










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Ashes of Urh'Rok 1.6.7Official 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 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.7Official 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 1.6.6Donators/Buyers bonus! Forbidden Cults 1.6.7Official 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 | Normal Adventure |
| Sex | Female |
| Race | Higher |
| Class | Brawler |
| Level / Exp | 29 / 74% |
| Size | medium |
| Lifes / Deaths | Killed by Gewen the cutpurse at level 15 on the 28th Dusk 122nd year of Ascendancy at 17:24 0 / 7Killed by The Master at level 24 on the 37th Haze 122nd year of Ascendancy at 03:57 Killed by The Master at level 24 on the 37th Haze 122nd year of Ascendancy at 12:51 Killed by Urkis, the High Tempest at level 28 on the 9th Decay 122nd year of Ascendancy at 03:24 Killed by Cultist at level 29 on the 10th Regrowth 123rd year of Ascendancy at 04:24 Killed by corrupted orc berserker at level 29 on the 11st Regrowth 123rd year of Ascendancy at 02:17 Killed by corrupted orc berserker at level 29 on the 11st Regrowth 123rd year of Ascendancy at 07:08 |
Primary Stats
| Strength | 20 (base 16) |
| Dexterity | 70 (base 60) |
| Constitution | 22 (base 10) |
| Magic | 1 (base 10) |
| Willpower | 6 (base 10) |
| Cunning | 68 (base 53) |
Resources
| Life | -362/749 |
| Stamina | 104/154 |
| Healing Factor | 1.2937500000001 |
| Regeneration | 4.2046875000002 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -50% |
| Spell | 0% |
| Global | +90.909090909091% |
Vision
| Sight | 15 |
| Lite | 7 |
| Infravision | 3 |
| ESP Range | 15 |
| ESP Kinds | humanoid/orc |
Offense: Barehand
| Damage | 74 |
| Accuracy | 69 |
| Crit Chance | 22% |
| APR | 26 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 1 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 34 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +19% |
| Acid | +22% |
| Light | +51% |
| Temporal | +10% |
| Nature | +30% |
| Physical | +11% |
| Mind | +32% |
| All | +7% |
Offense: Damage Penetration
| Light | +15% |
| Physical | +10% |
| Arcane | +15% |
| Fire | +5% |
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 37 (82.131147540984%) |
| Defense | 42 |
| Ranged Defense | 42 |
| Fatigue | 0 |
| Physical Save | -4 |
| Spell Save | 7 |
| Mental Save | -17 |
Defense: Resistances
| Acid | + 27%( 70%) |
| Arcane | + 45%( 70%) |
| Cold | + 33%( 70%) |
| All | + 22%( 70%) |
| Darkness | + 44%( 70%) |
| Light | + 29%( 70%) |
| Temporal | + 31%( 70%) |
| Mind | + 29%( 70%) |
| Lightning | + 32%( 70%) |
| Fire | + 47%( 70%) |
| Nature | + 53%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Poison Resistance | 10% |
| Blind Resistance | 40% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 520 life over 5 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: PrismaticUse 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: 4 acid, 2 physical, 5 fire, 5 mind, 4 temporal |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 87 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 11% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. |
Class Talents
| Cunning / Tactical | 1.30 |
| 4/5 |
| 4/5 |
| 5/5 |
| 5/5 |
| Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Pugilism | 1.30 |
| 1/5 |
| 2/5 |
| 3/5 |
| 5/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Unarmed training | 1.30 |
| 2/5 |
| 3/5 |
| 4/5 |
| 3/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Exploit Weakness |
| talent | Striking Stance |
| beneficial effect | Detects creatures of type humanoid/orc in radius 15. Overseer of Nations |
| beneficial effect | Countering melee attacks: Has a 47% chance to get an automatic counter attack when avoiding a melee attack. (1.9 counters remaining) Counter Attacking |
| detrimental effect | The target is hexed, granting it 38% chance each turn to be dazed for 3 turns. Pacification Hex |
| detrimental effect | Movement speed is reduced by 50%. Slow movement |
| beneficial effect | Light damage increased by 20%. Born into Magic |
| beneficial effect | The target's light, darkness, and fire resistance has been increased by 6%. Solar Infusion |
| detrimental effect | The target is engulfed in entropy, reducing the duration of new beneficial effects and increasing the duration of new negative effects by 43%. NihilThis effect will fade in 2 turns if the source is not in line of sight. |
| detrimental effect | Damage reduced by 44%. To The Arms |
| detrimental effect | This character's flames are feeding the source, healing them for 3 per turn and giving them 2 vim. Devouring flames |
| detrimental effect | The target is on fire, taking 100.52 fire damage per turn. Burning |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| detrimental effect | The target has 30 reduced saves and defense, 20% reduced critical chance, and 4% chance to fail talent use. 10 JinxThis effect will fade in 2 turns if the source is not in line of sight. |
| detrimental effect | Mind and body exposed to effects and attacks, reducing all saves and defense by 24. Exposed |
