Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! 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 | Drem |
Class | Sun Paladin |
Level / Exp | 23 / 18% |
Size | medium |
Lifes / Deaths | Killed by Betuwyn the sandworm at level 18 on the 24th Loss 122nd year of Ascendancy at 05:36 / 2Killed by Walrog at level 23 on the 7th Shortage 122nd year of Ascendancy at 00:05 |
Primary Stats
Strength | 66 (base 53) |
Dexterity | 23 (base 10) |
Constitution | 13 (base 10) |
Magic | 66 (base 48) |
Willpower | 13 (base 10) |
Cunning | 22 (base 10) |
Resources
Life | -81/696 |
Positive | 28/116 |
Stamina | 106/174 |
Healing Factor | 1.3683363011315 |
Regeneration | 0.34208407528288 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +34% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 6 |
Infravision | 5 |
See Invisible | 7 |
Offense: Mainhand
Damage | 143 |
Accuracy | 61 |
Crit Chance | 9% |
APR | 22 |
Speed | 1.00 |
Offense: Spell
Spellpower | 52 |
Crit Chance | 7% |
Speed | 1 |
Offense: Mind
Mindpower | 17 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Cold | +15% |
Mind | +9% |
Fire | +3% |
All | 0% |
Offense: Damage Penetration
Blight | +5% |
Physical | +26% |
Fire | +15% |
Defense: Base
Armour (hardiness) | 49 (88.568973732692%) |
Defense | 16 |
Ranged Defense | 16 |
Fatigue | 34 |
Physical Save | 27 |
Spell Save | 32 |
Mental Save | 19 |
Defense: Resistances
Nature | + 13%( 70%) |
Lightning | + 15%( 70%) |
Mind | + 9%( 70%) |
Cold | + 29%( 70%) |
Blight | + 6%( 70%) |
Arcane | + 11%( 70%) |
Fire | + 12%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 36% |
Bleed Resistance | 50% |
Disarm Resistance | 43% |
Instadeath Resistance | 100% |
Blind Resistance | 12% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 430 damage for 5 turns. Its effects scale with your Magic 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 22% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. Its effects scale with your Constitution stat. |
Class Talents
Celestial / Crusader | 1.30 |
| 2/5 |
| 3/5 |
| 5/5 |
| 2/5 |
Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Shield offense | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Radiance | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 0/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 3/5 |
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 |
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 grave | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved Magic 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 have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
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. | 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. | active |
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: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed black mamba head. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed naga tongue. * You've found the needed snow giant kidney. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * You've found the needed honey tree root. * You've found the needed warg claw. | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
On feet | Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Light source | Arthedir the alchemist's lamp Arthedir the alchemist's lampInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +3 Physical power: +15 (+4 eff.) Changes stats: +1 Con Critical mult.: +10.00% Stun/Freeze immunity: +10% Maximum life: +139.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | iron helm 'Alurand' (0 def, 3 armour) iron helm 'Alurand' (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +1 Armour: +3 Fatigue: +5% Changes stats: +4 Dex Changes resistances: +9% cold Changes resistances penetration: +5% physical Allows you to breathe in: water Stamina each turn: +1.00 Only die when reaching: -80.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | iron pickaxe 'Morningpiety' (dig speed 29 turns) iron pickaxe 'Morningpiety' (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Physical power: +10 (+2 eff.) Damage when hit (Melee): 4 light Changes stats: +4 Str Changes damage: +3% fire Light radius: +1 Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Dureharahad DureharahadCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Armour: +2 Changes stats: +4 Dex / +6 Mag / +2 Cun Spell save: +6 (+3 eff.) Disarm immunity: +20% Healing mod.: +10% Rings make your fingers look great! |
On fingers | steel ring 'Flareblood' steel ring 'Flareblood'Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+1 eff.) Defense: +5 (+4 eff.) Effects on melee hit: * 24% chance to reduce all saves and defense by 12 Damage (Melee): 16 physical Effects on ranged hit: * 24% chance to reduce all saves and defense by 12 Damage (Ranged): 24 physical Changes stats: +6 Cun Changes resistances: +12% fire Changes resistances penetration: +15% fire Hate when firing a critical mind attack: +3.00 Maximum hate: +13.00 Movement speed: +14% Activating this item is instant. It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
