











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | UI Pack: Plumpkins! 1.6.0Cosmetic pack! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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:
Spell Merchants 1.7.6
Spawns 12 Merchants around the map that will sell Talents - Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue all items! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns. Sludgenest and Noxious Caldera will now spawn on the world map at level 1.
New Bosses:There are 8 new bosses/mini bosses that will spawn in the new dungeons (With custom sprites). Battle against powerful [spoiler]vampires, werewolves and wererats[/spoiler] in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon Talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
4. Will CONFLICT with any mods that change the world map file The only currently known conflicting mod is \"EXTRA DUNGEONS\"Note: Since Waladil will no longer be updating "Extra Dungeons" I decided to add Caldera and Sludgenest to the world map. If you like this addon please show your support by hitting that thumbs up button! I've currently spent 300+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements. Any and all bug reports and new suggestions are appreciated, this mod is where it's at thanks to community feedback!
Thank you for trying Spell Merchants, I hope you enjoy my mod :)
My other addons:
If you like this addon please consider rating it :) Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Krog |
Class | Brawler |
Level / Exp | 24 / 92% |
Size | big |
Lifes / Deaths | Killed by Yvama the honey tree at level 13 on the 6th Dusk 122nd year of Ascendancy at 23:23 0 / 7Killed by war hound (wild summon) at level 18 on the 44th Haze 122nd year of Ascendancy at 17:19 Killed by Lisunor the multi-hued drake hatchling at level 19 on the 46th Haze 122nd year of Ascendancy at 05:01 Killed by Vorildalaith the snow giant chieftain at level 21 on the 64th Haze 122nd year of Ascendancy at 20:40 Killed by Layiriawen the war bear at level 24 on the 64th Regrowth 123rd year of Ascendancy at 03:44 Killed by Polidhevena the telugoroth at level 24 on the 70th Regrowth 123rd year of Ascendancy at 21:00 Killed by ritch flamespitter (wild summon) at level 24 on the 71st Regrowth 123rd year of Ascendancy at 13:40 |
Antimagic | Follower |
Primary Stats
Strength | 40 (base 13) |
Dexterity | 70 (base 54) |
Constitution | 39 (base 10) |
Magic | 8 (base 10) |
Willpower | 22 (base 10) |
Cunning | 61 (base 44) |
Resources
Life | -158/915 |
Stamina | 183/212 |
Equilibrium | 0 |
Healing Factor | 1.3362543368031 |
Regeneration | 0.33406358420074 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 6 |
Offense: Barehand
Damage | 87 |
Accuracy | 62 |
Crit Chance | 27% |
APR | 17 |
Speed | 1.00 |
Offense: Spell
Spellpower | 4 |
Crit Chance | 16% |
Speed | 1 |
Offense: Mind
Mindpower | 42 |
Crit Chance | 27% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +9% |
Nature | +26% |
Mind | +12% |
Fire | +6% |
Cold | +9% |
All | 0% |
Offense: Damage Penetration
Lightning | +10% |
Mind | +15% |
Nature | +35% |
Physical | +25% |
Cold | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 24 (30%) |
Defense | 58 |
Ranged Defense | 58 |
Fatigue | 7 |
Physical Save | 30 |
Spell Save | 18 |
Mental Save | 24 |
Defense: Resistances
Acid | + 58%( 70%) |
Blight | 0%( 70%) |
Arcane | + 5%( 70%) |
Cold | + 9%( 70%) |
All | 0%( 70%) |
Lightning | + 18%( 70%) |
Physical | + 1%( 70%) |
Darkness | + 21%( 70%) |
Fire | + 6%( 70%) |
Nature | + 31%( 70%) |
Defense: Immunities
Teleport Resistance | 20% |
Pinning Resistance | 21% |
Bleed Resistance | 40% |
Confusion Resistance | 20% |
Stun Resistance | 52% |
Disarm Resistance | 22% |
Instadeath Resistance | 100% |
Knockback Resistance | 23% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 427 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 33% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 610% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 449 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
Cunning / Tactical | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Pugilism | 1.30 |
| 4/5 |
| 2/5 |
| 3/5 |
| 4/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed discipline | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Unarmed training | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Race / Krog | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You abandoned lost sun paladin, to death. Escort: lost sun paladin (level 1 of Dreadfell) | failed |
