Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Female |
Race | Yeek |
Class | Mindslayer |
Level / Exp | 50 / 966% |
Size | small |
Lifes / Deaths | Killed by chitinous ritch at level 6 on the 77th Pyre 122nd year of Ascendancy at 19:09 0 / 8Killed by Rnoruino the dwarf at level 9 on the 42nd Dusk 122nd year of Ascendancy at 23:45 Killed by Bill the Stone Troll at level 11 on the 56th Dusk 122nd year of Ascendancy at 22:18 Killed by gigantic corrosive tunneler at level 19 on the 77th Haze 122nd year of Ascendancy at 23:25 Killed by Cyrarinne the umber hulk at level 21 on the 29th Pyre 123rd year of Ascendancy at 02:43 Killed by Adibrekira the snow giant at level 24 on the 74th Pyre 123rd year of Ascendancy at 19:11 Killed by Wayist Shade of Astaroth at level 42 on the 33rd Dusk 124th year of Ascendancy at 07:11 Killed by Xagalaith the runed bone giant at level 50 on the 33rd Dusk 125th year of Ascendancy at 14:36 |
Antimagic | Follower |
Primary Stats
Strength | 47 (base 36) |
Dexterity | 30 (base 8) |
Constitution | 101 (base 60) |
Magic | 7 (base 10) |
Willpower | 121 (base 61) |
Cunning | 101 (base 60) |
Resources
Life | -256/1637 |
Equilibrium | 30 |
Psi | 135/220 |
Healing Factor | 2.0236838012659 |
Regeneration | 115.55371796497 |
Speed
Mental | +20% |
Attack | 0% |
Movement | +25.000000000004% |
Spell | 0% |
Global | +108.63793914272% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 6 |
See Stealth | 63.352332603071 |
See Invisible | 63.352332603071 |
Offense: Mainhand
Damage | 157 |
Accuracy | 60 |
Crit Chance | 78% |
APR | 23 |
Speed | 0.83 |
Offense: Offhand
Damage | 41 |
Accuracy | 60 |
Crit Chance | 78% |
APR | 28 |
Speed | 0.83 |
Offense: Spell
Spellpower | 6 |
Crit Chance | 34% |
Speed | 1 |
Offense: Mind
Mindpower | 76 |
Crit Chance | 49% |
Speed | 1 |
Offense: Damage Bonus
Acid | +23% |
Lightning | +34% |
Temporal | +17% |
Nature | +17% |
Physical | +16% |
Mind | +27% |
All | +8% |
Offense: Damage Penetration
Blight | +15% |
Acid | +20% |
Nature | +20% |
All | +10% |
Defense: Base
Armour (hardiness) | 110.72307323196 (100%) |
Defense | 62 |
Ranged Defense | 62 |
Fatigue | 0 |
Physical Save | 62 |
Spell Save | 34 |
Mental Save | 53 |
Defense: Resistances
Acid | + 32%( 70%) |
Blight | + 57%( 70%) |
Arcane | + 15%( 70%) |
Cold | + 32%( 70%) |
All | + 9%( 70%) |
Lightning | + 17%( 70%) |
Light | + 23%( 70%) |
Mind | + 32%( 70%) |
Darkness | + 39%( 70%) |
Fire | + 26%( 70%) |
Nature | + 46%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 40% |
Silence Resistance | 39% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Stun Resistance | 54% |
Poison Resistance | 29% |
Knockback Resistance | 30% |
Inscriptions (3/3)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 497 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: Wild GrowthUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 109.66 physical damage and 221.21 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. |
Infusions | Effective talent level: 2.5 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 22% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 4 each turn for 4 turns. Its effects scale with your Willpower stat. |
Class Talents
Psionic / Absorption | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Psionic / Kinetic mastery | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Psionic / Projection | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Augmented striking | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 1/5 |
Psionic / Voracity | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 1/5 |
Psionic / Focus | 1.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 2/5 |
Psionic / Psi-fighting | 1.30 |
| 1/5 |
| 5/5 |
| 3/5 |
| 2/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Augmented mobility | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Psionic / Finer energy manipulations | 1.50 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
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. They asked about the staff. | 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 failed to protect the injured seer from death by orc master assassin. Escort: injured seer (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lone alchemist to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Willpower by +5. | done |