Around waist | Gunoduhad GunoduhadPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +6 Damage when hit (Melee): 2 mind Changes resistances: +9% mind / +6% blight Changes resistances penetration: +5% blight Changes damage: +9% mind It can be used to create a temporary shield that absorbs 185 damage Activation puts all charms on cooldown for 30 turns. A belt that goes around your waist. |
In main hand | voratun greatmaul 'Kindleraze' (182% power, 4 apr) voratun greatmaul 'Kindleraze' (182% power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 182% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +35 light Damage (radius 1) on hit: +20 fire Damage against: +40% Undead When wielded/worn: Accuracy: +21 (+5 eff.) Armour penetration: +14 Changes resistances penetration: +21% physical Healing mod.: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Massive two-handed mauls. |
On hands | steady hardened leather gloves of dexterity (+4) (0 def, 2 armour) steady hardened leather gloves of dexterity (+4) (0 def, 2 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +19 (+4 eff.) Armour: +2 Changes stats: +4 Dex Physical save: +7 (+3 eff.) Mental save: +7 (+4 eff.) Disarm immunity: +23% 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. |
Main armor | impenetrable steel plate armour of spell shielding (0 def, 18 armour) impenetrable steel plate armour of spell shielding (0 def, 18 armour)Requires: - Massive armour training - Strength 28 Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +18 Fatigue: +22% Changes resistances: +6% arcane Spell save: +12 (+6 eff.) A suit of armour made of metal plates. |
Cloak | Xerigatta (1 def, 0 armour) Xerigatta (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Str / +1 Con Changes resistances: +5% arcane Maximum vim: +10.00 Spellpower: +30 (+9 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Bilenoon the steel amulet Bilenoon the steel amuletInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 37% * 20% chance to reduce armor by 36% Changes resistances: +15% lightning / +3% nature Blindness immunity: +12% Cut immunity: +50% Stun/Freeze immunity: +26% Infravision radius: +4 Sight radius: +2 See invisible: +7 Healing mod.: +14% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 1.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 116 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Inventory
healing infusion of the warrior (heal 172; cd 12) healing infusion of the warrior (heal 172; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 172 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the warrior (speed 682%; cd 13) movement infusion of the warrior (speed 682%; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 682% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the warrior (heal 562; 13 cd) regeneration infusion of the warrior (heal 562; 13 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 562 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the wizard (heal 284; 16 cd) regeneration infusion of the wizard (heal 284; 16 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 284 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the wizard (heal 284; 14 cd) regeneration infusion of the wizard (heal 284; 14 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 284 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 16%; physical; dur 4; cd 13) wild infusion (res 16%; physical; dur 4; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 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 16% for 4 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 31%; physical; dur 2; cd 11) wild infusion of the warrior (res 31%; physical; dur 2; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 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 31% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
acid wave rune of the warrior (damage 175; dur 4; cd 17) acid wave rune of the warrior (damage 175; dur 4; cd 17)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: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 175.20 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Strength 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. |
Quenchwend the gold amulet Quenchwend the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +15% lightning / +17% fire / +5% arcane / +35% cold Changes damage: +6% cold Amulets make your neck look great! |
Vorerin VorerinInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Str / +5 Dex / +2 Wil / +4 Cun Reduces incoming crit damage: 15.00% Infravision radius: +2 See invisible: +6 Amulets make your neck look great! |
Xanybrewen the copper amulet Xanybrewen the copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +10 (+2 eff.) Fatigue: -4% Changes stats: +4 Dex / +4 Cun / +4 Con Changes resistances: +3% light / +3% darkness Changes damage: +6% physical Blindness immunity: +20% Life regen: +1.00 Stamina each turn: +0.30 Maximum stamina: +20.00 Movement speed: +10% Amulets make your neck look great! |
grounding copper amulet of strength (+3) grounding copper amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Changes resistances: +12% lightning Stun/Freeze immunity: +23% Amulets make your neck look great! |
grounding steel amulet of strength (+2) grounding steel amulet of strength (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Str Changes resistances: +10% lightning Stun/Freeze immunity: +20% Amulets make your neck look great! |
