Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Cornac |
Class | Marauder |
Level / Exp | 45 / 19% |
Size | medium |
Lifes / Deaths | Killed by armoured skeleton warrior at level 31 on the 53rd Regrowth 123rd year of Ascendancy at 19:38 / 2Killed by orc necromancer at level 45 on the 45th Haze 123rd year of Ascendancy at 23:28 |
Primary Stats
Strength | 77 (base 44) |
Dexterity | 70 (base 60) |
Constitution | 62 (base 30) |
Magic | 22 (base 16) |
Willpower | 29 (base 10) |
Cunning | 62 (base 53) |
Resources
Life | -335/1218 |
Stamina | 207/302 |
Healing Factor | 1.6798029716162 |
Regeneration | 22.257389373913 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 4 |
Offense: Mainhand
Damage | 139 |
Accuracy | 68 |
Crit Chance | 86% |
APR | 51 |
Speed | 1.00 |
Offense: Offhand
Damage | 123 |
Accuracy | 68 |
Crit Chance | 86% |
APR | 51 |
Speed | 1.00 |
Offense: Spell
Spellpower | 21 |
Crit Chance | 26% |
Speed | 1 |
Offense: Mind
Mindpower | 32 |
Crit Chance | 26% |
Speed | 1 |
Offense: Damage Bonus
Physical | +15% |
Acid | +9% |
Cold | +6% |
All | 0% |
Offense: Damage Penetration
Acid | +21% |
Mind | +5% |
Physical | +27% |
Cold | +5% |
Nature | +22% |
Defense: Base
Armour (hardiness) | 28 (66.907551546746%) |
Defense | 66 |
Ranged Defense | 66 |
Fatigue | 0 |
Physical Save | 53 |
Spell Save | 26 |
Mental Save | 41 |
Defense: Resistances
Acid | + 31%( 70%) |
Fire | + 25%( 70%) |
Temporal | + 29%( 70%) |
Darkness | + 25%( 70%) |
Physical | + 25%( 70%) |
Cold | + 25%( 70%) |
All | + 15%( 70%) |
Defense: Immunities
Pinning Resistance | 38% |
Disarm Resistance | 100% |
Confusion Resistance | 97% |
Silence Resistance | 28% |
Stun Resistance | 94% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (5/5)
Runes | Effective talent level: 2.5 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 5 up to 5 times. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 2.5 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 32% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 199 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 878% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 109 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Bloodthirst | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Duelist | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Dual techniques | 1.30 |
| 3/5 |
| 5/5 |
| 4/5 |
| 5/5 |
Technique / Throwing knives | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| 5/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Thuggery | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
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 and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost defiler from death by Ckannco. Escort: lost defiler (level 7 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You failed to protect the repented thief from death by Velunn the snow giant. Escort: repented thief (level 5 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved Constitution by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: worried loremaster (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Cunning 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
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 Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 885. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Stire of Derth in creating an elixir of precision. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
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 failed to protect her when escorting her out of the crypt. | failed |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have sided with Ukllmswwik and killed Slasul. | 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 within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * You have destroyed Vor. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | 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 Encumbrance T5 feet armor [Ego+] Arcane/Master While equipped: defense ------ Armor +5 Silence Resist +28% Confus Resist +34% Stun Resist +41% other ------- Stamina/turn +0.70 Max stamina +23.00 A pair of boots made of leather. |