You failed to protect the lone alchemist from death by skeleton warrior. Escort: lone alchemist (level 7 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved talent Skate (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by worm that walks. Escort: lost sun paladin (level 3 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Wrathroot. Escort: lost sun paladin (level 4 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by master vampire. Escort: repented thief (level 1 of Dreadfell) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | 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. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge 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 |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * 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 unlocked the hall of reflections. * 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: 1403. | 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. You have been shown a secret entrance to his stronghold. * 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 |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | 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 have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within7 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
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
Psionic focus | Anmalice (47-66 power, 20 apr) Anmalice (47-66 power, 20 apr)Requires: - Willpower 20 - Strength 32 Infused by psionic forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8 Uses stats: 50% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +20 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * torments the target with many mental effects On weapon kill: * reduces mental save penalty When wielded/worn: Changes damage: +8% mind Mental save: -14 (-4 eff.) Mindpower: +9 (+2 eff.) The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
Quiver | Duvyyafang the pouch of voratun shots (19/19, 68-82 power, 6 apr) Duvyyafang the pouch of voratun shots (19/19, 68-82 power, 6 apr)Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 68.5 - 82.2 Uses stats: 40% Wil, 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +7.0% Capacity: 19 On weapon hit: * 21% chance to reduce all saves and defense by 41 * 21 arcane resource burn * 20% chance to knock the target back 3 spaces and deal 284 physical damage Damage (Ranged): +40 physical / +30 darkness / +8 mind Damage (radius 1) on hit: +4 mind Damage against: +18% Living Shots are used with slings to pummel your foes to death. |
On hands | Gloves of the Firm Hand (0 def, 8 armour) Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Light source | piercing dwarven lantern of focus piercing dwarven lantern of focusCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +12 Changes stats: +6 Wil Changes resistances penetration: +10% all Changes damage: +11% mind Light radius: +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | voratun helm 'Halogorn' (0 def, 5 armour) voratun helm 'Halogorn' (0 def, 5 armour)Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 2 arcane / 6 temporal Changes stats: +8 Str / +7 Wil / +3 Cun Changes resistances: +10% acid / +10% fire / +9% lightning / +9% cold Changes resistances penetration: +5% blight Vim when firing critical spell: +1.00 Mindpower: +6 (+1 eff.) It can be used to activate talent Skullcracker, placing all other charms into a 17 cooldown : Effective talent level: 4.5 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 254.1 Physical damage. If the attack hits, the target is confused (34% 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 feet | Eclipsewire of the Blightspawn (0 def, 3 armour) Eclipsewire of the Blightspawn (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -4% Effects on melee hit: * 10% chance to slow global speed by 70% Changes stats: +4 Dex / -10 Mag / +10 Wil / +7 Lck Changes resistances penetration: +10% nature Changes damage: +9% nature / +9% temporal Stealth bonus: +7 Life regen: +3.00 Stamina each turn: +0.40 Maximum life: +33.00 Movement speed: +10% Healing mod.: +12% A pair of boots made of leather. This object's appearance was changed to Wanderer's Rest (Nightmares). |
Tool | Camydur [power 332] (13 cooldown) Camydur [power 332] (13 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 4 When wielded/worn: Defense: +20 (+5 eff.) Changes resistances: +6% cold Reduces incoming crit damage: 15.00% Physical save: +6 (+1 eff.) Spell save: +3 (+2 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to heal yourself and all friendly characters within 10 spaces for 332 Activation puts all charms on cooldown for 13 turns. When used: * Gain a 17% chance to evade weapon attacks for 2 turns. * Cleanse 1 total effects of type disease, wound, or poison. * Increase all damage penetration by 14% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | voratun ring 'Torchhunter' voratun ring 'Torchhunter'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+5 eff.) Physical crit. chance: +3.0% Fatigue: -10% Changes stats: +4 Cun / +1 Mag Changes resistances: +21% blight / +6% fire / +15% nature Maximum encumbrance: +38 Physical save: +9 (+2 eff.) Poison immunity: +29% Disease immunity: +30% Life regen: +40.00 Maximum life: +200.00 Maximum stamina: +30.00 Infravision radius: +1 Healing mod.: +40% Rings make your fingers look great! |