Hailslicer the steel ring Hailslicer the steel ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+1 eff.) Damage when hit (Melee): 4 mind / 6 cold Changes stats: +5 Dex / +2 Mag / +1 Wil / +5 Cun Changes resistances: +11% blight Changes damage: +11% blight Spell save: +4 (+2 eff.) Maximum hate: +4.00 Rings make your fingers look great! |
Ulogund the Gloomoozer Ulogund the GloomoozerInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 36% Changes resistances: +24% acid Changes resistances penetration: +10% lightning / +5% acid Changes damage: +12% acid / +6% darkness Rings make your fingers look great! |
copper ring 'Dusktickler' copper ring 'Dusktickler'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 8 lightning Changes resistances: +20% nature / +3% darkness Changes resistances penetration: +5% darkness / +25% lightning Changes damage: +10% nature / +9% darkness Rings make your fingers look great! |
marksman's copper ring of darkness (+22%) marksman's copper ring of darkness (+22%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +3 Dex Changes resistances: +22% darkness Changes damage: +11% darkness Rings make your fingers look great! |
marksman's steel ring of sensing marksman's steel ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Blindness immunity: +20% Infravision radius: +3 See stealth: +5 See invisible: +10 Rings make your fingers look great! |
rogue's gold ring of frost (+26%) rogue's gold ring of frost (+26%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +8 (+6 eff.) Changes stats: +4 Cun Changes resistances: +26% cold Changes damage: +13% cold Rings make your fingers look great! |
titan's steel ring of clarity titan's steel ring of clarityInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+3 eff.) Mental save: +8 (+4 eff.) Confusion immunity: +22% Rings make your fingers look great! |
wizard's gold ring of darkness (+24%) wizard's gold ring of darkness (+24%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Mag Changes resistances: +24% darkness Changes damage: +12% darkness Spell save: +10 (+5 eff.) Rings make your fingers look great! |
Swordbreaker (129% power, 20 apr) Swordbreaker (129% power, 20 apr)Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 129% Range: 1.3x Uses stats: 50% Cun, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+9 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+7 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
This item will automatically be transmogrified when you leave the level. acidic dwarven-steel dagger (113% power, 7 apr)acidic dwarven-steel dagger (113% power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 113% Range: 1.3x 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% On weapon crit: * Splash the target with acid dealing 148 damage over 5 turns and reducing armor and accuracy by 19 Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. Lightningbender the dwarven-steel greatmaul (152% power, 2 apr)Lightningbender the dwarven-steel greatmaul (152% 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. Power: 152% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * Create an explosion dealing 89 fire damage (1/turn) When wielded/worn: Armour: +12 Defense: +20 (+12 eff.) Changes resistances: +6% lightning Changes resistances penetration: +17% fire Changes damage: +23% fire Pinning immunity: +20% Teleport immunity: +20% Maximum life: +20.00 Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. flaming dwarven-steel greatmaul of massacre (164% power, 2 apr)flaming dwarven-steel greatmaul of massacre (164% power, 2 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 164% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% Damage (radius 1) on hit: +14 fire Massive two-handed mauls. |
plaguebringer's steel greatmaul of massacre (146% power, 2 apr) plaguebringer's steel greatmaul of massacre (146% power, 2 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 146% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 2). On weapon hit: * 14% chance to reduce strength, dexterity, and constitution by 26 Damage (Melee): +9 blight When wielded/worn: Disease immunity: +17% Massive two-handed mauls. |
Amondil the steel greatsword (120% power, 2 apr) Amondil the steel greatsword (120% power, 2 apr)Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 121% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% Damage Shield penetration (this weapon only): +20% Damage (Melee): +12 arcane When wielded/worn: Accuracy: +7 (+1 eff.) Armour: +4 Changes stats: +5 Str / +20 Wil / +22 Con Changes resistances: +5% arcane Changes damage: +9% physical Maximum life: +57.00 Massive two-handed swords. |
steel greatsword 'Porivena' (126% power, 2 apr) steel greatsword 'Porivena' (126% power, 2 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 127% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 10% chance to reduce all saves and defense by 12 Damage (Melee): +16 blight When wielded/worn: Accuracy: +21 (+5 eff.) Armour penetration: +23 Physical power: +9 (+2 eff.) Changes stats: +3 Con Changes resistances: +3% mind Changes resistances penetration: +30% physical Changes damage: +3% mind Disarm immunity: +15% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. runic elven-wood longbow of acidrunic elven-wood longbow of acid Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +9 When this weapon hits: Arcane Vortex (10% chance level 4). Damage (Ranged): +20 acid When wielded/worn: Changes stats: +3 Mag Changes damage: +14% arcane / +20% acid Spellpower: +14 (+4 eff.) Longbows are used to shoot arrows at your foes. |
