
















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | UI Pack: Plumpkins! 1.6.0Cosmetic pack! Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Shimmer Pack: Pyromania 1.6.0Cosmetic pack! Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Skeleton |
Class | Annihilator |
Level / Exp | 25 / 25% |
Size | medium |
Lifes / Deaths | Killed by Velyra the luminous horror at level 25 on the 61st Regrowth 123rd year of Ascendancy at 20:40 / 2Killed by Zubalravea the netherworm mass at level 25 on the 62nd Regrowth 123rd year of Ascendancy at 03:36 |
Primary Stats
Strength | 43 (base 10) |
Dexterity | 66 (base 38) |
Constitution | 54 (base 38) |
Magic | 19 (base 10) |
Willpower | 14 (base 10) |
Cunning | 71 (base 38) |
Resources
Life | 0/804 |
Steam | 100/100 |
Healing Factor | 1.5097803169827 |
Regeneration | 7.9263466641591 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +22% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 16 |
See Stealth | 9 |
See Invisible | 9 |
Offense: Mainhand
Damage | 60 |
Accuracy | 59 |
Crit Chance | 33% |
APR | 3 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 26 |
Crit Chance | 24% |
Speed | 1 |
Offense: Mind
Mindpower | 35 |
Crit Chance | 19% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +19% |
Light | +17% |
Temporal | +4% |
Fire | +10% |
Physical | +5% |
Cold | +18% |
All | 0% |
Offense: Damage Penetration
Blight | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 58.450656766708 (100%) |
Defense | 39 |
Ranged Defense | 39 |
Fatigue | 23 |
Physical Save | 33 |
Spell Save | 20 |
Mental Save | 28 |
Defense: Resistances
Acid | + 15%( 70%) |
Lightning | + 39%( 70%) |
Light | + 24%( 70%) |
Darkness | + 44%( 70%) |
Blight | + 25%( 70%) |
Physical | + 27%( 70%) |
Fire | + 27%( 70%) |
All | + 13%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Pinning Resistance | 70% |
Bleed Resistance | 100% |
Disarm Resistance | 100% |
Fear Resistance | 100% |
Stun Resistance | 80% |
Poison Resistance | 100% |
Knockback Resistance | 61% |
Inscriptions (4/4)
Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.8 steam per turn. Can be activated for an instant burst of 59 steam. Its effects scale with your Constitution stat. |
Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 183% efficiency and cooldown mod of 63%. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 200% efficiency and cooldown mod of 89%. Its effects scale with your Dexterity stat. |
Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.8 steam per turn. Can be activated for an instant burst of 64 steam. Its effects scale with your Cunning stat. |
Class Talents
Steamtech / Magnetism | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Demolition | 1.30 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Artillery | 1.44 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Heavy weapons | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Turrets | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Gadgets | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 3/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Combat training | 1.30 |
| 4/5 |
| 4/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved Constitution 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 have explored the Old Forest and vanquished Wrathroot. * 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 |
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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed electric eel tail. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * '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.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed vial of squid ink. | 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 within4 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +9 Defense: +9 (+3 eff.) Fatigue: +8% Changes stats: +6 Str / +5 Dex Changes resistances: +10% fire Changes damage: +10% fire Pinning immunity: +50% Steampower: +3 (+1 eff.) These boots have a 7% chance to fail to operate properly (reduced by Cunning). It can be used to jump to a nearby location within range 7, blasting everything within radius 2 (76 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (129 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning) Activation costs 18 power out of 18/18. These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
Quiver | ![]() Requires: - Dexterity 24 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 3 Base power: 40.5 - 48.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +15.0% Capacity: 18 When this weapon hits: Epidemic (20% chance level 3). On weapon hit: * 20% chance to reduce armor by 25% * 7% chance to reduce strength, dexterity, and constitution by 15 * 20% chance to knock the target back 3 spaces and deal 141 physical damage On weapon crit: * Wound the target dealing 207 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +4 acid / +14 physical / +9 blight / +8 cold Damage (radius 1) on hit: +4 cold Damage (radius 2) on crit: +12 acid When wielded/worn: Talent granted: +2 Saw Shell Shots are used with slings to pummel your foes to death. |