Light source | ![]() 1.0 Encumbrance T3 lite [Ego+] Nature While equipped: Stats +5 Wil offense ------ Physical Crit +4.0% Critical power +12.00% Physical Power +6 (+2 eff.) defense ------ Life +47.00 other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 Encumbrance T5 head armor [Random Unique] Master While equipped: Stats +14 Str +2 Wil +4 Con offense ------ Critical power +10.00% Spellpower/crit +2 Ignore resists +10% acid Ignore Shields +20% defense ------ Armor +5 Fatigue +5% Physical save +11 (+4 eff.) Spell save +3 (+2 eff.) Mind save +9 (+3 eff.) other ------- Vim-on-crit +2.00 Skullcracker +4 Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 6.8 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 803.6 Physical damage. If the attack hits, the target is confused (42% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.5 Encumbrance T2 hands armor [Rare] Master While equipped: offense ------ Physical Crit +8.0% Spell Crit +8% Mind Crit +8% Critical power +8.00% Ignore resists +5% mind Accuracy +15 (+3 eff.) defense ------ Armor +2 Fatigue +3% Physical save +15 (+5 eff.) Unlife -80.00 life Unarmed combat: Weapon Damage 23.0 - 32.2 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +15.0% Attack Speed 83% On Crit: 20% Cripple level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 Encumbrance T3 gross misc [Unique] Unknown While equipped: offense ------ When Hit 25 darkness defense ------ Disarm Resist +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil offense ------ Damage +5% physical defense ------ Armor +5 Resistance +5% physical Physical save +12 (+4 eff.) Knockbk Resist +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. This item has been sent to the Item's Vault. |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Nature/Psionic While equipped: Stats +4 Wil defense ------ Mind save +8 (+3 eff.) Life +60.00 Life Regen +8.00 Healmod +12% Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +4 Str +6 Con offense ------ Damage +9% acid Ignore resists +15% physical On-Hit (Melee): * 20% chance to reduce armor by 22% defense ------ Armor +4 Resistance +16% temporal Pinning Resist +38% Knockbk Resist +31% other ------- Light +3 Amulets make your neck look great! |
In main hand | ![]() 1.0 Encumbrance T5 dagger 1H weapon [Random Unique] Master/Psionic Weapon Damage 37.5 - 48.8 Physical Uses 50% Dex, 50% Str Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-hit +12 fire On-Hit, radius 1 +8 light On-crit, radius 2 +20 fire On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 278 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +7 Con offense ------ Physical Crit +29.0% Physical Power +30 (+7 eff.) Damage +6% cold Ignore resists +12% physical defense ------ Resistance +12% fire Disarm Resist +34% other ------- Light +3 Sharp, short and deadly. |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +3 Str +5 Dex +4 Cun +6 Lck offense ------ Physical Power +10 (+3 eff.) Ignore Armor +4 When Hit 8 nature defense ------ Defense +20 (+5 eff.) Stealth +7 other ------- Disarm Traps +13 Infravision +4 A belt that goes around your waist. |
In off hand | ![]() 1.0 Encumbrance T5 dagger 1H weapon [Ego++] Nature/Master Weapon Damage 38.0 - 49.4 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-crit, radius 2 +29 acid +19 nature While equipped: Stats +3 Str offense ------ Damage +10% physical Ignore resists +11% acid +12% nature Accuracy +13 (+3 eff.) Ignore Armor +12 Sharp, short and deadly. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Ignore resists +10% nature +5% cold When Hit 4 nature 2 cold On-Hit (Melee): * 10% chance to reduce damage dealt by 18% defense ------ Defense +1 (+0 eff.) Resistance +6% darkness +3% cold Life +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 Encumbrance T4 light armor [Random Unique] Nature/Master While equipped: defense ------ Armor +7 Defense +12 (+3 eff.) Fatigue +8% Resistance +19% acid +7% physical +6% darkness +9% cold Physical save +14 (+5 eff.) Life +78.00 Life Regen +2.00 Healmod +22% Knockbk Resist +10% A suit of armour made of leather. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 218 then cleanse 1 wound, poison, and disease effect. 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. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 192 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 224 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 24% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 27% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 32% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 20 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 210 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() 0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: offense ------ Physical Power +5 (+2 eff.) Spellpower +5 (+2 eff.) defense ------ Blind Resist +100% other ------- See Invisibility +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 60 power out of 60/60 The evilness of undeath radiates from this amulet. |