Charpower (109% power, 3 apr) Charpower (109% power, 3 apr)Requires: - Strength 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Power: 109% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 16% chance to reduce all saves and defense by 12 Damage (Melee): +7 nature / +8 mind Damage (radius 1) on hit: +12 fire When wielded/worn: Changes stats: +5 Str / +5 Dex / +4 Mag / +10 Wil / +9 Cun / +4 Con Changes resistances: +12% fire Critical mult.: +10.00% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. vined mindstar 'Tarragarogorn' (81% power, 18 apr, nature damage)vined mindstar 'Tarragarogorn' (81% power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 82% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 9% chance to slow global speed by 37% * 5% chance to reduce armor by 36% When wielded/worn: Changes resistances: +6% light / +6% blight Talent granted: +1 Attune Mindstar Reduces incoming crit damage: 15.00% Psi when hit: +0.04 Hate when firing a critical mind attack: +4.00 Mindpower: +4 (+3 eff.) Mental crit. chance: +2% It can be used to divide the mindstar in two Activation puts all charms on cooldown for 1 turns. 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. balanced deep-steel trident (129% power, 10 apr)balanced deep-steel trident (129% power, 10 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 3 It must be held with both hands. Power: 129% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +9 (+2 eff.) Defense: +9 (+6 eff.) Disarm immunity: +43% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level. chilling deep-steel trident of massacre (146% power, 10 apr)chilling deep-steel trident of massacre (146% power, 10 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 3 It must be held with both hands. Power: 147% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +13 cold A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level. warbringer's deep-steel trident (135% power, 10 apr)warbringer's deep-steel trident (135% power, 10 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 3 It must be held with both hands. Power: 135% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Physical power: +10 (+2 eff.) Changes stats: +5 Con Changes resistances penetration: +7% physical Disarm immunity: +21% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level. Ivissra (123% power, 3 apr)Ivissra (123% power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 123% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Defense: +10 (+7 eff.) Reduces incoming crit damage: 5.00% Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Knockback immunity: +20% Light radius: +3 Infravision radius: +3 One-handed war axes. |
This item will automatically be transmogrified when you leave the level. truestriking dwarven-steel waraxe (125% power, 4 apr)truestriking dwarven-steel waraxe (125% power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 125% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +7 Changes resistances penetration: +7% physical One-handed war axes. |
Daimiyarath the Corruptionspawner Daimiyarath the CorruptionspawnerCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour penetration: +1 Physical power: +5 (+1 eff.) Damage when hit (Melee): 6 physical Changes stats: +4 Dex / +4 Cun / +1 Con / +6 Lck Changes resistances penetration: +15% physical Changes damage: +6% nature Critical mult.: +5.00% Trap disarming bonus: +6 Stealth bonus: +6 Infravision radius: +4 A belt that goes around your waist. |
Lelibers the Winterbringer Lelibers the WinterbringerPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 26 Damage when hit (Melee): 4 cold Changes stats: +4 Mag Changes resistances penetration: +15% cold Mana each turn: +0.11 Maximum mana: +24.00 A belt that goes around your waist. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Yvimilelaith YvimilelaithCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +13.0% Physical power: +10 (+2 eff.) Changes stats: +5 Cun / +9 Dex Changes resistances: +9% acid / +2% physical Changes resistances penetration: +10% physical Changes damage: +6% physical Mental crit. chance: +8% A belt that goes around your waist. |
hardened leather belt 'Fulorand' hardened leather belt 'Fulorand'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +29 (+16 eff.) Changes stats: +2 Wil Changes resistances: +6% nature Stealth bonus: +7 Physical save: +12 (+6 eff.) Silence immunity: +10% Mindpower: +15 (+9 eff.) A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. hardened leather belt of the vagranthardened leather belt of the vagrant Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Con Mental save: +7 (+4 eff.) Mindpower: +5 (+4 eff.) A belt that goes around your waist. |