Light source | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Maximum life: +47.00 Light radius: +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +13 Armour Hardiness: +5% Fatigue: +5% Changes stats: +5 Cun / +4 Con Physical save: +13 (+6 eff.) Mental save: +7 (+3 eff.) Stun/Freeze immunity: +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
On hands | ![]() Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +3 Changes stats: +3 Dex Talent granted: +3 Iron Grip Disarm immunity: +80% Life regen: +2.00 Stamina each turn: +0.50 Maximum stamina: +13.00 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 | ![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +4 Str / +2 Mag / +5 Cun Changes resistances: +9% darkness / +6% fire Changes damage: +3% cold Reduces incoming crit damage: 15.00% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +7 (+2 eff.) Physical power: +10 (+3 eff.) Defense: +8 (+3 eff.) Effects on melee hit: * 12% chance to reduce all saves and defense by 23 Damage (Melee): 10 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 23 Damage (Ranged): 17 physical Changes stats: +4 Cun Changes resistances penetration: +15% blight Spell save: +9 (+4 eff.) Hate when firing a critical mind attack: +1.00 Maximum hate: +7.00 Spellpower: +5 (+2 eff.) Spell crit. chance: +1% Mindpower: +8 (+4 eff.) Movement speed: +12% Can be unequipped or rerolled. Activating this item is instant. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation puts all charms on cooldown for 1 turns. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Cun / +2 Con Changes resistances: +3% acid Disarm immunity: +21% Pinning immunity: +20% Knockback immunity: +21% Maximum life: +22.00 Light radius: +3 Rings make your fingers look great! |
Around neck | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Changes stats: +5 Dex / +3 Mag / +5 Cun / +5 Con Changes resistances: +2% physical Changes damage: +4% darkness / +4% temporal / +4% light / +5% physical Talent mastery: +0.14 Steamtech / Artillery Life regen: +1.00 Stamina each turn: +0.40 Maximum life: +20.00 Spellpower: +3 (+1 eff.) Spell crit. chance: +4% Movement speed: +10% Healing mod.: +10% Amulets make your neck look great! |
In main hand | ![]() Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Mastery: Autoloader Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Attack speed: 100% Firing range: +8 Travel speed: +600% Damage (radius 1) on hit: +20 light / +36 20% chance of physical repulsion Attacks use: 2.0 Steam When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +9 Str / +4 Cun Changes damage: +15% cold Light radius: +3 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | ![]() Crafted 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: +5 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. |
In off hand | ![]() Requires: - Shield usage training - Cunning 24 Powered by arcane forces Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 32.0 - 38.4 Uses stat: 100% Cun Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +82 Damage (Melee): +15 physical / +13 light / +12 darkness When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +4 Mag / +1 Wil / +3 Cun Changes resistances: +15% physical / +13% light / +12% darkness Changes damage: +13% light / +15% darkness Talent granted: +1 Block Slows Projectiles: +13% Bonus block near projectiles: +52 Handheld deflection devices. |
Cloak | ![]() Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Changes resistances: +30% lightning Stun/Freeze immunity: +50% Spellpower: +5 (+2 eff.) Mindpower: +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Main armor | ![]() Requires: - Heavy armour training - Strength 20 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +8 Armour Hardiness: +20% Defense: +2 (+1 eff.) Fatigue: +16% Changes stats: +3 Wil Changes resistances: +14% blight / +15% darkness Life regen: +2.00 Maximum life: +29.00 Light radius: +2 Healing mod.: +11% A suit of armour made of mail. |
Inventory
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 lightning, 3 physical, 3 light, 3 cold, 3 nature, 3 mind 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. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() steel amulet 'Tundraparry' Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical crit. chance: +6.0% Armour: +8 Damage when hit (Melee): 6 cold Changes stats: +3 Con / +4 Wil Changes resistances: +12% cold Critical mult.: +10.00% Amulets make your neck look great! |
![]() Emelethra the dwarven-steel battleaxe (30-46 power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 30.5 - 45.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% When wielded/worn: Accuracy: +34 (+9 eff.) Defense: +12 (+4 eff.) Changes stats: +6 Dex / +5 Wil Changes damage: +6% physical Disarm immunity: +41% Maximum psi: +20.00 Massive two-handed battleaxes. |