![]() 0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+3 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +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... |
![]() 1.0 Encumbrance orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Nature While equipped: defense ------ Life +61.00 Life Regen +9.00 Healmod +13% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Master/Psionic While equipped: Stats +2 Cun +4 Dex offense ------ On-Hit 5 physical On-Ranged-Hit 5 physical Accuracy +8 (+2 eff.) On-Hit (Melee): * 14% chance to reduce all saves and defense by 22 On-Hit (Ranged): * 12% chance to reduce all saves and defense by 22 other ------- Hate-on-crit +1.00 Max hate +7.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 4.5 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 167% weapon damage. If the attack hits, the target will bleed for 314% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego++] Master While equipped: Stats +8 Cun +5 Dex offense ------ Accuracy +21 (+5 eff.) Ignore Armor +11 defense ------ Defense +10 (+2 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 4.5 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 194% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 1.0 Encumbrance T5 dagger 1H weapon [Unique] Arcane A part of set. Weapon Damage 48.1 - 62.6 Arcane Uses 50% Str, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% While equipped: Stats +3 Wil +3 Con offense ------ Physical Power +12 (+3 eff.) Spellpower +12 (+6 eff.) Damage +10% arcane Recover the Crystal Focus (destroys this weapon). Uses 1 power out of 1/1 Sharp, short and deadly. Transformed with the power of the Spellblaze. |
![]() 1.0 Encumbrance T4 dagger 1H weapon [Rare] Arcane Weapon Damage 31.0 - 40.3 Physical Uses 50% Dex, 50% Str Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +11 Critical Rate +8.0% Attack Speed 100% On-hit +16 cold On-Hit, radius 1 +16 physical While equipped: offense ------ Damage +6% blight Ignore Armor +2 other ------- Max stamina +30.00 Infravision +3 Sharp, short and deadly. |
![]() 1.0 Encumbrance T4 dagger 1H weapon [Ego++] Nature Weapon Damage 28.0 - 36.4 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-crit, radius 2 +57 fire While equipped: Stats +6 Con +12 Wil offense ------ Global Speed +7% Ignore resists +13% fire defense ------ Life +59.00 Sharp, short and deadly. |
![]() 1.0 Encumbrance T4 dagger 1H weapon [Ego++] Master Weapon Damage 27.0 - 35.1 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +8.0% Ignore resists +9% physical Accuracy +16 (+4 eff.) Ignore Armor +10 Sharp, short and deadly. |
![]() 2.0 Encumbrance T5 cloak armor [Unique] Nature It would go well with another part of Ureslak. While equipped: defense ------ Resistance +20% lightning +20% darkness +20% cold +20% fire -30% arcane +20% nature Max Resistance +10% lightning +10% darkness +10% cold +10% fire -30% arcane +10% nature Energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.). Uses 50 power out of 50/50 This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
![]() 2.0 Encumbrance T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil offense ------ Spellpower +5 (+2 eff.) defense ------ Fatigue +3% Knockbk Resist +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
![]() 3.0 Encumbrance T5 feet armor [Random Unique] Nature/Psionic While equipped: Stats +5 Cun +4 Wil offense ------ When Hit 2 mind When Hit: * 35% chance to reduce strength, dexterity, and constitution by 13 * 33% chance to reduce damage dealt by 18% defense ------ Armor +5 Fatigue +4% Resistance +9% blight Crit Resistance 15.00% Physical save +8 (+3 eff.) Spell save +11 (+6 eff.) Mind save +12 (+4 eff.) Life Regen +20.00 Healmod +31% Teleport Resist +20% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: defense ------ Armor +3 Defense +15 (+4 eff.) Fatigue +2% Resistance +3% acid +5% arcane +3% mind +6% fire +3% nature +6% cold Healmod +15% Cut Resist +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T5 feet armor [Rare] Master While equipped: Stats +7 Dex offense ------ Ignore resists +25% physical Accuracy +15 (+3 eff.) Ignore Armor +3 When Hit 6 blight defense ------ Armor +15 Fatigue +4% Resistance +14% acid +14% fire +15% lightning +14% cold Physical save +9 (+3 eff.) Unlife -60.00 life other ------- Stamina/turn +3.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T5 head armor [Unique] Master While equipped: defense ------ Armor +20 Fatigue +12% Resistance +15% acid +15% physical +15% fire +15% cold +15% lightning Physical save +12 (+4 eff.) Spell save +12 (+6 eff.) Mind save +12 (+4 eff.) other ------- Telepathy Dragon Traces of a dragon's power still remain in this bleached and cracked skull. |