Aerysessra the cashmere cloak (8 def, 0 armour) Aerysessra the cashmere cloak (8 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +8 (+6 eff.) Damage when hit (Melee): 2 arcane Changes stats: +2 Str / +2 Con Changes resistances: +7% acid / +13% light / +7% cold / +16% fire / +5% arcane / +7% lightning Changes resistances penetration: +20% acid Changes damage: +6% arcane Stealth bonus: +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ce'Naldakira (27 def, 0 armour) Ce'Naldakira (27 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +5 (+1 eff.) Defense: +27 (+15 eff.) Changes stats: +1 Dex Physical save: +5 (+2 eff.) Only die when reaching: -60.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Layemira' (2 def, 8 armour) cashmere cloak 'Layemira' (2 def, 8 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +8 Defense: +2 (+2 eff.) Damage when hit (Melee): 10 mind Changes resistances: +10% cold Critical mult.: +20.00% Maximum hate: +4.00 Mental crit. chance: +1% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+8 eff.) Damage when hit (Melee): 10 cold Changes resistances: +7% all / +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent masteries: +0.30 Spell / Glacial waste +0.30 Spell / Rime wraith +0.30 Spell / Water +0.30 Spell / Frost alchemy +0.30 Spell / Grave +0.30 Spell / Ice Spellpower: +5 (+1 eff.) Movement speed: +15% Talent on hit(spell): Water Jet (5% chance level 1). This deep blue robe flows and ripples as if pushed by an invisible tide. |
This item will automatically be transmogrified when you leave the level. woollen robe 'Grinukhad' (10 def, 10 armour)woollen robe 'Grinukhad' (10 def, 10 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Armour penetration: +1 Armour: +10 Defense: +10 (+7 eff.) Changes stats: +4 Con Changes resistances: +4% physical / +9% all Changes resistances penetration: +10% physical Changes damage: +10% nature Physical save: +9 (+4 eff.) Poison immunity: +26% Disease immunity: +23% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Haleregovon the pair of rough leather boots (0 def, 9 armour) Haleregovon the pair of rough leather boots (0 def, 9 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +9 Changes resistances: +6% lightning / +6% temporal Mental save: +3 (+2 eff.) Cut immunity: +10% Knockback immunity: +10% Only die when reaching: -80.00 life A pair of boots made of leather. |
Xeravea the Torchobeisance (0 def, 3 armour) Xeravea the Torchobeisance (0 def, 3 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical power: +20 (+5 eff.) Armour: +3 Fatigue: +2% Changes stats: +2 Dex / +3 Wil / +3 Cun Changes resistances: +18% fire Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Stamina each turn: +1.00 Maximum stamina: +20.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Dairenarikhad' (0 def, 11 armour) pair of iron boots 'Dairenarikhad' (0 def, 11 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +11 Fatigue: +2% Reduces incoming crit damage: 15.00% Mental save: +6 (+3 eff.) Silence immunity: +23% Confusion immunity: +43% Stun/Freeze immunity: +31% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. restorative pair of dwarven-steel boots of evasion (5 def, 4 armour)restorative pair of dwarven-steel boots of evasion (5 def, 4 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +5 (+4 eff.) Fatigue: +3% Life regen: +3.00 Healing mod.: +10% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 24% chance to evade melee and ranged attacks and 15 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. Armomamnir (0 def, 4 armour)Armomamnir (0 def, 4 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Armour: +4 Fatigue: +4% Changes stats: +3 Str / +6 Dex / +11 Lck Reduces incoming crit damage: 15.00% Spell crit. chance: +5% Mental crit. chance: +5% Infravision radius: +3 See invisible: +9 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Brodugofang the dwarven-steel helm (0 def, 4 armour) Brodugofang the dwarven-steel helm (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +7 Str / +4 Wil / +2 Con Changes resistances: +7% blight / +5% arcane Physical save: +8 (+4 eff.) Mental save: +14 (+7 eff.) Healing mod.: +20% It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 266.0 Physical damage. If the attack hits, the target is confused (32% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Chalagas (0 def, 3 armour) Chalagas (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +3 Fatigue: +1% Effects on melee hit: * 20% chance to reduce armor by 36% Changes resistances: +9% mind Changes damage: +6% physical Physical save: +11 (+5 eff.) A cap made of leather. |