You failed to protect the repented thief from death by Aravea the fire wyrm. Escort: repented thief (level 1 of Daikara) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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. | 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 AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed black mamba head. * You've found the needed xorn fragment. Agrimley the hermit has completed an elixir of serendipity without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed warg claw. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed snow giant kidney. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 within6 lumberjacks have died. | 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 | ![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Str +4 Dex dps ---------- Dmg.mod +6% fire Res.pen +25% physical ----- def ----- Armour +3 Die.at -40.00 life ---------- misc Infravis +2 A pair of boots made of leather. |
On hands | ![]() 1.5 T3 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +6 Cun +6 Wil dps ---------- Mind.crit +9% Mind.pwr +8 (+3 eff.) Dmg.mod +15% nature Res.pen +15% nature ----- def ----- Armour +4 Defense +3 (+1 eff.) Spell.save +8 (+5 eff.) Max.HP +60.00 Unarmed combat: Power 126% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Apr +12 Crit +8.0% Atk.spd 100% Melee+ +15 silence On Hit: 5% Mana Clash 1 On Hit: * 20 arcane resource burn Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These voratun gauntlets appear to have suffered considerable damage. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
On head | ![]() 2.0 T5 head armor [Rare] Master While equipped: Stats +7 Str +7 Dex dps ---------- Mind.crit +2% Mind.pwr +20 (+7 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +9% nature +6% lightning ---------- misc Equi/ret +0.12 Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 113.9 Physical damage. If the attack hits, the target is confused (42% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Tool | ![]() 2.0 T2 totem charm [Rare] Nature While equipped: Stats +4 Str +2 Con dps ---------- Acc +20 (+5 eff.) ----- def ----- Armour +4 Defense +20 (+6 eff.) Resists +5% arcane Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 362 Base Damage: 192 Armor: 4 All Resist: 12 Puts all charms on 25 cooldown 100% to heal for 60. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +1 Con ----- def ----- Resists +3% acid +6% fire +6% cold +12% lightning Crit.chn- 5.00% Max.HP +21.00 Disarm- +22% Pinning- +21% Knockbk- +23% ---------- misc Infravis +2 Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% nature ----- def ----- Resists +3% acid +1% physical +22% nature +6% darkness Phys.save +9 (+5 eff.) Confus- +20% Stun/Frz- +10% Teleport- +20% Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +3 Wil +4 Con dps ---------- Dmg.mod +6% mind Res.pen +10% lightning Melee Ret 2 mind ----- def ----- Heal.mod +12% Cut- +40% Heal: Puts all charms on 35 cooldown Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 282 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Main armor | ![]() 9.0 T5 light armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% mind +9% cold Res.pen +15% mind On Hit (Melee): * 10% chance to reduce all saves and defense by 27 ----- def ----- Armour +8 Defense +20 (+6 eff.) Fatigue +8% Resists +23% acid +12% darkness A suit of armour made of leather. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +3 Cun +1 Wil ----- def ----- Resists +3% cold Max.HP +40.00 ---------- misc Light +3 Infravis +2 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. |
Cloak | ![]() 2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +3 Cun +1 Dex dps ---------- Dmg.mod +9% darkness Res.pen +20% nature Acc +22 (+6 eff.) Apr +5 On Hit (Melee): * 10% chance to slow global speed by 54% ----- def ----- Defense +10 (+3 eff.) Fatigue -6% Resists +3% darkness Phys.save +5 (+3 eff.) Max.HP +66.00 ---------- misc Max.stam +13.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +5 Cun +1 Con dps ---------- Phys.crit +4.0% Crit.mult +27.00% Phys.pwr +4 (+2 eff.) Res.pen +5% cold Acc +10 (+3 eff.) Melee Ret 4 physical ----- def ----- Defense +10 (+3 eff.) A belt that goes around your waist. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 792% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 amulet jewelry [Rare] Disrupt While equipped: ----- def ----- Defense +5 (+2 eff.) Resists +10% blight +11% nature +3% light Poison- +21% Disease- +22% Def/telep +10 Res/telep +10% Dur/telep +10% Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed 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... |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex ----- def ----- Resists +11% mind Confus- +24% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +1 Wil +7 Con +6 Lck dps ---------- Dmg.mod +3% fire Acc +5 (+2 eff.) ----- def ----- Defense +7 (+2 eff.) Phys.save +9 (+5 eff.) Unseen.red 10% Max.HP +30.00 HP.reg +1.00 ---------- misc Mana/turn +0.12 Max.mana +20.00 Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Crit.mult +10.00% Mind.pwr +5 (+2 eff.) Dmg.mod +10% lightning Melee Ret 4 cold ----- def ----- Resists +20% lightning +3% cold Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +1 Mag dps ---------- Dmg.mod +12% mind Res.pen +5% nature Melee Ret 2 nature ----- def ----- Crit.chn- 5.00% Mind.save +6 (+3 eff.) Confus- +22% ---------- misc Infravis +2 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +1 Mag dps ---------- Dmg.mod +3% blight Res.pen +15% lightning Melee Ret 10 blight ----- def ----- Resists +3% blight Mind.save +5 (+3 eff.) Confus- +23% ---------- misc Light +2 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +12% temporal ----- def ----- Armour +6 Resists +12% temporal Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Rare] Master While equipped: Stats +2 Cun dps ---------- Phys.crit +4.0% Res.pen +20% physical Acc +10 (+3 eff.) ----- def ----- Fatigue -7% Resists +9% lightning ---------- misc Max.enc +28 Psi/ret +0.08 Rings make your fingers look great! |
![]() 5.0 T2 greatmaul 2H weapon [Random Unique] Arcane/Master Power 134% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +12 acid On Hit.r1 +12 acid On Crit.r2 +12 acid On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: Stats +10 Str dps ---------- Dmg.mod +19% physical Acc +26 (+7 eff.) Massive two-handed mauls. |
![]() 3.0 T2 greatsword 2H weapon [Random Unique] Nature/Master Power 144% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.0% Atk.spd 100% On Crit.r2 +16 acid +10 nature On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +12.0% Res.pen +12% acid +16% nature Acc +20 (+5 eff.) Apr +10 ----- def ----- Resists +1% physical Massive two-handed swords. |
![]() 12.0 T3 greatsword 2H weapon [Unique] Psionic Power 161% Range: 1.6x Uses 129% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +9.0% Atk.spd 100% Melee+ +49 light +49 darkness On Hit: * 9% chance to stun or confuse the target The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
![]() 3.0 T1 longsword 1H weapon [Ego] Arcane/Master Power 105% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +7 temporal While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +6 (+2 eff.) Resists +7% temporal Disarm- +20% Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon Reqs Str 48 [Random Unique] Nature/Master Power 150% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +32 lightning +36 cold While equipped: Stats +7 Str dps ---------- Mov.spd +44% Dmg.mod +11% physical Res.pen +23% lightning +14% cold +15% darkness +11% physical Acc +45 (+12 eff.) Apr +9 ----- def ----- Resists +6% acid +9% cold +6% nature +3% blight Disease- +15% Silence- +10% Sharp, long, and deadly. It was changed by the digestive sack. |
![]() 3.0 T4 mace 1H weapon [Ego++] Arcane/Master Power 144% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% Melee+ +17 blight On Hit: 20% Epidemic 4 On Hit: * 13% chance to reduce strength, dexterity, and constitution by 5 While equipped: Stats +4 Str dps ---------- Dmg.mod +6% physical Acc +9 (+3 eff.) ----- def ----- Disease- +10% Blunt and deadly. |
![]() 3.0 T2 waraxe 1H weapon [Ego] Arcane/Master Power 124% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +10 cold One-handed war axes. |
![]() 1.0 T2 dagger 1H weapon [Unique] Arcane Power 121% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
![]() 1.0 T2 dagger 1H weapon [Unique] Arcane Power 129% Range: 1.3x Uses 50% Dex, 15% Mag, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 39.92 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
![]() 2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+4 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
![]() 2.0 T2 cloth armor [Random Unique] Nature/Disrupt While equipped: Stats +5 Str +5 Mag +5 Wil +4 Con dps ---------- Dmg.mod +11% lightning +5% physical +9% nature +9% cold On Melee Ret: * 4% chance to slow global speed by 54% * 6 arcane resource burn ----- def ----- Resists +6% lightning +6% fire +15% acid +7% cold +5% arcane +9% all Poison- +22% Disease- +23% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+4 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