![]() dwarven-steel battleaxe of enduring (33-50 power, 2 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 33.0 - 49.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% When wielded/worn: Changes stats: +10 Con / +10 Wil Maximum life: +76.00 Massive two-handed battleaxes. |
![]() steel dagger 'Burnpeal' (12-16 power, 6 apr) Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.0 - 15.6 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +12 mind When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +8 (+3 eff.) Changes stats: +2 Str / +2 Mag / +4 Cun Changes resistances: +12% mind / +12% fire Disarm immunity: +24% Sharp, short and deadly. |
![]() Deepsbrand (20-24 power, 4 apr, acid element) Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +5 (+1 eff.) Physical crit. chance: +2.0% Armour: +8 Defense: +10 (+3 eff.) Changes stats: +5 Con Changes resistances penetration: +10% darkness Changes damage: +20% acid / +12% darkness Talent granted: +1 Command Staff Life regen: +1.00 Maximum stamina: +30.00 Spellpower: +16 (+8 eff.) Spell crit. chance: +3% Healing mod.: +13% Staves designed for wielders of magic, by the greats of the art. |
![]() Olykalthogund the 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 resistances: +6% mind / +5% arcane Changes damage: +15% blight Talent granted: +1 Command Staff Reduces incoming crit damage: 5.00% Spell save: +3 (+1 eff.) Blindness immunity: +20% Spellpower on spell critical (stacks up to 3 times): +6 Maximum pos.energy: +15.00 Maximum neg.energy: +15.00 Spellpower: +6 (+3 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
![]() Plague-Fire Sceptre (24-29 power, 4 apr, physical element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 Base power: 24.0 - 28.8 Uses stat: 125% Mag Damage type: Fire Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% blight / +20% fire Spellpower: +27 (+13 eff.) Spell crit. chance: +7% Plaguefire detonates when its victim dies, spreading to other enemies up to two times. It can be used to fire a bolt of plaguefire, dealing damage over time based on your magic stat Activation costs 15 power out of 15/15. The flames of Mal'Rok can be more stubborn than most. When they run out of fuel they have been known go out of their way to find more. |
![]() flaming dwarven-steel waraxe of massacre (26-37 power, 4 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 26.5 - 37.1 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: +10 fire One-handed war axes. |
![]() Dairikhad the cashmere wizard hat (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 10 mind Changes stats: +6 Cun Changes resistances: +22% lightning Changes damage: +15% lightning Maximum hate: +6.00 Mindpower: +20 (+8 eff.) A pointy cloth hat, very wizardly... |
![]() Falyzilagas the hardened leather hat (0 def, 3 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +3 Fatigue: +3% Effects on melee hit: * 10% chance to reduce all saves and defense by 23 Changes stats: +5 Str / +2 Dex / +1 Mag / +5 Wil Changes resistances: +12% blight / +7% physical / +6% mind Physical save: +8 (+4 eff.) See invisible: +15 A hat made of leather. Very stylish. |
![]() Zerygorn the Duathelhash (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 20% chance to reduce damage dealt by 19% Changes stats: +5 Con Changes resistances: +9% darkness / +12% temporal Changes resistances penetration: +20% darkness Changes damage: +15% fire A hat made of leather. Very stylish. |
![]() cleansing hardened leather armour (9 def, 6 armour) Requires: - Strength 16 Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+3 eff.) Fatigue: +8% Changes resistances: +12% nature / +12% blight A suit of armour made of leather. |
![]() duelist's hardened leather armour of command (20 def, 15 armour) Requires: - Strength 16 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +15 Defense: +20 (+7 eff.) Fatigue: +8% Changes stats: +5 Cun / +4 Dex Mental save: +12 (+6 eff.) A suit of armour made of leather. |
![]() 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: 14.0 - 16.8 Uses stat: 100% Cun Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +38 When wielded/worn: Accuracy: +4 (+1 eff.) Armour: +4 Fatigue: +8% Changes stats: +2 Str / +3 Dex Changes resistances: +11% darkness / +18% cold / +3% nature / +11% light Changes resistances penetration: +10% arcane Changes damage: +3% nature Talent granted: +1 Block Handheld deflection devices. |
![]() Requires: - Shield usage training - Cunning 25 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 21.0 - 29.4 Uses stat: 150% Cun Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.0% Block value: +60 When wielded/worn: Armour: +10 Defense: +9 (+3 eff.) Fatigue: +14% Changes resistances: +20% cold / +20% darkness / +20% nature Talent granted: +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() sapper's dwarven-steel pickaxe (dig speed 24 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Changes stats: +2 Str / +3 Cun Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +3 (+1 eff.) Changes stats: +1 Str / +2 Cun Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 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. |