On fingers | Glory of the Pride Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Physical power: +10 (+3 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+1 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+11 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Around neck | Limmir's Amulet of the Moon Limmir's Amulet of the Moon0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes stats: +8 Dex / +8 Cun / +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Changes damage: +20% lightning / +8% all Damage affinity(heal): +20% lightning Reduces incoming crit damage: 23.00% Spell crit. chance: +4% Mental crit. chance: +4% Movement speed: +15% Chance to avoid any damage: +8% Amulets make your neck look great! |
In main hand | Punae's Blade (46-64 power, 4 apr) Punae's Blade (46-64 power, 4 apr)Requires: - Strength 30 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 46.0 - 64.4 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +20.0% Defense: +40 (+10 eff.) Combat speed: +20% Chance to avoid attacks: +10% This very thin sword cuts through the air with ease, allowing remarkably quick movement. |
Around waist | Wayist's Luck Wayist's LuckInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +12.0% Defense: +17 (+4 eff.) Damage when hit (Melee): 2 lightning Changes stats: +6 Cun / +6 Dex Changes resistances: +12% blight / +3% fire / +6% arcane / +3% darkness Changes damage: +6% lightning Stealth bonus: +14 Maximum life: +140.00 Mental crit. chance: +15% A belt that goes around your waist. |
In off hand | Weepcut the voratun dagger (65-84 power, 9 apr) Weepcut the voratun dagger (65-84 power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 65.0 - 84.5 Uses stats: 40% Wil, 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 20% chance to slow global speed by 70% When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 70% Damage when hit (Melee): 6 blight Changes stats: +14 Con / +15 Wil Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +8 Maximum life: +62.00 Sharp, short and deadly. |
Cloak | Destala's Scales (10 def, 0 armour) Destala's Scales (10 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +6 Cun Changes resistances penetration: +10% acid Changes damage: +15% acid Talent mastery: +0.20 Wild-gift / Venom drake aspect Mindpower: +6 (+1 eff.) Talent on hit(nature): Acidic Spray (10% chance level 2). It can be used to activate talent Dissolve (costing 17 power out of 20/20) : Effective talent level: 4.2 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 56% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This talent will also attack with your shield, if you have one equipped. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
Main armor | Plate of the Blackened Mind (15 def, 40 armour) Plate of the Blackened Mind (15 def, 40 armour)Requires: - Massive armour training - Strength 48 Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +40 Defense: +15 (+4 eff.) Fatigue: +17% Effects when hit in melee: * 20% chance to cause random gloom Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +15% light / +20% blight / +25% mind / +20% darkness Talent mastery: +0.20 Cursed / Gloom Physical save: +15 (+3 eff.) Mental save: +25 (+8 eff.) Confusion immunity: +100% Fear immunity: +100% Mindpower: +10 (+2 eff.) Light radius: -2 Infravision radius: +4 It can be used to activate talent Dominate (costing 13 power out of 25/25) : Effective talent level: 3.5 Power cost: 13 out of 25/25. Range: 2 Travel Speed: instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 5 turns and vulnerable to attacks. They will lose 23 Armour, 33 Defense and your attacks will gain 42% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This talent will also attack with your shield, if you have one equipped. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
Inventory
This item will automatically be transmogrified when you leave the level. regeneration infusion (heal 447; 15 cd)regeneration infusion (heal 447; 15 cd) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 447 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the sneak (heal 535; 17 cd) regeneration infusion of the sneak (heal 535; 17 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 2.5 Use 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 535 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 43%; physical; dur 2; cd 10) wild infusion of the psychic (res 43%; physical; dur 2; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 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 43% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shatter afflictions rune (absorb 23; cd 20) shatter afflictions rune (absorb 23; cd 20)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 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 23 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. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Limmir's Gift Limmir's GiftInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +19 (+6 eff.) Defense: +20 (+5 eff.) Changes stats: +10 Dex / +6 Wil / +20 Lck Changes resistances: +27% acid / +6% blight Changes damage: +6% nature Mental save: +15 (+5 eff.) Cut immunity: +80% Confusion immunity: +25% Mindpower: +14 (+3 eff.) Mental crit. chance: +2% Light radius: +2 Healing mod.: +28% Reduce all damage from unseen attackers: 20% It can be used to activate talent Heal, placing all other charms into a 30 cooldown : Effective talent level: 2.5 Power cost: 30 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 416 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Pendant of the Sun and Moons Pendant of the Sun and MoonsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +10% light / +10% darkness Changes resistances cap: +5% light / +5% darkness Changes resistances penetration: +15% light / +15% darkness Changes damage: +8% light / +8% darkness Spellpower: +8 (+8 eff.) Spell crit. chance: +5% All your damage is converted and split into light and darkness. Activating this item is instant. It can be used to activate talent Circle of Sanctity (costing 26 power out of 60/60) : Effective talent level: 4.5 Power cost: 26 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 3 light damage to everyone else who enters. The circle lasts 5 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
Radianceraider the stralite amulet Radianceraider the stralite amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage when hit (Melee): 10 light Changes resistances: +12% acid / +9% temporal / +18% darkness / +9% fire Changes damage: +24% light Talent masteries: +0.28 Psionic / Kinetic mastery +0.28 Wild-gift / Fungus Spell save: +12 (+6 eff.) Light radius: +3 Amulets make your neck look great! |
The Black Core The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Spellpower: +10 (+10 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
mindweaver's voratun amulet of vision mindweaver's voratun amulet of visionInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +3 Wil Mental save: +12 (+4 eff.) Blindness immunity: +25% Confusion immunity: +19% Mindpower: +8 (+2 eff.) Infravision radius: +5 Sight radius: +2 See invisible: +10 Amulets make your neck look great! |
steel amulet of healing steel amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Cut immunity: +50% Healing mod.: +10% It can be used to activate talent Heal, placing all other charms into a 30 cooldown : Effective talent level: 2.5 Power cost: 30 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 416 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
voratun amulet 'Torirosus' voratun amulet 'Torirosus'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +6 Changes resistances: +6% nature / +20% light Changes damage: +9% temporal Spell save: +9 (+5 eff.) Cut immunity: +80% Teleport immunity: +20% Only die when reaching: -81.58 life Healing mod.: +50% It can be used to activate talent Heal, placing all other charms into a 30 cooldown : Effective talent level: 2.5 Power cost: 30 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 416 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 9 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. |
Barudradig the Cinderwinnow Barudradig the CinderwinnowInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 70% Damage when hit (Melee): 10 fire Changes resistances: +9% cold / +68% fire Changes damage: +12% cold / +34% fire Rings make your fingers look great! |
Khelarab the voratun ring Khelarab the voratun ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+4 eff.) Armour penetration: +14 Armour: +10 Defense: +17 (+4 eff.) Changes resistances: +11% blight / +40% cold / +13% nature / +2% physical Changes damage: +17% cold Poison immunity: +28% Disease immunity: +27% Disarm immunity: +10% Knockback immunity: +21% Life regen: +2.00 It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 3.5 Power cost: 9 out of 10/10. Range: 7 Travel Speed: 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 178% 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! |
The Black Ring The Black RingPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+4 eff.) Spell crit. chance: +5% Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). "An innocuous bauble. Until you look through the hole." |
rogue's copper ring rogue's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+1 eff.) Changes stats: +3 Cun Rings make your fingers look great! |
steel ring 'Betath' steel ring 'Betath'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +15 (+5 eff.) Armour: +2 Defense: +20 (+5 eff.) Changes stats: +2 Con Changes resistances: +26% acid / +3% physical / +3% nature Changes damage: +13% acid Only die when reaching: -60.00 life Rings make your fingers look great! |
