +1 Mag Changes damage: +10% cold / +6% arcane / +6% nature Spellpower: +6 (+3 eff.) Slings are used to hurl stones or metal shots at your foes. |
Around waist | Frozenclash FrozenclashInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour penetration: +3 Physical crit. chance: +2.0% Changes stats: +1 Str Changes resistances: +6% lightning / +6% temporal / +3% cold Critical mult.: +15.00% Only die when reaching: -40.00 life A belt that goes around your waist. |
In off hand | Glarebait (0 def, 4 armour, 16-19 power, 39 block) Glarebait (0 def, 4 armour, 16-19 power, 39 block)Requires: - Shield usage training - Cunning 16 Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 15.5 - 18.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +39 Damage (Melee): +11 lightning / +19 light / +12 darkness When wielded/worn: Armour: +4 Fatigue: +8% Damage when hit (Melee): 3 lightning Changes stats: +1 Dex / +3 Mag / +2 Cun Changes resistances: +17% lightning / +12% physical / +11% light / +11% darkness Changes resistances penetration: +10% light Changes damage: +18% light / +11% darkness Talent granted: +1 Block Handheld deflection devices. |
Cloak | linen cloak 'Coalcrack' (1 def, 0 armour) linen cloak 'Coalcrack' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +3% fire Changes resistances penetration: +10% darkness Mental save: +6 (+3 eff.) Equilibrium when hit: +0.08 Maximum life: +92.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | troll-hide cured leather armour of resilience (6 def, 4 armour) troll-hide cured leather armour of resilience (6 def, 4 armour)Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% Life regen: +5.90 Maximum life: +56.00 Healing mod.: +12% A suit of armour made of leather. |
Inventory
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)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: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
This item will automatically be transmogrified when you leave the level. Feathersteel AmuletFeathersteel Amulet Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+5 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
This item will automatically be transmogrified when you leave the level. steel amuletsteel amulet 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 Amulets make your neck look great! |
This item will automatically be transmogrified when you leave the level. steel ringsteel ring 0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. steel ringsteel ring 0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. balanced dwarven-steel dagger (15-20 power, 7 apr)balanced dwarven-steel dagger (15-20 power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 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% When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +8 (+2 eff.) Disarm immunity: +20% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. elemental steel dagger (10-13 power, 6 apr)elemental steel dagger (10-13 power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 10.0 - 13.0 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 49 cold damage (1/turn) When wielded/worn: Changes resistances penetration: +5% cold Changes damage: +8% cold Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. warbringer's steel dagger of massacre (19-25 power, 6 apr)warbringer's steel dagger of massacre (19-25 power, 6 apr) Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 19.0 - 24.7 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical power: +6 (+3 eff.) Changes stats: +2 Con Changes resistances penetration: +7% physical Disarm immunity: +14% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. Aeruwyn the Lightningknave (38-58 power, 2 apr)Aeruwyn the Lightningknave (38-58 power, 2 apr) Requires: - Strength 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 38.5 - 57.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +12 mind Damage (radius 1) on hit: +12 fire Damage (radius 2) on crit: +4 mind When wielded/worn: Damage when hit (Melee): 4 mind / 6 lightning Changes resistances: +9% light / +9% lightning Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. Golden Three-Edged Sword 'The Truth' (49-78 power, 9 apr)Golden Three-Edged Sword 'The Truth' (49-78 power, 9 apr) Requires: - Willpower 18 - Cunning 18 - Strength 18 Infused by psionic forces 12.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 49.0 - 78.4 Uses stat: 129% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +9 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 9% chance to stun or confuse the target Damage (Melee): +49 light / +49 darkness The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
This item will automatically be transmogrified when you leave the level. chilling steel greatsword (22-36 power, 2 apr)chilling steel greatsword (22-36 power, 2 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 22.5 - 36.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +14 cold Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. steel greatsword (24-38 power, 2 apr)steel greatsword (24-38 power, 2 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 24.0 - 38.4 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. steel greatsword of rage (22-34 power, 2 apr)steel greatsword of rage (22-34 power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 21.5 - 34.4 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+3 eff.) Changes stats: +5 Str Changes damage: +10% physical Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. Amizilarath the vined mindstar (4-5 power, 18 apr, mind damage)Amizilarath the vined mindstar (4-5 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +4 Damage (Melee): 5 mind / 5 darkness Changes stats: +2 Cun / +2 Wil Changes resistances: +3% light / +2% physical Changes resistances penetration: +3% physical Changes damage: +4% physical / +4% mind / +2% darkness Talent granted: +1 Attune Mindstar Physical save: +9 (+7 eff.) Spell save: +4 (+2 eff.) Mental save: +3 (+1 eff.) Silence immunity: +20% Equilibrium when hit: +0.60 Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. surging ash vilestaff (15-18 power, 3 apr, blight element)surging ash vilestaff (15-18 power, 3 apr, blight element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% blight Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +6 (+3 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Nightflash (12-18 power, 3 apr)Nightflash (12-18 power, 3 apr) Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 20% chance to slow global speed by 46% * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (Melee): +16 darkness When wielded/worn: Damage when hit (Melee): 8 darkness Changes resistances penetration: +10% nature Changes damage: +12% darkness One-handed war axes. |