![]() Infused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)Powered by unknown forces 0.00 Encumbrance. [Plot Item] Type: mirror / mirror It can be used to change your appearance Activation costs 1 power out of 1/1. A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
![]() Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.00 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. |
![]() 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. |
simple frost salve [power 22] simple frost salve [power 22]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 200% efficiency and 89% cooldown modifier. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (22% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple healing salve [power 273] simple healing salve [power 273]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 200% efficiency and 89% cooldown modifier. It can be used to heal 273 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() Requires: - Dexterity 16 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 2 Base power: 27.5 - 33.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +11.5% Capacity: 15 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 141 physical damage On weapon crit: * Splash the target with acid dealing 71 damage over 5 turns and reducing armor and accuracy by 9 * Wound the target dealing 207 physical damage across 5 turns and reducing healing by 50% Damage Shield penetration (this weapon only): +10% Damage (Ranged): +4 blight / +13 physical / +12 arcane Damage (radius 2) on crit: +4 nature When wielded/worn: Shots are used with slings to pummel your foes to death. |
![]() quick ash wand of conjuration [power 135] (11 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to fire a magical bolt dealing 135 lightning damage Activation puts all charms on cooldown for 11 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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 The Siegesmith the Skeleton Annihilator level 20
30th Regrowth 123rd year of Ascendancy at 08:02 see stats
By The Siegesmith the Skeleton Annihilator level 21
48th Regrowth 123rd year of Ascendancy at 23:19 see stats
By The Siegesmith the Skeleton Annihilator level 10
3rd Summertide 122nd year of Ascendancy at 14:14 see stats
By The Siegesmith the Skeleton Annihilator level 20
2nd Decay 122nd year of Ascendancy at 17:31 see stats
By The Siegesmith the Skeleton Annihilator level 20
23rd Regrowth 123rd year of Ascendancy at 01:55 see stats
By The Siegesmith the Skeleton Annihilator level 8
10th Mirth 122nd year of Ascendancy at 07:23 see stats
By The Siegesmith the Skeleton Annihilator level 16
50th Haze 122nd year of Ascendancy at 03:04 see stats
By The Siegesmith the Skeleton Annihilator level 22
49th Regrowth 123rd year of Ascendancy at 12:07 see stats
By The Siegesmith the Skeleton Annihilator level 13
31st Haze 122nd year of Ascendancy at 19:09 see stats
By The Siegesmith the Skeleton Annihilator level 25
61st Regrowth 123rd year of Ascendancy at 20:40 see stats
Log
Zubalravea the netherworm mass uses Blinding Powder.
Ran for 7 turns (stop reason: detrimental status effect).
The Siegesmith loses sight!
The Siegesmith is disabled.
Zubalravea the netherworm mass hits The Siegesmith for damage.
Something hits Something for (14 flat reduction), 95 fire, (2 flat reduction), 0 acid, (14 flat reduction), 2 physical, (4 flat reduction), 0 blight, (5 flat reduction), 0 cold, (2 flat reduction), 0 cold, (11 flat reduction), 0 light (97 total damage).
Resting starts...
Rested for 1 turns (stop reason: taken damage).
Something performs a melee critical strike against The Siegesmith!
Something leeches life from The Siegesmith!
Something hits The Siegesmith for (40 reactive armor), (24 exoskeleton), 24 physical, (3 exoskeleton), 3 cold, (2 exoskeleton), 2 fire, (1 exoskeleton), 1 lightning, (2 exoskeleton), 2 acid, (2 exoskeleton), 2 acid, (2 exoskeleton), 2 fire, (2 exoskeleton), 2 cold, (2 exoskeleton), 2 lightning, (8 exoskeleton), 8 darkness, (2 exoskeleton), 2 acid, (2 exoskeleton), 2 fire, (2 exoskeleton), 2 cold, (2 exoskeleton), 2 lightning, (63 exoskeleton), 63 physical, (3 exoskeleton), 3 cold, (2 exoskeleton), 2 fire, (1 exoskeleton), 1 lightning, (2 exoskeleton), 2 acid, (2 exoskeleton), 2 acid, (2 exoskeleton), 2 fire, (2 exoskeleton), 2 cold, (2 exoskeleton), 2 lightning, (4 exoskeleton), 4 light, (8 exoskeleton), 8 darkness, (11 exoskeleton), 11 darkness, (2 exoskeleton), 2 acid, (2 exoskeleton), 2 fire, (2 exoskeleton), 2 cold, (2 exoskeleton), 2 lightning (169 total damage).