voratun pearl ring voratun pearl ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +5 Changes stats: +7 Cun / +6 Mag Changes resistances: +5% all Spellpower: +12 (+12 eff.) Rings make your fingers look great! |
enhanced voratun battleaxe of evisceration (60-89 power, 4 apr) enhanced voratun battleaxe of evisceration (60-89 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 59.5 - 89.2 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * Wound the target dealing 196 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +9.0% Physical power: +13 (+4 eff.) Changes stats: +10 Str / +13 Dex / +10 Mag / +12 Wil / +17 Cun / +16 Con Massive two-handed battleaxes. |
voratun battleaxe of disruption (60-89 power, 4 apr) voratun battleaxe of disruption (60-89 power, 4 apr)Requires: - Strength 48 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 59.5 - 89.2 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Damage against: +17% Unnatural Massive two-handed battleaxes. |
Baruthad (24-32 power, 6 apr) Baruthad (24-32 power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Base power: 24.5 - 31.9 Uses stats: 40% Wil, 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +5 light Damage against: +5% Undead When wielded/worn: Changes resistances: +3% fire Reduces incoming crit damage: 15.00% Teleport immunity: +10% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. flaming voratun dagger of ruin (40-52 power, 9 apr)flaming voratun dagger of ruin (40-52 power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 40.0 - 52.0 Uses stats: 40% Wil, 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (radius 1) on hit: +20 fire When wielded/worn: Armour penetration: +13 Physical crit. chance: +14.0% Critical mult.: +32.00% Sharp, short and deadly. |
voratun greatmaul 'Emetira' (84-127 power, 4 apr) voratun greatmaul 'Emetira' (84-127 power, 4 apr)Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 84.5 - 126.8 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% Damage (radius 2) on crit: +62 acid / +56 nature Damage against: +42% Unnatural When wielded/worn: Armour penetration: +21 Changes stats: +2 Cun / +11 Wil Changes resistances: +6% mind / +15% temporal Changes resistances penetration: +35% acid / +27% nature Changes damage: +3% mind Massive two-handed mauls. |
enhanced stralite longsword of ruin (34-48 power, 5 apr) enhanced stralite longsword of ruin (34-48 power, 5 apr)Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 34.5 - 48.3 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour penetration: +10 Physical crit. chance: +9.0% Changes stats: +5 Str / +7 Dex / +9 Mag / +7 Wil / +11 Cun / +7 Con Critical mult.: +20.00% Sharp, long, and deadly. This object's appearance was changed to Everpyre Blade (Corpses). |
Brightpall (16-18 power, 40 apr, mind damage) Brightpall (16-18 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +17.0% Attack speed: 100% On weapon hit: * 20% chance to slow global speed by 70% * 19% chance to reduce armor by 11% When wielded/worn: Accuracy: +10 (+3 eff.) Damage (Melee): 19 lightning Damage when hit (Melee): 4 arcane Changes stats: +7 Str / +7 Dex / +5 Mag / +10 Wil / +7 Cun / +8 Con Changes resistances: +20% lightning Changes resistances penetration: +14% lightning / +10% fire Changes damage: +20% lightning / +12% fire Talent granted: +1 Attune Mindstar Spell save: +19 (+8 eff.) Only die when reaching: -60.00 life Mindpower: +10 (+2 eff.) Mental crit. chance: +5% It can be used to divide the mindstar in two Activation puts all charms on cooldown for 1 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
living mindstar 'Murkjustice' (16-18 power, 40 apr, mind damage) living mindstar 'Murkjustice' (16-18 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 fire Damage (radius 1) on hit: +4 darkness When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 41 Damage (Melee): 18 lightning Changes stats: +7 Str / +7 Dex / +7 Mag / +4 Wil / +11 Cun / +7 Con Changes resistances: +17% lightning / +12% fire Changes resistances penetration: +18% lightning / +10% fire Changes damage: +14% lightning / +15% darkness Talent granted: +1 Attune Mindstar Critical mult.: +25.00% Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +6.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +16% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. living mindstar of sand (17-19 power, 40 apr, mind damage)living mindstar of sand (17-19 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 17.0 - 18.7 Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 19 physical Changes resistances: +13% physical Changes resistances penetration: +20% physical Changes damage: +14% physical Talent granted: +1 Attune Mindstar Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