![]() 9.0 Encumbrance T3 light armor [Unique] Arcane While equipped: Stats +8 Cun offense ------ Ignore Armor +10 defense ------ Armor +12 Defense +14 (+3 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
![]() 9.0 Encumbrance T2 light armor [Ego++] Nature While equipped: defense ------ Armor +5 Defense +6 (+1 eff.) Fatigue +7% Resistance +6% acid +6% cold Life +36.00 Life Regen +3.00 Healmod +11% other ------- Breathe water A suit of armour made of leather. |
![]() 9.0 Encumbrance T5 light armor [Ego++] Nature While equipped: defense ------ Armor +8 Defense +20 (+5 eff.) Fatigue +8% Life +95.00 Life Regen +16.60 Healmod +29% A suit of armour made of leather. |
![]() 6.0 Encumbrance T4 mummy armor [Unique] Arcane A complementing item would be your crowning glory. While equipped: Stats +5 Wil +5 Mag offense ------ Damage +15% cold +15% arcane +20% darkness When Hit 10 darkness defense ------ Armor +12 Defense +12 (+3 eff.) Resistance +30% blight -10% fire +30% darkness -10% light Life Regen +1.00 Poison Resist +100% Disease Resist +100% other ------- Light -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
![]() 0.0 Encumbrance 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. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+3 eff.) Spell save +8 (+4 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+3 eff.) Spell save +8 (+4 eff.) Mind save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T5 digger tool [Ego+] Master While equipped: Stats +3 Str +3 Cun offense ------ Accuracy +7 (+1 eff.) other ------- Infravision +4 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+2 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck offense ------ Physical Power +12 (+3 eff.) Spellpower +12 (+6 eff.) other ------- Light +6 Breathe water Tidal Wave: Effective talent level: 5.5 Power cost 80 out of 150/150. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 13.98 cold damage and 15.17 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
![]() 0.0 Encumbrance T3 lite [Unique] Psionic While equipped: offense ------ Mindpower +10 (+5 eff.) Damage +15% light +15% darkness Ignore resists +10% darkness defense ------ Resistance +20% darkness Affinity +20% darkness Mind save +10 (+3 eff.) other ------- Light +5 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). Release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 111.00 darkness damage (based on Mindpower and charge). Uses 10 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
![]() 2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +43.00 other ------- Light +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. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 Encumbrance T5 red gem [Plot Item] While equipped: Damage +12% fire Item imbue powers: Damage +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.0 Encumbrance T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 Encumbrance 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 Encumbrance 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 Encumbrance T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun offense ------ Damage +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
![]() 2.0 Encumbrance T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil offense ------ Mindpower +10 (+5 eff.) Damage +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 25 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
![]() 2.0 Encumbrance T2 wand charm [Ego+] Arcane While equipped: other ------- Wards +3 lightning +3 acid +3 mind +2 nature Talents +1 Ward Fire a magical bolt dealing 160 lightning damage Puts all charms on 15 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: 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. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Physical save +10 (+4 eff.) Spell save +10 (+5 eff.) Mind save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+4 eff.) Spell save +10 (+5 eff.) Mind save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Ckannco the Cornac Marauder level 31
20th Regrowth 123rd year of Ascendancy at 06:25 see stats
By Ckannco the Cornac Marauder level 18
64th Dusk 122nd year of Ascendancy at 14:25 see stats
By Ckannco the Cornac Marauder level 35
64th Regrowth 123rd year of Ascendancy at 21:59 see stats
By Ckannco the Cornac Marauder level 41
40th Dusk 123rd year of Ascendancy at 07:37 see stats
By Ckannco the Cornac Marauder level 34
60th Regrowth 123rd year of Ascendancy at 18:18 see stats