This item will automatically be transmogrified when you leave the level. dwarven-steel waraxe 'Velolemira' (17-24 power, 4 apr)dwarven-steel waraxe 'Velolemira' (17-24 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 17.0 - 23.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 17 Damage (radius 1) on hit: +8 arcane When wielded/worn: Accuracy: +9 (+3 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 17 Changes stats: +3 Dex / +1 Wil Changes damage: +12% arcane Combat speed: +10% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. flaming dwarven-steel waraxe of massacre (28-38 power, 4 apr)flaming dwarven-steel waraxe of massacre (28-38 power, 4 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 27.5 - 38.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Damage (radius 1) on hit: +8 fire One-handed war axes. |
This item will automatically be transmogrified when you leave the level. steel waraxe (15-21 power, 3 apr)steel waraxe (15-21 power, 3 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 15.0 - 21.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. steel waraxe of daylight (14-20 power, 3 apr)steel waraxe of daylight (14-20 power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 14.5 - 20.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +8 light Damage against: +6% Undead One-handed war axes. |
This item will automatically be transmogrified when you leave the level. LisudaveaLisudavea Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Mag Critical mult.: +15.00% Mana each turn: +0.08 Maximum life: +42.00 Spellpower: +30 (+14 eff.) A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. cashmere cloak 'Flashmaim' (2 def, 0 armour)cashmere cloak 'Flashmaim' (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +3 Str / +2 Con Changes resistances: +15% nature / +13% blight Changes resistances penetration: +20% lightning Changes damage: +6% lightning / +9% nature Life regen: +4.00 Light radius: +3 Healing mod.: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. focusing woollen robe of fire (+18%) (0 def, 0 armour)focusing woollen robe of fire (+18%) (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +4 Mag / +4 Wil Changes resistances: +9% all / +18% fire Changes damage: +12% fire Mana each turn: +0.10 Psi each turn: +0.16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. woollen robe of darkness (+18%) (0 def, 0 armour)woollen robe of darkness (+18%) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +18% darkness / +9% all Changes damage: +12% darkness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. Sewerdredge (0 def, 3 armour)Sewerdredge (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +2 Str / +7 Wil / +2 Cun Changes resistances: +6% acid Changes damage: +12% nature Stamina each turn: +0.60 Maximum stamina: +20.00 Light radius: +2 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. grounding pair of iron boots of tirelessness (0 def, 3 armour)grounding pair of iron boots of tirelessness (0 def, 3 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +6% lightning / +6% temporal Stamina each turn: +0.30 Maximum stamina: +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Pusborn' (0 def, 1 armour) pair of rough leather boots 'Pusborn' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 20% chance to slow global speed by 46% Changes resistances: +6% fire / +6% light / +9% cold A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. restorative pair of rough leather boots (0 def, 1 armour)restorative pair of rough leather boots (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Life regen: +2.00 Healing mod.: +10% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. Beuduthel the dwarven-steel helm (0 def, 4 armour)Beuduthel the dwarven-steel helm (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Physical crit. chance: +2.0% Armour: +4 Fatigue: +4% Changes stats: +5 Cun / +7 Con Critical mult.: +10.00% Mental save: +6 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. Radiancejustice the cashmere wizard hat (2 def, 0 armour)Radiancejustice the cashmere wizard hat (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +2 Wil Changes resistances: +9% light / +18% cold Changes damage: +3% blight / +12% cold / +6% light Critical mult.: +15.00% Light radius: +3 A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. Samyrain the cashmere wizard hat (2 def, 4 armour)Samyrain the cashmere wizard hat (2 def, 4 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +10 (+4 eff.) Armour: +4 Defense: +2 (+0 eff.) Damage when hit (Melee): 8 physical Changes stats: +5 Con Changes resistances: +9% lightning / +8% temporal Physical save: +12 (+8 eff.) A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. Starlash the dwarven-steel helm (0 def, 4 armour)Starlash the dwarven-steel helm (0 def, 4 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * 20% chance to reduce armor by 26% Damage when hit (Melee): 10 acid Changes stats: +1 Dex / +4 Wil Changes resistances: +11% nature Changes damage: +3% light Reduces incoming crit damage: 5.00% Spell save: +6 (+3 eff.) Maximum life: +49.00 Healing mod.: +15% 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. clarifying linen wizard hat of corrosion (+16%) (1 def, 0 armour)clarifying linen wizard hat of corrosion (+16%) (1 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Cun Changes resistances: +16% acid Changes damage: +11% acid Mental save: +6 (+3 eff.) A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. rough leather cap (0 def, 1 armour)rough leather cap (0 def, 1 armour) 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% A cap made of leather. |