reinforced leather sling 'Porira' reinforced leather sling 'Porira'Requires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 4 Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +9 On weapon hit: * 10% chance to reduce armor by 11% Damage (Ranged): +20 mind When wielded/worn: Physical power: +10 (+3 eff.) Effects on ranged hit: * 20% chance to reduce all saves and defense by 41 Changes stats: +4 Cun / +2 Str Changes resistances: +3% acid Changes resistances penetration: +10% mind / +6% physical Changes damage: +12% physical Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Slings are used to hurl stones or metal shots at your foes. |
Hydra's Bite (56-62 power, 7 apr) Hydra's Bite (56-62 power, 7 apr)Requires: - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 4 It must be held with both hands. Base power: 56.0 - 61.6 Uses stats: 40% Wil, 90% Str, 40% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +7 Crit. chance: +14.0% Attack speed: 125% When this weapon hits: Lightning Breath (10% chance level 3). When this weapon hits: Poison Breath (10% chance level 3). When this weapon hits: Acid Breath (10% chance level 3). On weapon hit: * hit up to two adjacent enemies When wielded/worn: Changes damage: +12% acid / +12% nature / +12% lightning This three-headed stralite flail strikes with the power of a hydra. With each attack it lashes out, hitting everyone around you. |
Flashquake FlashquakeCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +3% light / +9% mind Changes damage: +3% fire / +3% light / +3% mind Damage against: +16% Summoned Reduced damage from: +17% Summoned A belt that goes around your waist. |
noble's hardened leather belt of recklessness noble's hardened leather belt of recklessnessCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 (+1 eff.) Changes stats: +4 Cun / +3 Wil Damage against: +23% Summoned Reduced damage from: +20% Summoned Critical mult.: +8.00% A belt that goes around your waist. |
rough leather belt of life rough leather belt of lifeInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Life regen: +0.90 Healing mod.: +10% A belt that goes around your waist. |
Threads of Fate (10 def, 0 armour) Threads of Fate (10 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +6 Mag / +6 Wil / +10 Lck Changes resistances: +20% temporal Changes resistances cap: +10% temporal Changes damage: +10% temporal Talent masteries: +0.10 Chronomancy / Timeline Threading +0.10 Chronomancy / Chronomancy +0.10 Spell / Divination Physical save: +20 (+5 eff.) Spell save: +20 (+9 eff.) Mental save: +20 (+7 eff.) Confusion immunity: +40% Spellpower: +8 (+8 eff.) It can be used to activate talent See the Threads (costing 43 power out of 50/50) : Effective talent level: 2.5 Power cost: 43 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: You peer into three possible futures, allowing you to explore each for 4 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. |
The Warped Boots (2 def, 4 armour) The Warped Boots (2 def, 4 armour)Requires: - Heavy armour training Powered by unknown forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +4 Defense: +2 (+0 eff.) Fatigue: +8% Changes resistances: +10% blight Spell save: +10 (+5 eff.) Life regen: -0.20 Maximum life: +80.00 Spellpower: +10 (+10 eff.) It can be used to activate talent Spit Blight (costing 9 power out of 50/50) : Effective talent level: 4.5 Power cost: 9 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit blight at your target doing 120.40 blight damage. The damage will increase with your Magic. These blackened boots have lost all vestiges of any former glory they might have had. Now, they are a testament to the corruption of the Deep Bellow, and its power. |
Decayed Visage (0 def, 0 armour) Decayed Visage (0 def, 0 armour)Requires: - Magic 25 - Willpower 20 Powered by arcane forces Infused by nature 1.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Damage when hit (Melee): 4 darkness / 10 vim draining blight Changes stats: +5 Wil / +5 Mag Changes resistances: +13% light / +13% darkness Changes resistances penetration: +10% arcane Changes damage: +14% blight / +28% arcane / +6% darkness Maximum vim: +25.00 Spell crit. chance: +2% It can be used to activate talent Vimsense (costing 22 power out of 45/45) : Effective talent level: 3.5 Power cost: 22 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Feel the very existence of creatures around you for 6 turns, in a radius of 10. The evil touch will reduce their blight resistance by 4% and all saves by 6, but also make them aware of you. The resistance and save reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
enlightening drakeskin leather armour of the deep (20 def, 9 armour) enlightening drakeskin leather armour of the deep (20 def, 9 armour)Requires: - Strength 20 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +9 Defense: +20 (+5 eff.) Fatigue: +8% Changes stats: +6 Cun / +9 Wil Changes resistances: +13% acid / +11% cold Allows you to breathe in: water Mental save: +18 (+6 eff.) A suit of armour made of leather. |