![]() 9.0 T2 light armor [Ego] Disrupt/Psionic While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +12% blight +5% mind +10% nature Mind.save +13 (+7 eff.) A suit of armour made of leather. |
![]() 9.0 T2 light armor [Ego++] Nature/Psionic While equipped: Stats +4 Cun +3 Wil ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Mind.save +12 (+6 eff.) Max.HP +32.00 HP.reg +3.00 Heal.mod +11% A suit of armour made of leather. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +7 Cun +4 Wil dps ---------- Mind.pwr +5 (+2 eff.) Against +17% Summoned Melee Ret 2 cold ----- def ----- D.Red.from +18% Summoned ---------- misc Psi/ret +0.04 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego] Master While equipped: ----- def ----- Defense +8 (+3 eff.) Stealth +5 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego+] Master While equipped: Stats +4 Dex +4 Cun +6 Lck ----- def ----- Resists +6% fire +6% cold Stealth +6 ---------- misc T.Disarm +7 Infravis +3 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Nature While equipped: Stats +5 Cun +2 Con ----- def ----- Armour +2 Defense +1 (+1 eff.) Resists +3% acid Die.at -20.00 life Max.HP +31.00 Heal.mod +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Cosmetic Item] Master While equipped: ----- def ----- Armour +4 Defense +7 (+2 eff.) Phys.save +13 (+7 eff.) Spell.save +10 (+6 eff.) Mind.save +10 (+5 eff.) A stylish kruk-style cloak, to look awesome. |
![]() 2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Resists +6% fire +5% cold A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Rare] Nature While equipped: Stats +1 Str +2 Mag +3 Cun ----- def ----- Armour +1 Resists +12% lightning +6% temporal Spell.save +3 (+2 eff.) ---------- misc Infravis +1 See.Invis +3 A pair of boots made of leather. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Unarmed combat: Power 89% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.0% Atk.spd 125% Melee+ +10 fire Dmg.conv 100% fire On Hit: 30% Flamespit 3 Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 54.64 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Unarmed combat: Power 92% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +4.0% Atk.spd 125% On Hit: 35% Slime Spit 1 These gloves are coated with a thick, green liquid. |
![]() 1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Unarmed combat: Power 117% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.0% Atk.spd 125% Melee+ +10 fire Dmg.conv 50% fire On Hit: 10% Bellowing Roar 3 On Hit: 10% Fire Breath 2 Fire Breath: Level 2.0 Pwr.cost 24 out of 24/24. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 153.60 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
![]() 1.0 T2 hands armor [Ego+] Master While equipped: Stats +3 Str +2 Dex +2 Cun ----- def ----- Armour +2 Phys.save +8 (+4 eff.) ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 111% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +7 Apr +3 Crit +7.0% Atk.spd 125% On Hit: 10% Set Up 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T2 hands armor [Ego+] Nature/Disrupt While equipped: dps ---------- Phys.pwr +7 (+3 eff.) Melee+ 5 lightning Dmg.mod +4% lightning Acc +7 (+2 eff.) Apr +6 ----- def ----- Armour +2 Resists +5% blight +6% lightning Spell.save +10 (+6 eff.) Unarmed combat: Power 116% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +12 Crit +3.0% Atk.spd 125% On Crit.r2 +5 lightning On Hit: 10% Lightning Breath 3 On Hit: * 11% chance to slow global speed by 54% * 12% chance to reduce armor by 9% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T4 hands armor [Rare] Psionic While equipped: Stats +5 Dex +4 Con dps ---------- Phys.pwr +10 (+4 eff.) Melee+ 10 mind Dmg.mod +7% mind +6% cold ----- def ----- Armour +3 Resists +8% mind +3% physical Unarmed combat: Power 132% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 125% On Crit.r2 +12 mind On Hit: 20% Psychic Lobotomy 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 7 physical Dmg.mod +3% cold +4% physical Res.pen +15% mind On Hit (Melee): * 10% chance to reduce all saves and defense by 27 ----- def ----- Armour +7 Fatigue +1% Resists +9% mind +6% darkness Unarmed combat: Power 95% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 100% On Hit.r1 +6 physical On Crit.r2 +7 physical On Hit: 10% Sand Breath 1 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +6 Cun +4 Dex ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +6% temporal +3% darkness Die.at -20.