Horab (0 def, 16 armour) Horab (0 def, 16 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +16 Fatigue: +4% Changes stats: +2 Str Mental save: +6 (+3 eff.) Only die when reaching: -80.00 life Healing mod.: +15% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +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. Lorygakath the Boltward (0 def, 4 armour)Lorygakath the Boltward (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +5 Dex / +2 Wil / +7 Cun Changes resistances: +15% darkness / +6% lightning Changes resistances penetration: +15% mind / +20% lightning Psi when hit: +0.12 Infravision radius: +4 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. steel mail armour of implacability (2 def, 10 armour)steel mail armour of implacability (2 def, 10 armour) Requires: - Heavy armour training - Strength 20 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +10 Defense: +2 (+2 eff.) Fatigue: +8% Physical save: +7 (+3 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. stralite mail armour of command (12 def, 13 armour)stralite mail armour of command (12 def, 13 armour) Requires: - Heavy armour training - Strength 38 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +13 Defense: +12 (+8 eff.) Fatigue: +12% Changes stats: +3 Cun Mental save: +11 (+6 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. Corruptionmoon (9 def, 6 armour)Corruptionmoon (9 def, 6 armour) Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+6 eff.) Fatigue: +8% Effects on melee hit: * 20% chance to slow global speed by 37% Changes resistances: +18% temporal / +9% nature / +12% fire Changes resistances penetration: +10% fire / +25% temporal A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. rejuvenating hardened leather armour of fire resistance (9 def, 6 armour)rejuvenating hardened leather armour of fire resistance (9 def, 6 armour) Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+6 eff.) Fatigue: +8% Changes resistances: +20% fire Life regen: +2.30 Stamina each turn: +1.10 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. enlightening dwarven-steel plate armour (0 def, 11 armour)enlightening dwarven-steel plate armour (0 def, 11 armour) Requires: - Massive armour training - Strength 35 Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Changes stats: +5 Cun / +5 Wil Mental save: +13 (+7 eff.) A suit of armour made of metal plates. |
Emelurana the steel shield (0 def, 10 armour, 110% power, 38.5 block) Emelurana the steel shield (0 def, 10 armour, 110% power, 38.5 block)Requires: - Shield usage training - Strength 16 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Power: 110% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +38 When wielded/worn: Accuracy: +20 (+5 eff.) Armour: +10 Fatigue: +8% Changes stats: +3 Str Changes resistances: +16% lightning / +6% acid Changes resistances penetration: +25% physical Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. Belunor the Eclipseoath (22/22, 142% power, 10 apr)Belunor the Eclipseoath (22/22, 142% power, 10 apr) Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 142% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +2.0% Capacity: 22 Turns elapse between self-loadings: 6 On weapon hit: * 15% chance to reduce all saves and defense by 12 * 20% chance to slow global speed by 37% * 20% chance to reduce damage dealt by 10% Damage (Ranged): +16 darkness / +20 nature / +18 mind Arrows are used with bows to pierce your foes to death. |
agate 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. |
2 onyx 2 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. |
3 aquamarine 3 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. |
4 opal 4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz 4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+4 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. |
Issylach (dig speed 38 turns) Issylach (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +3 Str / +1 Mag Changes resistances: +11% nature / +3% blight Changes damage: +5% nature Poison immunity: +20% Stun/Freeze immunity: +20% Life regen: +2.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
This item will automatically be transmogrified when you leave the level. dwarven-steel pickaxe of endurance (dig speed 30 turns)dwarven-steel pickaxe of endurance (dig speed 30 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +5 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 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. |
Armebar the Dazzlesaw Armebar the DazzlesawInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 (+2 eff.) Changes stats: +3 Str / +6 Wil Changes resistances: +6% light Changes damage: +6% light Critical mult.: +14.00% Reduces incoming crit damage: 10.00% Light radius: +4 See invisible: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
Olotochak the Strikenaught Olotochak the StrikenaughtInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 4 lightning Changes stats: +6 Cun / +1 Con Changes damage: +6% physical Physical save: +8 (+4 eff.) Light radius: +7 Healing mod.: +13% A normal brass lantern, enhanced by alchemy to make it brighter. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(56 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
This item will automatically be transmogrified when you leave the level. bright alchemist's lamp of claritybright alchemist's lamp of clarity Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Mental save: +7 (+4 eff.) Light radius: +6 See stealth: +7 See invisible: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+4 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 5 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+4 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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. |