| detrimental effect | Huge cut that bleeds, doing 84.55 physical damage per turn. Bleeding |
| beneficial effect | The target calls upon its inner resources, improving all damage by 7% and reducing all damage taken by 7%. Wrath of the Highborn |
| detrimental effect | The target is losing faith that it can defeat you, reducing its damage by 30% and slowing it by -10% Overwhelming Fear |
| detrimental effect | The target's mind and body is wasting away, reducing all stats by 20. AtrophyThis effect will fade in 2 turns if the source is not in line of sight. |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | active |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved Cunning by +5. | done |
You failed to protect the lost defiler from death by netherworm mass. Escort: lost defiler (level 2 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Dreadfell. Escort: lost sun paladin (level 4 of Dreadfell)As a reward you improved Cunning by +5. | done |
You failed to protect the lost warrior from death by poison ooze. Escort: lost warrior (level 7 of Dreadfell) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | 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 have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed pouch of faeros ash. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | 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 |
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 | Xanina the Lightwreck (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +8 Lck / +4 Dex Changes resistances: +3% darkness / +6% fire Changes resistances penetration: +15% light Stealth bonus: +7 Physical save: +3 (+3 eff.) Poison immunity: +10% Only die when reaching: -40.00 life Maximum life: +40.00 A pair of boots made of leather. |
| Quiver | The Titan's Quiver (18/18, 62-86.8 power, 20 apr)Requires: - Strength 30 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 62.0 - 86.8 Uses stats: 70% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +8.0% Capacity: 18 On weapon crit: * pin the target to the nearest wall These massive arrows are honed to a vicious sharpness, and appear to be nearly unbreakable. They seem more like spikes than any arrow you've ever seen. |
| On hands | Pitchbait the voratun gauntlets (0 def, 11 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +3.0% Armour: +11 Fatigue: +5% Effects on melee hit: * 20% chance to reduce damage dealt by 19% Damage (Melee): 10 physical Changes stats: +3 Str / +2 Dex / +6 Con Changes resistances: +3% darkness Changes damage: +12% darkness / +6% physical When used to modify unarmed attacks: Base power: 29.0 - 40.6 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Sand Breath (10% chance level 5). Damage (radius 1) on hit: +11 physical Damage (radius 2) on crit: +13 physical Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | Gunasta the Abyssworm (6 def, 8 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +8 Defense: +6 (+2 eff.) Fatigue: +4% Changes stats: +4 Dex Changes resistances: +6% temporal / +8% cold / +14% fire / +4% all Changes resistances penetration: +5% fire Changes damage: +3% temporal Physical save: +8 (+8 eff.) 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. |
| Tool | Lustrefury the dwarven-steel pickaxe (dig speed 28 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str / +9 Dex / +4 Mag / +8 Cun Changes damage: +15% light Maximum mana: +20.00 Spell crit. chance: +6% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+8 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| On fingers | FilthkingCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +5 Cun / +2 Con Changes resistances: +5% arcane / +10% mind / +3% light Changes resistances penetration: +15% nature Changes damage: +10% mind Spell save: +12 (+12 eff.) Maximum stamina: +10.00 Mindpower: +7 (+3 eff.) Rings can have magical properties. |
| Around neck | serendipitous steel amulet of murderInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +14 (+4 eff.) Armour penetration: +11 Defense: +6 (+2 eff.) Changes stats: +5 Lck Critical mult.: +11.00% Reduce all damage from unseen attackers: 11% Amulets can have magical properties. |
| Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+3 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+10 eff.) Spell save: +10 (+10 eff.) Mindpower: +10 (+5 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
| Light source | Veloldana the EbonystarPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Accuracy: +25 (+6 eff.) Physical power: +15 (+5 eff.) Changes resistances: +17% darkness Changes resistances penetration: +15% arcane / +10% physical Changes damage: +9% light Damage affinity(heal): +5% light Light radius: +7 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 13.30 light damage. At talent level 3 you gain 6% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