The Siegesmith hits Something for 123 healing, 9 healing, 7 healing, 4 healing, 5 healing, 6 healing, 4 healing, 7 healing, 6 healing, 22 healing, 6 healing, 4 healing, 7 healing, 6 healing, 177 healing, 9 healing, 7 healing, 4 healing, 5 healing, 6 healing, 4 healing, 7 healing, 6 healing, 11 healing, 23 healing, 30 healing, 6 healing, 4 healing, 7 healing, 6 healing (0 total damage) [528 healing].
Ran for 2 turns (stop reason: taken damage).
Something leeches life from The Siegesmith!
Something hits The Siegesmith for (73 reactive armor), (45 exoskeleton), 45 physical, (3 exoskeleton), 3 cold, (2 exoskeleton), 2 fire, (1 exoskeleton), 1 lightning, (2 exoskeleton), 2 acid, (2 exoskeleton), 2 acid, (2 exoskeleton), 2 fire, (2 exoskeleton), 2 cold, (2 exoskeleton), 2 lightning, (26 exoskeleton), 26 darkness, (2 exoskeleton), 2 acid, (2 exoskeleton), 2 fire, (2 exoskeleton), 2 cold, (2 exoskeleton), 2 lightning (96 total damage).
The Siegesmith hits Something for 227 healing, 9 healing, 7 healing, 4 healing, 5 healing, 6 healing, 4 healing, 7 healing, 6 healing, 74 healing, 6 healing, 4 healing, 7 healing, 6 healing (0 total damage) [371 healing].
The Siegesmith resists the stun!
Something leeches life from The Siegesmith!
Something hits The Siegesmith for (89 exoskeleton), 89 physical, (3 exoskeleton), 3 cold, (2 exoskeleton), 2 fire, (1 exoskeleton), 1 lightning, (2 exoskeleton), 2 acid, (2 exoskeleton), 2 acid, (2 exoskeleton), 2 fire, (2 exoskeleton), 2 cold, (2 exoskeleton), 2 lightning, (31 exoskeleton), 31 darkness, (2 exoskeleton), 2 acid, (2 exoskeleton), 2 fire, (2 exoskeleton), 2 cold, (2 exoskeleton), 2 lightning (144 total damage).
The Siegesmith hits Something for 248 healing, 9 healing, 7 healing, 4 healing, 5 healing, 6 healing, 4 healing, 7 healing, 6 healing, 86 healing, 6 healing, 4 healing, 7 healing, 6 healing (0 total damage) [404 healing].
The Siegesmith resists!
Something leeches life from The Siegesmith!
Something hits The Siegesmith for (4 exoskeleton), 131 physical, (0 exoskeleton), 7 cold, (0 exoskeleton), 5 fire, (0 exoskeleton), 3 lightning, (0 exoskeleton), 4 acid, (0 exoskeleton), 5 acid, (0 exoskeleton), 3 fire, (0 exoskeleton), 5 cold, (0 exoskeleton), 4 lightning, (0 exoskeleton), 44 darkness, (0 exoskeleton), 5 acid, (0 exoskeleton), 3 fire, (0 exoskeleton), 5 cold, (0 exoskeleton), 4 lightning, (0 exoskeleton), 68 physical (293 total damage).
The Siegesmith hits Something for 190 healing, 9 healing, 7 healing, 4 healing, 5 healing, 6 healing, 4 healing, 7 healing, 6 healing, 61 healing, 6 healing, 4 healing, 7 healing, 6 healing, 95 healing (0 total damage) [416 healing].
Something leeches life from The Siegesmith!
Something hits The Siegesmith for (20 exoskeleton), 43 physical, (0 exoskeleton), 7 cold, (0 exoskeleton), 5 fire, (0 exoskeleton), 3 lightning, (0 exoskeleton), 4 acid, (0 exoskeleton), 5 acid, (0 exoskeleton), 3 fire, (0 exoskeleton), 5 cold, (0 exoskeleton), 4 lightning, (0 exoskeleton), 28 darkness, (0 exoskeleton), 5 acid, (0 exoskeleton), 3 fire, (0 exoskeleton), 5 cold (118 total damage).
The Siegesmith hits Something for 88 healing, 9 healing, 7 healing, 4 healing, 5 healing, 6 healing, 4 healing, 7 healing, 6 healing, 39 healing, 6 healing, 4 healing, 6 healing (0 total damage) [191 healing].
The Siegesmith the level 25 skeleton annihilator was frozen to death by Zubalravea the netherworm mass on level 3 of Lake of Nur.