This item will automatically be transmogrified when you leave the level. stabilizing hardened leather cap (0 def, 3 armour)stabilizing hardened leather cap (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Physical save: +15 (+10 eff.) A cap made of leather. |
This item will automatically be transmogrified when you leave the level. impenetrable steel mail armour of the deep (2 def, 14 armour)impenetrable steel mail armour of the deep (2 def, 14 armour) Requires: - Heavy armour training - Strength 20 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +14 Defense: +2 (+0 eff.) Fatigue: +12% Changes resistances: +7% acid / +6% cold Allows you to breathe in: water A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. steel mail armour (2 def, 6 armour)steel mail armour (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Fatigue: +12% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. cleansing cured leather armour of stability (6 def, 4 armour)cleansing cured leather armour of stability (6 def, 4 armour) Requires: - Strength 14 Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% Changes resistances: +12% blight / +6% physical / +12% nature Physical save: +10 (+7 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. Hettyroddandur (10 def, 13 armour)Hettyroddandur (10 def, 13 armour) Requires: - Massive armour training - Strength 28 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +13 Defense: +10 (+3 eff.) Fatigue: +22% Changes resistances: +9% darkness Disease immunity: +20% Stun/Freeze immunity: +20% Maximum life: +29.00 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. quiver of yew arrows of crippling (19/19, 30-41 power, 10 apr)quiver of yew arrows of crippling (19/19, 30-41 power, 10 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 29.5 - 41.3 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +13.0% Capacity: 19 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
4 agate 4 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
246 alchemist agate 246 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+4 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+4 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. |
Forbidden Tome: "The Day It Came" Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. bright brass lantern of claritybright brass lantern of clarity Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +6 (+3 eff.) Light radius: +6 See stealth: +7 See invisible: +7 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. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
garnet 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 Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 25 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2) 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 Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Disease immunity: +15% 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. It was changed by the digestive sack. |
This item will automatically be transmogrified when you leave the level. Morningsnake the yew wand of shielding [power 266] (17 cooldown)Morningsnake the yew wand of shielding [power 266] (17 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Changes resistances: +3% physical / +5% arcane / +12% cold Changes resistances penetration: +25% light Maximum life: +60.00 It can be used to create a shield absorbing up to 266 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 17 turns. When used: * Reduce fatigue by 24% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
7 ametrine 7 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine 6 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon 8 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By JOHN LINKO the Shalore Skirmisher level 8
27th Dusk 122nd year of Ascendancy at 08:04 see stats
By JOHN LINKO the Shalore Skirmisher level 10
43rd Dusk 122nd year of Ascendancy at 11:30 see stats
By JOHN LINKO the Shalore Skirmisher level 18
13rd Haze 122nd year of Ascendancy at 10:35 see stats
By JOHN LINKO the Shalore Skirmisher level 7
5th Mirth 122nd year of Ascendancy at 01:58 see stats
By JOHN LINKO the Shalore Skirmisher level 2
77th Pyre 122nd year of Ascendancy at 22:35 see stats
By JOHN LINKO the Shalore Skirmisher level 16
77th Dusk 122nd year of Ascendancy at 01:44 see stats
By JOHN LINKO the Shalore Skirmisher level 19
20th Haze 122nd year of Ascendancy at 14:43 see stats
Log
JOHN LINKO is disabled.
Adothra the fox hits JOHN LINKO for damage.
You don't see how to get there...
Ran for 2 turns (stop reason: detrimental status effect).
JOHN LINKO shrugs off Something's 'Explosive Saw'!
The shield around JOHN LINKO crumbles.
JOHN LINKO is not disabled anymore.
JOHN LINKO recovers sight.
Talent Kneecapper is ready to use.
Adothra the fox stops bleeding.
Adothra the fox uses Block.
Ran for 3 turns (stop reason: hostile spotted to the east (Adothra the fox)).
Adothra the fox rushes out, claws sharp and ready!
JOHN LINKO is pinned to the ground.
Talent Infusion: Healing is ready to use.
Talent Secrets of the Eternals is ready to use.
Talent Grace of the Eternals is ready to use.
You are unable to move!
You are unable to move!
Adothra the fox uses Shield Pummel.
JOHN LINKO is crippled.
Adothra the fox performs a melee critical strike against JOHN LINKO!
JOHN LINKO is stunned!
Adothra the fox hits JOHN LINKO for 131 physical, 632 physical (763 total damage).
Melee retaliation hits Adothra the fox for (3 blocked), 0 lightning, (5 blocked), 0 temporal, (4 blocked), 0 nature, (3 blocked), 0 lightning, (5 blocked), 0 temporal, (4 blocked), 0 nature (0 total damage).
JOHN LINKO the level 19 shalore skirmisher was maimed to death by Adothra the fox on level 1 of The Maze.