This item will automatically be transmogrified when you leave the level. barbed pouch of stralite shots (23/23, 160% power, 5 apr)barbed pouch of stralite shots (23/23, 160% power, 5 apr) Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Power: 160% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +10.5% Capacity: 23 On weapon crit: * Wound the target dealing 234 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Splendourpassion the iron torque of mindblast [power 105] (15 cooldown) Splendourpassion the iron torque of mindblast [power 105] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes damage: +3% acid / +9% light / +6% blight Light radius: +1 It can be used to blast the opponent's mind dealing 114 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of gale force [power 200] (15 cooldown) dwarven-steel torque of gale force [power 200] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 200 physical damage Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
powerful steel torque of clear mind [power 2] (25 cooldown) powerful steel torque of clear mind [power 2] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
powerful steel torque of psionic shield [power 51] (25 cooldown) powerful steel torque of psionic shield [power 51] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all damage taken by 51 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage by 16% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Blindglory the ash totem of thorny skin [power 27] (20 cooldown) Blindglory the ash totem of thorny skin [power 27] (20 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 37% Changes resistances: +9% darkness Changes damage: +3% light / +10% blight It can be used to harden the skin for 7 turns increasing armour by 27 and armour hardiness by 40% Activation puts all charms on cooldown for 20 turns. When used: * Reduce 1 talent cooldowns by 2. * Increase all damage by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. It was corrupted by the digestive sack. |
Prismblur the yew totem of healing [power 284] (15 cooldown) Prismblur the yew totem of healing [power 284] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes resistances: +6% mind / +9% nature Changes resistances penetration: +5% mind Changes damage: +12% mind Light radius: +3 It can be used to heal yourself and all friendly characters within 10 spaces for 284 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
amethyst 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. |
piercing elm wand of lightning storm [power 116] (15 cooldown) piercing elm wand of lightning storm [power 116] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 23 lightning damage and will be dazed for 1 turn (116 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 13% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
supercharged elm wand of shielding [power 152] (26 cooldown) supercharged elm wand of shielding [power 152] (26 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a shield absorbing up to 152 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 26 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quartz 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. |
6 ametrine 6 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. |
6 zircon 6 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 Boridricon the Drem Sun Paladin level 10
24th Voratun 122nd year of Ascendancy at 05:44 see stats
By Boridricon the Drem Sun Paladin level 20
29th Loss 122nd year of Ascendancy at 15:08 see stats
By Boridricon the Drem Sun Paladin level 18
25th Loss 122nd year of Ascendancy at 13:11 see stats
By Boridricon the Drem Sun Paladin level 10
25th Voratun 122nd year of Ascendancy at 03:27 see stats
By Boridricon the Drem Sun Paladin level 10
26th Voratun 122nd year of Ascendancy at 21:19 see stats
By Boridricon the Drem Sun Paladin level 22
5th Shortage 122nd year of Ascendancy at 13:24 see stats
By Boridricon the Drem Sun Paladin level 16
14th Loss 122nd year of Ascendancy at 09:32 see stats
By Boridricon the Drem Sun Paladin level 18
24th Loss 122nd year of Ascendancy at 05:36 see stats
Log
Walrog hits Boridricon for 74 fire damage.
Boridricon casts Wave of Power.
Boridriconstrikes twice with Wave of Power!
Boridricon hits Walrog for 182 physical, 35 light, 7 physical, 6 fire, 121 physical, 35 light, 7 physical, 6 fire (400 total damage).
Weapon of Wrath hits Walrog for 13 fire damage.
Boridricon's solar fury subsides.
Walrog damages himself through Martyrdom!
Boridricon hits Walrog for 1 fire damage.
Burning from Walrog hits Boridricon for 25 fire damage.
Walrog casts Freeze.
Boridricon resists!
Walrog damages himself through Martyrdom!
Walrog HEALS from cold damage!
Boridricon hits Walrog for 17 cold, 19 healing (17 total damage) [19 healing].
Walrog hits Boridricon for 363 cold damage.
Boridricon casts Rune: Blink.
Boridricon is out of phase.
Boridricon regains balance.
Walrog damages himself through Martyrdom!
Boridricon hits Walrog for 0 fire damage.
Burning from Walrog hits Boridricon for 16 fire damage.
Walrog is less vulnerable.
Walrog casts Frozen Ground.
Walrog damages himself through Martyrdom!
Walrog HEALS from cold damage!
Boridricon hits Walrog for 15 cold, 16 healing (15 total damage) [16 healing].
Walrog hits Boridricon for 300 cold damage.
Boridricon the level 23 drem sun paladin was frozen and shattered into a million little shards to death by Walrog on level 2 of Lake of Nur.