| Cloak | Shadowsear of the Blightspawn (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Defense: +2 (+0 eff.) Effects when hit in melee: * 29% chance to reduce strength, dexterity, and constitution by 5 * 20% chance to reduce damage dealt by 19% Changes stats: +2 Cun / +2 Dex Changes resistances: +7% acid / +7% fire / +6% lightning / +7% cold Physical save: +5 (+5 eff.) Mental save: +9 (+9 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | Mayarera the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 6 mind Changes stats: +2 Str / +3 Dex / +6 Mag / +3 Wil Changes resistances: +7% lightning / +6% temporal A belt that goes around your waist. |
Inventory
Rune of Dissipation ( )Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
psionicist's steel ring of frost (+22%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil Changes resistances: +22% cold Changes damage: +11% cold Mental save: +8 (+8 eff.) Rings can have magical properties. |
solipsist's steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Cun / +4 Wil Mindpower: +7 (+3 eff.) Rings can have magical properties. |
titan's steel ring of lightning (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +20% lightning Changes damage: +10% lightning Physical save: +6 (+6 eff.) Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.manaburning voratun mace of dampening (46.5-65.1 power, 6 apr) Requires: - Strength 48 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 46.5 - 65.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 14 arcane resource burn When wielded/worn: Changes resistances: +15% acid / +14% lightning / +14% cold / +7% fire / +6% all Spell save: +7 (+7 eff.) Blunt and deadly. |
Eyal's Will (22-24.2 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 22.0 - 24.2 Uses stats: 60% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +10 Wil Changes resistances: +25% blight / +15% nature Changes resistances penetration: +20% nature / +10% acid Changes damage: +20% nature / +10% acid Talent mastery: +0.10 Wild-gift / Mindstar mastery Talent granted: +3 Ooze Spit Mindpower: +18 (+8 eff.) Mental crit. chance: +9% It can be used to activate talent Slime Wave (costing 30 power out of 30/30) : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 7, doing 15.48 slime damage for 11 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. |
Staff of AbsorptionRequires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Plot Item] Type: weapon / staff It must be held with both hands. Base power: 30.0 - 33.0 Uses stat: 100% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 When wielded/worn: Accuracy: +20 (+5 eff.) Spellpower: +20 (+19 eff.) Spell crit. chance: +10% It can be used to absorb energies Activation costs 1000 power out of 1000/1000. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. |
Scorpion's Tail (28-30.8 power, 8 apr)Requires: - Dexterity 28 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 3 Base power: 28.0 - 30.8 Uses stat: 100% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +8 Crit. chance: +5.0% Attack speed: 125% When this weapon hits: Disarm (30% chance level 3). Damage (Melee): +22 poison / +22 bleed When wielded/worn: Accuracy: +10 (+3 eff.) See stealth: +9 See invisible: +9 A long whip of linked metal joints finished with a viciously sharp barb leaking terrible venom. |
PyreveilInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +3% nature / +9% fire Changes resistances penetration: +10% light Changes damage: +3% light Physical save: +5 (+5 eff.) Mindpower: +2 (+1 eff.) A belt that goes around your waist. |
nightruned rough leather belt of the giantsPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Changes resistances: +5% light / +5% darkness Spell save: +6 (+6 eff.) Size category: +1 A belt that goes around your waist. |
murderer's linen cloak of implacability (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +3 Defense: +1 (+0 eff.) Changes stats: +1 Cun / +1 Dex Physical save: +6 (+6 eff.) Mental save: +7 (+7 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
regal linen cloak of Iron Throne (1 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Str / +2 Wil / +1 Con Mental save: +5 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Robe of Force (12 def, 8 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+4 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical / +9% all Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+10 eff.) Mindpower: +8 (+4 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 13.80 to 17.25 physical damage (based on Willpower and Cunning) with knockback Activation costs 10 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Blindoracle (0 def, 2 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 7 acid Changes stats: +4 Cun Changes resistances: +7% acid Changes resistances penetration: +10% light Changes damage: +5% acid Mental save: +9 (+9 eff.) Maximum hate: +10.00 When used to modify unarmed attacks: Base power: 16.0 - 17.6 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 125% When this weapon hits: Corrosive Breath (10% chance level 3). Damage (radius 2) on crit: +7 acid Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Sparkstun (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +2 Damage when hit (Melee): 2 lightning Changes stats: +3 Str / +1 Mag / +1 Wil / +2 Con Changes resistances: +9% cold Changes resistances penetration: +15% lightning Physical save: +7 (+7 eff.) Mental save: +7 (+7 eff.) Disarm immunity: +20% When used to modify unarmed attacks: Base power: 18.5 - 20.4 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Accuracy: +7 Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 125% When this weapon hits: Perfect Control (10% chance level 3). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Thunderroar the drakeskin leather gloves (0 def, 3 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Damage (Melee): 14 fire Changes stats: +2 Wil Changes resistances: +9% fire Changes resistances penetration: +20% blight / +15% lightning Changes damage: +6% lightning / +6% fire Mana each turn: +0.08 Maximum vim: +40.00 When used to modify unarmed attacks: Base power: 26.5 - 29.2 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 125% When this weapon hits: Fire Breath (10% chance level 5). Damage (radius 2) on crit: +14 fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets (0 def, 1 armour)Requires: - Heavy armour training 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% When used to modify unarmed attacks: Base power: 11.5 - 16.1 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 100% Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level.restful drakeskin leather gloves of regeneration (0 def, 3 armour) Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Changes resistances: +10% blight Life regen: +8.60 Stamina each turn: +2.20 Psi each turn: +0.30 Maximum stamina: +20.00 When used to modify unarmed attacks: Base power: 27.0 - 29.7 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 125% When this weapon hits: Nightmare (10% chance level 5). When this weapon hits: Second Wind (10% chance level 1). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. It was hardened by the digestive sack. |
rough leather gloves (0 def, 1 armour)1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 When used to modify unarmed attacks: Base power: 7.0 - 7.7 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 125% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Steel Helm of Garkul (0 def, 6 armour)Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+12 eff.) Spell save: +12 (+12 eff.) Mental save: +12 (+12 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
stralite mail armour 'Ulfodig' (4 def, 16 armour)Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +16 Defense: +4 (+1 eff.) Fatigue: +6% Effects on melee hit: * 20% chance to reduce all saves and defense by 23 Changes resistances: +6% temporal / +3% mind / +18% cold Changes resistances penetration: +15% mind Changes damage: +3% mind Physical save: +8 (+8 eff.) Life regen: +6.00 Maximum life: +43.00 Healing mod.: +12% A suit of armour made of mail. |
cured leather armour of clarity (6 def, 4 armour)Requires: - Strength 14 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% Changes resistances: +7% mind Mental save: +11 (+11 eff.) A suit of armour made of leather. |
rough leather armour (3 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.mummy wrappings (5 def, 2 armour) 6.00 Encumbrance. Type: armor / mummy ; tier 4 When wielded/worn: Armour: +2 Defense: +5 (+1 eff.) Fatigue: +2% Changes stats: +5 Mag Changes resistances: -25% fire Changes damage: +15% cold / +15% arcane / +15% darkness Spellpower: +12 (+12 eff.) Decaying mummy wrappings. |
This item will automatically be transmogrified when you leave the level.mummy wrappings (5 def, 2 armour) 6.00 Encumbrance. Type: armor / mummy ; tier 4 When wielded/worn: Armour: +2 Defense: +5 (+1 eff.) Fatigue: +2% Changes stats: +2 Mag Changes resistances: -25% fire Changes damage: +15% cold / +15% arcane / +15% darkness Spellpower: +12 (+12 eff.) Decaying mummy wrappings. |
This item will automatically be transmogrified when you leave the level.verdant mummy wrappings of fire (+2%) (5 def, 2 armour) Infused by nature 6.00 Encumbrance. Type: armor / mummy ; tier 4 When wielded/worn: Armour: +2 Defense: +5 (+1 eff.) Fatigue: +2% Changes stats: +7 Con / +5 Mag Changes resistances: +2% fire Changes damage: +15% darkness / +15% cold / +18% fire / +5% nature / +15% arcane Poison immunity: +30% Disease immunity: +35% Spellpower: +8 (+8 eff.) Decaying mummy wrappings. |
3 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. |
7 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. |
9 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 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+6 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+6 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+6 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+6 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 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. |
sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+8 eff.) Spell save: +8 (+8 eff.) Mental save: +8 (+8 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+8 eff.) Spell save: +8 (+8 eff.) Mental save: +8 (+8 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+4 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+4 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+4 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 36 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 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. |
2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
GlorelekiraCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 6 acid Changes resistances: +6% lightning / +3% light / +3% acid Light radius: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite 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.(40 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
scorching brass lanternPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 10 fire Changes resistances: +5% fire Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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 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. |
7 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. |
diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 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 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. |
3 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. |
3 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
Against all odds
Killed Ukruk in the ambush.By ninjaa the Higher Brawler level 27
66th Haze 122nd year of Ascendancy at 09:47 see stats
Exterminator
Killed 1000 creatures.By ninjaa the Higher Brawler level 20
70th Dusk 122nd year of Ascendancy at 09:19 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By ninjaa the Higher Brawler level 28
9th Decay 122nd year of Ascendancy at 22:59 see stats
Level 10
Got a character to level 10.By ninjaa the Higher Brawler level 10
2nd Mirth 122nd year of Ascendancy at 01:23 see stats
Level 20
Got a character to level 20.By ninjaa the Higher Brawler level 20
70th Dusk 122nd year of Ascendancy at 03:04 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By ninjaa the Higher Brawler level 19
60th Dusk 122nd year of Ascendancy at 01:35 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By ninjaa the Higher Brawler level 26
55th Haze 122nd year of Ascendancy at 17:27 see stats
Size matters
Did over 600 damage in one attack.By ninjaa the Higher Brawler level 25
55th Haze 122nd year of Ascendancy at 13:22 see stats
The Arena
Unlocked Arena mode.By ninjaa the Higher Brawler level 11
6th Mirth 122nd year of Ascendancy at 19:13 see stats
The secret city
Discovered the truth about mages.By ninjaa the Higher Brawler level 28
2nd Decay 122nd year of Ascendancy at 05:43 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By ninjaa the Higher Brawler level 29
1st Regrowth 123rd year of Ascendancy at 22:55 see stats
Treasure Hunter
Amassed 1000 gold pieces.By ninjaa the Higher Brawler level 18
57th Dusk 122nd year of Ascendancy at 04:06 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By ninjaa the Higher Brawler level 26
66th Haze 122nd year of Ascendancy at 00:14 see stats
Log
Corrupted orc berserker's Reality Fracture hits ninjaa for (11 flat reduction), 0 temporal, (10 flat reduction), 0 darkness (0 total damage).
Ninjaa slows down.
ninjaa hits Corrupted orc berserker for 3 physical, 1 physical, 2 physical, 2 physical, 2 physical, 2 physical (10 total damage).
Ninjaa speeds up.
Ninjaa isn't moving as defensively anymore.
Ninjaa is not stunned anymore.
Burning from Corrupted orc berserker hits ninjaa for (21 flat reduction), 32 fire (32 total damage).
Corrupted orc berserker receives 4 healing from Devouring flames from Corrupted orc berserker.
Bleeding from Corrupted orc berserker hits ninjaa for (21 flat reduction), 5 physical (5 total damage).
Ninjaa slows down.
ninjaa hits Corrupted orc berserker for 5 physical, 4 physical, 4 physical (13 total damage).
Corrupted orc berserker uses Bloodstream.
Corrupted orc berserker's tinker attains critical power!
Corrupted orc berserker's weapon surges with fire!
Corrupted orc berserker roars triumphantly.
Corrupted orc berserker hits ninjaa for (21 flat reduction), 54 physical, (21 flat reduction), 6 fire, (11 flat reduction), 0 mind, (20 flat reduction), 0 darkness, (6 flat reduction), 0 fire, (21 flat reduction), 47 physical, (21 flat reduction), 2 fire, (21 flat reduction), 1 mind, (21 flat reduction), 13 darkness, (9 flat reduction), 0 fire, (21 flat reduction), 9 fire, (21 flat reduction), 339 physical (473 total damage).
Melee retaliation hits Corrupted orc berserker for 7 nature, 1 nature, 2 mind, 6 nature, 1 nature, 2 mind (19 total damage).
ninjaa the level 29 higher brawler was mutilated to death by corrupted orc berserker on level 2 of Elven Ruins.
Ninjaa is suffering less.
Ninjaa stops bleeding.
Ninjaa deactivates Exploit Weakness.
Ninjaa's shakes the fear off.
Ninjaa deactivates Striking Stance.
Ninjaa is free from the hex.
Ninjaa stops burning.
Ninjaa's is no longer blazing.
Ninjaa's aura of power vanishes.
Ninjaa is less vulnerable.











































































