The Black Wall (12 def, 9 armour, 200 block) The Black Wall (12 def, 9 armour, 200 block)Requires: - Shield usage training - Strength 28 Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +9 Defense: +12 (+3 eff.) Ranged Defense: +15 (+4 eff.) Fatigue: +28% Damage when hit (Melee): 10 darkness Talent masteries: +0.20 Technique / Shield defense +0.20 Technique / Shield offense +0.20 Corruption / Doom shield Talent granted: +1 Block Shadow Power: +5 Increases all resists by 0.4% for each point of your Shadow Power. "With this, no one will ever harm you again." |
Arkul's Siege Arrows (14/14, 68-95 power, 100 apr) Arkul's Siege Arrows (14/14, 68-95 power, 100 apr)Requires: - Strength 30 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 68.0 - 95.2 Uses stats: 40% Wil, 50% Dex, 70% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +100 Crit. chance: +10.0% Capacity: 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. |
537 alchemist agate 537 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Forbidden Tome: "Of Knowledge And Horrors" Forbidden Tome: "Of Knowledge And Horrors"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 4 It can be used to read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
Ebonytrencher EbonytrencherInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +7.0% Armour: +6 Effects on melee hit: * 20% chance to reduce damage dealt by 33% Changes stats: +2 Str Changes resistances penetration: +15% physical Changes damage: +15% fire Physical save: +18 (+4 eff.) Stamina each turn: +3.00 Only die when reaching: -60.00 life Maximum life: +80.00 Light radius: +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
scorching brass lantern scorching brass lanternPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 10 fire Changes resistances: +5% fire Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Demonic Orb of Many Ways Demonic Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 9 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. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes 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. |
3 bloodstone 3 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 fire opal 6 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Entropy (1/1) Rod of Entropy (1/1)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 57% of the healing done. This effect scales with your Magic stat. Activation costs 64 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 172 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. |
Rod of Spydric Poison (1/1) Rod of Spydric Poison (1/1)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 266.76 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 22 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level. pouch of voratun shots 'Arthiyon' (13/20, 55-66 power, 6 apr)pouch of voratun shots 'Arthiyon' (13/20, 55-66 power, 6 apr) Requires: - Dexterity 48 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 55.0 - 66.0 Uses stats: 40% Wil, 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +7.0% Capacity: 20 On weapon hit: * 24% chance to reduce armor by 11% * 24% chance to reduce strength, dexterity, and constitution by 5 * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (Ranged): +24 acid / +12 blight / +24 arcane Damage (radius 1) on hit: +24 blight / +12 acid Damage (radius 2) on crit: +24 blight Shots are used with slings to pummel your foes to death. |
cleansing elm totem of stinging [power 116] (13 cooldown) cleansing elm totem of stinging [power 116] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to sting an enemy dealing 136 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 13 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
focusing elven-wood totem of thorny skin [power 57] (17 cooldown) focusing elven-wood totem of thorny skin [power 57] (17 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to harden the skin for 7 turns increasing armour by 57 and armour hardiness by 60% Activation puts all charms on cooldown for 17 turns. When used: * Reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
5 moonstone 5 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+4 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 pearl 6 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
By Astaroth the Yeek Mindslayer level 34
62nd Regrowth 124th year of Ascendancy at 00:10 see stats
By Astaroth the Yeek Mindslayer level 32
1st Regrowth 124th year of Ascendancy at 05:54 see stats
By Astaroth the Yeek Mindslayer level 18
61st Haze 122nd year of Ascendancy at 21:33 see stats
By Astaroth the Yeek Mindslayer level 40
51st Pyre 124th year of Ascendancy at 22:58 see stats
By Astaroth the Yeek Mindslayer level 41
16th Dusk 124th year of Ascendancy at 01:38 see stats
By Astaroth the Yeek Mindslayer level 47