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+3 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+3 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+4 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+4 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+6 eff.) Mind.save +10 (+5 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+6 eff.) Mind.save +10 (+5 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 gift gem [Legendary] Unknown While carried: Light +2 Explode a sphere. Uses 1 power out of 2018/2025 A set of 2025 tiny explosive spheres. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +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. |
![]() 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 37.44 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 37.44 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
![]() 2.0 T1 totem charm [Rare] Nature While equipped: ----- def ----- Defense +5 (+2 eff.) Resists +6% darkness Crit.chn- 15.00% HP.reg +2.00 Cut- +10% Sting an enemy dealing 154 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase all damage penetration by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 mirror [Plot Item] Unknown Change your appearance. Uses 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. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
By Mr Hands the Krog Brawler level 17
55th Dusk 122nd year of Ascendancy at 06:12 see stats
By Mr Hands the Krog Brawler level 24
65th Regrowth 123rd year of Ascendancy at 04:26 see stats
By Mr Hands the Krog Brawler level 17
48th Dusk 122nd year of Ascendancy at 15:11 see stats
By Mr Hands the Krog Brawler level 22
3rd Decay 122nd year of Ascendancy at 22:35 see stats
By Mr Hands the Krog Brawler level 10
3rd Flare 122nd year of Ascendancy at 20:34 see stats
By Mr Hands the Krog Brawler level 20
48th Haze 122nd year of Ascendancy at 00:22 see stats
By Mr Hands the Krog Brawler level 23
5th Allure 123rd year of Ascendancy at 10:33 see stats
By Mr Hands the Krog Brawler level 20
49th Haze 122nd year of Ascendancy at 11:01 see stats
By Mr Hands the Krog Brawler level 9
2nd Flare 122nd year of Ascendancy at 15:28 see stats
By Mr Hands the Krog Brawler level 22
66th Haze 122nd year of Ascendancy at 03:03 see stats
By Mr Hands the Krog Brawler level 15
11st Dusk 122nd year of Ascendancy at 07:20 see stats
Log
Ce'Nomina the cold drake hatchling steals healing from Mr Hands!
Ce'Nomina the cold drake hatchling receives 223 healing from Healing Nexus Redirection from Ce'Nomina the cold drake hatchling.
Ritch flamespitter (wild summon) spits flames!
Healing Nexus Redirection from Ce'Nomina the cold drake hatchling killed Ce'Nomina the cold drake hatchling!
Ritch flamespitter (wild summon) hits Mr Hands for (23 flat reduction), 145 fire (145 total damage).
Ritch flamespitter (wild summon) is protected by a layer of thick leaves.
Aryrelaith the snow giant boulder thrower's light area effect hits Mr Hands for (23 flat reduction), 104 light (104 total damage).
Aryrelaith the snow giant boulder thrower aims less carefully.
Aryrelaith the snow giant boulder thrower casts Moonlight Ray.
Mr Hands is no longer attuned.
Talent Spinning Backhand is ready to use.
Aryrelaith the snow giant boulder thrower hits Mr Hands for (23 flat reduction), 133 darkness (133 total damage).
Snow giant boulder thrower uses Throw Boulder.
Snow giant boulder thrower hurls a huge boulder at Mr Hands!
Cold drake hatchling resists the knockback!
Aryrelaith the snow giant boulder thrower is knocked back!
Mr Hands is knocked back!
Snow giant boulder thrower resists the knockback!
Snow giant boulder thrower hits Snow giant boulder thrower for 174 physical damage.
Snow giant boulder thrower hits Cold drake hatchling for 278 physical damage.
Snow giant boulder thrower hits Aryrelaith the snow giant boulder thrower for 148 physical damage.
Snow giant boulder thrower hits Mr Hands for (23 flat reduction), 253 physical (253 total damage).
Mr Hands uses Infusion: Movement.
Mr Hands is moving at extreme speed!
Ritch flamespitter (wild summon) spits flames!
Mr Hands attunes to the damage.
Ritch flamespitter (wild summon) hits Mr Hands for (23 flat reduction), 145 fire (145 total damage).
Mr Hands the level 24 krog brawler was roasted to death by a ritch flamespitter (wild summon) on level 4 of Daikara.