By Ckannco the Cornac Marauder level 22
36th Haze 122nd year of Ascendancy at 02:25 see stats
By Ckannco the Cornac Marauder level 20
8th Haze 122nd year of Ascendancy at 03:43 see stats
By Ckannco the Cornac Marauder level 37
53rd Pyre 123rd year of Ascendancy at 19:09 see stats
By Ckannco the Cornac Marauder level 32
56th Regrowth 123rd year of Ascendancy at 19:05 see stats
By Ckannco the Cornac Marauder level 28
3rd Allure 123rd year of Ascendancy at 03:17 see stats
By Ckannco the Cornac Marauder level 18
68th Dusk 122nd year of Ascendancy at 03:51 see stats
By Ckannco the Cornac Marauder level 28
4th Allure 123rd year of Ascendancy at 11:10 see stats
By Ckannco the Cornac Marauder level 29
9th Regrowth 123rd year of Ascendancy at 17:06 see stats
By Ckannco the Cornac Marauder level 18
64th Dusk 122nd year of Ascendancy at 13:53 see stats
By Ckannco the Cornac Marauder level 31
29th Regrowth 123rd year of Ascendancy at 09:52 see stats
By Ckannco the Cornac Marauder level 10
7th Mirth 122nd year of Ascendancy at 20:25 see stats
By Ckannco the Cornac Marauder level 20
70th Dusk 122nd year of Ascendancy at 22:31 see stats
By Ckannco the Cornac Marauder level 30
12nd Regrowth 123rd year of Ascendancy at 10:49 see stats
By Ckannco the Cornac Marauder level 40
7th Flare 123rd year of Ascendancy at 05:38 see stats
By Ckannco the Cornac Marauder level 18
64th Dusk 122nd year of Ascendancy at 14:25 see stats
By Ckannco the Cornac Marauder level 28
62nd Haze 122nd year of Ascendancy at 02:10 see stats
By Ckannco the Cornac Marauder level 37
64th Pyre 123rd year of Ascendancy at 15:20 see stats
By Ckannco the Cornac Marauder level 24
46th Haze 122nd year of Ascendancy at 10:18 see stats
By Ckannco the Cornac Marauder level 33
57th Regrowth 123rd year of Ascendancy at 03:03 see stats
By Ckannco the Cornac Marauder level 18
64th Dusk 122nd year of Ascendancy at 14:25 see stats
By Ckannco the Cornac Marauder level 31
18th Regrowth 123rd year of Ascendancy at 13:17 see stats
By Ckannco the Cornac Marauder level 7
78th Pyre 122nd year of Ascendancy at 22:53 see stats
By Ckannco the Cornac Marauder level 18
64th Dusk 122nd year of Ascendancy at 14:25 see stats
By Ckannco the Cornac Marauder level 36
53rd Pyre 123rd year of Ascendancy at 07:10 see stats
By Ckannco the Cornac Marauder level 20
72nd Dusk 122nd year of Ascendancy at 00:30 see stats
By Ckannco the Cornac Marauder level 36
47th Pyre 123rd year of Ascendancy at 09:06 see stats
By Ckannco the Cornac Marauder level 25
47th Haze 122nd year of Ascendancy at 17:17 see stats
By Ckannco the Cornac Marauder level 18
68th Dusk 122nd year of Ascendancy at 16:14 see stats
By Ckannco the Cornac Marauder level 31
53rd Regrowth 123rd year of Ascendancy at 19:39 see stats
By Ckannco the Cornac Marauder level 30
18th Regrowth 123rd year of Ascendancy at 00:21 see stats
Log
Ckannco killed Armoured skeleton warrior!
Orc necromancer's desolate waste area effect hits Ckannco for 29 cold damage.
The shield around orc necromancer crumbles.
The shield around orc necromancer crumbles.
Deadly Poison from Ckannco hits Orc corruptor for 64 nature damage.
Armoured skeleton warrior receives 39 healing from Rime Wraith from Orc necromancer.
Orc corruptor fails to use Blood Spray.
Armoured skeleton warrior casts Rune: Blink.
Armoured skeleton warrior is out of phase.
Orc blood mage receives 50 healing from Rime Wraith from Orc necromancer.
Orc necromancer casts Rune: Shielding.
A shield forms around orc necromancer.
Orc necromancer casts Black Ice.
Ckannco reacts to damage from Orc necromancer, mitigating the blow!.
Orc necromancer hits Ckannco for (166 reacted , -6 stam), 251 cold (251 total damage).
Talent Dual Strike is ready to use.
Orc necromancer's desolate waste area effect hits Ckannco for 29 cold damage.
Orc necromancer's storm dissipates.
Orc necromancer calms down.
Orc corruptor is no longer poisoned.
Orc corruptor is not stunned anymore.
Orc necromancer hits Ckannco for 127 cold damage.
Armoured skeleton warrior receives 45 healing from Rime Wraith from Orc necromancer.
Rime Wraith from Orc necromancer hits Orc necromancer for 46 healing, 46 healing (0 total damage) [92 healing].
Orc corruptor receives 40 healing from Rime Wraith from Orc necromancer.
Rime Wraith from Orc necromancer hits Ckannco for 131 cold damage.
Orc blood mage receives 56 healing from Rime Wraith from Orc necromancer.
Ckannco the level 45 cornac marauder was frozen and shattered into a million little shards to death by an orc necromancer on level 1 of Rak'shor Pride.
Ckannco no longer revels in blood quite so much.