62nd Haze 124th year of Ascendancy at 07:06 see stats
By Astaroth the Yeek Mindslayer level 39
9th Pyre 124th year of Ascendancy at 19:13 see stats
By Astaroth the Yeek Mindslayer level 50
80th Regrowth 125th year of Ascendancy at 14:38 see stats
By Astaroth the Yeek Mindslayer level 15
31st Haze 122nd year of Ascendancy at 00:01 see stats
By Astaroth the Yeek Mindslayer level 37
6th Pyre 124th year of Ascendancy at 22:47 see stats
By Astaroth the Yeek Mindslayer level 35
70th Regrowth 124th year of Ascendancy at 01:40 see stats
By Astaroth the Yeek Mindslayer level 22
73rd Pyre 123rd year of Ascendancy at 10:49 see stats
By Astaroth the Yeek Mindslayer level 27
67th Dusk 123rd year of Ascendancy at 18:12 see stats
By Astaroth the Yeek Mindslayer level 50
32nd Dusk 125th year of Ascendancy at 13:52 see stats
By Astaroth the Yeek Mindslayer level 50
38th Regrowth 125th year of Ascendancy at 11:17 see stats
By Astaroth the Yeek Mindslayer level 28
1st Allure 124th year of Ascendancy at 05:42 see stats
By Astaroth the Yeek Mindslayer level 49
77th Haze 124th year of Ascendancy at 11:52 see stats
By Astaroth the Yeek Mindslayer level 34
18th Regrowth 124th year of Ascendancy at 11:46 see stats
By Astaroth the Yeek Mindslayer level 10
56th Dusk 122nd year of Ascendancy at 10:04 see stats
By Astaroth the Yeek Mindslayer level 20
78th Haze 122nd year of Ascendancy at 11:27 see stats
By Astaroth the Yeek Mindslayer level 30
8th Allure 124th year of Ascendancy at 11:07 see stats
By Astaroth the Yeek Mindslayer level 40
51st Pyre 124th year of Ascendancy at 17:59 see stats
By Astaroth the Yeek Mindslayer level 50
77th Haze 124th year of Ascendancy at 21:51 see stats
By Astaroth the Yeek Mindslayer level 33
13rd Regrowth 124th year of Ascendancy at 22:39 see stats
By Astaroth the Yeek Mindslayer level 50
1st Summertide 125th year of Ascendancy at 02:00 see stats
By Astaroth the Yeek Mindslayer level 50
3rd Dusk 125th year of Ascendancy at 01:39 see stats
By Astaroth the Yeek Mindslayer level 20
38th Regrowth 123rd year of Ascendancy at 04:40 see stats
By Astaroth the Yeek Mindslayer level 26
7th Flare 123rd year of Ascendancy at 08:08 see stats
By Astaroth the Yeek Mindslayer level 22
74th Pyre 123rd year of Ascendancy at 10:38 see stats
By Astaroth the Yeek Mindslayer level 39
51st Pyre 124th year of Ascendancy at 06:22 see stats
By Astaroth the Yeek Mindslayer level 25
2nd Flare 123rd year of Ascendancy at 22:24 see stats
By Astaroth the Yeek Mindslayer level 38
6th Pyre 124th year of Ascendancy at 23:49 see stats
By Astaroth the Yeek Mindslayer level 12
4th Haze 122nd year of Ascendancy at 10:51 see stats
By Astaroth the Yeek Mindslayer level 50
2nd Dusk 125th year of Ascendancy at 03:25 see stats
By Astaroth the Yeek Mindslayer level 42
44th Dusk 124th year of Ascendancy at 04:12 see stats
By Astaroth the Yeek Mindslayer level 30
9th Allure 124th year of Ascendancy at 19:23 see stats
By Astaroth the Yeek Mindslayer level 23
74th Pyre 123rd year of Ascendancy at 12:21 see stats
By Astaroth the Yeek Mindslayer level 31
10th Allure 124th year of Ascendancy at 04:32 see stats
By Astaroth the Yeek Mindslayer level 34
69th Regrowth 124th year of Ascendancy at 04:47 see stats
Log
Talent Infusion: Primal is ready to use.
Rested for 12 turns (stop reason: all resources and life at maximum).
Ran for 4 turns (stop reason: hostile spotted to the west (Salavena the orc summoner)).
Salavena the orc summoner casts Banish.
Astaroth is out of phase.
Astaroth looks a little pale around the edges.
Astaroth has been banished!
Astaroth is pinned to the ground.
You are unable to move!
Ran for 1 turns (stop reason: didn't move).
You are unable to move!
Ran for 1 turns (stop reason: didn't move).
You are unable to move!
Xagalaith the runed bone giant's Pin Down performs a ranged critical strike against Astaroth!
Astaroth attunes to the damage.
Astaroth is cut deeply.
Xagalaith the runed bone giant's Pin Down hits Astaroth for (139 to psi shield), 341 physical, (10 to psi shield), (15 antimagic), 0 temporal (341 total damage).
Deep Wound from Xagalaith the runed bone giant hits Astaroth for (54 to psi shield), 82 physical (82 total damage).
Xagalaith the runed bone giant's Steady Shot performs a ranged critical strike against Astaroth!
Astaroth is recovering from the damage!
Xagalaith the runed bone giant's Steady Shot hits Astaroth for (139 to psi shield), 669 physical, (7 to psi shield), (11 antimagic), 0 temporal (669 total damage).
Xagalaith the runed bone giant's Headshot performs a ranged critical strike against Astaroth!
Astaroth reacts immediately after taking severe wounds!
Xagalaith the runed bone giant's Headshot hits Astaroth for (139 to psi shield), 888 physical (888 total damage).
Astaroth the level 50 yeek mindslayer was hacked apart to death by Xagalaith the runed bone giant on level 3 of High Peak.