












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 | Normal Adventure |
Sex | Female |
Race | Dwarf |
Class | Bulwark |
Level / Exp | 36 / 94% |
Size | medium |
Lifes / Deaths | Killed by Celia at level 26 on the 15th Stralite 123rd year of Ascendancy at 02:13 0 / 8Killed by ghast at level 28 on the 12nd Voratun 123rd year of Ascendancy at 18:58 Killed by orc warrior at level 32 on the 17th Wealth 123rd year of Ascendancy at 17:39 Killed by Xonne the patchwork troll at level 36 on the 11st Dearth 123rd year of Ascendancy at 10:37 Killed by Xonne the patchwork troll at level 36 on the 11st Dearth 123rd year of Ascendancy at 12:22 Killed by Xonne the patchwork troll at level 36 on the 12nd Dearth 123rd year of Ascendancy at 02:44 Killed by Xonne the patchwork troll at level 36 on the 12nd Dearth 123rd year of Ascendancy at 07:22 Killed by Eilinyrelle the bandit lord at level 36 on the 30th Dearth 123rd year of Ascendancy at 10:10 |
Primary Stats
Strength | 93 (base 60) |
Dexterity | 25 (base 15) |
Constitution | 73 (base 60) |
Magic | 11 (base 10) |
Willpower | 42 (base 25) |
Cunning | 13 (base 10) |
Resources
Life | -1416/1536 |
Mana | 154/470 |
Stamina | 207/315 |
Healing Factor | 2.0707458214728 |
Regeneration | 56.182857320887 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 7 |
See Stealth | 16.54677130326 |
See Invisible | 37.54677130326 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 160 |
Accuracy | 64 |
Crit Chance | 19% |
APR | 22 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 5.3333333333333 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Blight | +9% |
Physical | +17% |
Cold | +12% |
Nature | +20% |
Offense: Damage Penetration
Cold | +35% |
Darkness | +10% |
Defense: Base
Armour (hardiness) | 36 (30%) |
Defense | 38 |
Ranged Defense | 38 |
Fatigue | 19 |
Physical Save | 70 |
Spell Save | 69 |
Mental Save | 47 |
Defense: Resistances
Acid | + 28%( 70%) |
Blight | + 41%( 70%) |
Arcane | + 21%( 70%) |
Cold | + 22%( 70%) |
All | + 17%( 70%) |
Lightning | + 23%( 70%) |
Light | + 24%( 70%) |
Temporal | + 25%( 70%) |
Mind | + 29%( 70%) |
Darkness | + 29%( 70%) |
Fire | + 43%( 70%) |
Nature | + 53%( 70%) |
Defense: Immunities
Knockback Resistance | 20% |
Disarm Resistance | 37% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 455 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous 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 34% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -557 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1113 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Warcries | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Technique / Shield offense | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.50 |
| 5/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved Willpower by +5. | done |
You abandoned lone alchemist, to death. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved talent Stone Touch (+1 level(s)). | 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 1 of Heart of the Gloom. Escort: lost sun paladin (level 1 of Heart of the Gloom)As a reward you improved Strength by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Heart of the Gloom. Escort: lost sun paladin (level 2 of Heart of the Gloom)As a reward you improved Strength by +5. | done |
You failed to protect the lost sun paladin from death by skeleton magus. Escort: lost sun paladin (level 3 of Dreadfell) | failed |
You failed to protect the repented thief from death by orc necromancer. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You 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. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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 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: 382. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed mummified bone. * You've found the needed bloated horror heart. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed faerlhing fang. * You've found the needed sandworm tooth. * You've found the needed vial of greater demon bile. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +8 (+3 eff.) Changes resistances: +6% fire / +15% mind / +9% light Physical save: +15 (+4 eff.) Life regen: +4.00 Healing mod.: +20% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 25% chance to evade melee and ranged attacks and 16 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Quiver | ![]() Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 29.0 - 40.6 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +15.5% Capacity: 17 On weapon crit: * Wound the target dealing 251 physical damage across 5 turns and reducing healing by 50% Travel speed: +200% Damage (radius 2) on crit: +20 physical When wielded/worn: Ammo reloads per turn: +4 Arrows are used with bows to pierce your foes to death. This object's appearance was changed to quiver of elm arrows. |
Light source | ![]() Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +5% arcane / +6% fire Spell save: +18 (+4 eff.) Mental save: +5 (+2 eff.) Knockback immunity: +20% Life regen: +4.00 Mindpower: +4 (+2 eff.) Mental crit. chance: +5% 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. |
On head | ![]() Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +20 (+5 eff.) Armour: +7 Fatigue: +3% Changes stats: +3 Dex Changes resistances: +7% nature / +10% blight Changes resistances penetration: +10% cold A cap made of leather. This object's appearance was changed to Steel Helm of Garkul. |
On hands | ![]() Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +9 (+3 eff.) Armour: +7 Fatigue: +5% Damage when hit (Melee): 8 arcane Changes stats: +6 Str Changes damage: +9% physical Physical save: +7 (+2 eff.) Mental save: +8 (+3 eff.) Disarm immunity: +37% Only die when reaching: -80.00 life Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. This object's appearance was changed to drakeskin leather gloves. |
Tool | ![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Damage when hit (Melee): 6 cold Changes resistances: +15% nature Changes resistances penetration: +10% darkness / +25% cold Changes damage: +12% nature It can be used to harden the skin for 7 turns increasing armour by 33 and armour hardiness by 40% Activation puts all charms on cooldown for 20 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+2 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +9 Defense: +16 (+6 eff.) Changes stats: +3 Cun Changes resistances: +10% blight It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 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 104% 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! It was hardened by the digestive sack. |
Around neck | ![]() Powered 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: +5 (+1 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
In main hand | ![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 53.0 - 74.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +27 cold Damage (radius 2) on crit: +8 arcane When wielded/worn: Physical crit. chance: +9.0% Changes resistances: +9% blight Changes damage: +9% blight Sharp, long, and deadly. This object's appearance was changed to Spectral Blade. |
Around waist | ![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +7% lightning / +10% temporal Life regen: +1.10 Healing mod.: +15% A belt that goes around your waist. |
In off hand | ![]() Requires: - Shield usage training - Strength 35 Infused by arcane disrupting forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 50.0 - 60.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +138 When wielded/worn: Armour: +8 Fatigue: +8% Effects on melee hit: * 11 arcane resource burn Damage (Melee): 7 acid / 13 nature Effects when hit in melee: * 9 arcane resource burn Changes stats: +5 Con Changes resistances: +13% acid / +20% fire / +11% nature Talent granted: +1 Block Handheld deflection devices. |
Cloak | ![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +31 (+8 eff.) Defense: +3 (+2 eff.) Fatigue: -5% Changes stats: +3 Dex / +3 Mag / +2 Con Changes resistances: +6% cold Changes damage: +12% cold Maximum life: +74.00 Maximum stamina: +30.00 Infravision radius: +1 See invisible: +21 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +20 (+7 eff.) Fatigue: +8% Changes stats: +6 Str / +6 Dex Physical save: +9 (+3 eff.) Life regen: +5.00 Maximum life: +37.00 Healing mod.: +13% A suit of armour made of leather. |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 286 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. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 318.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. 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. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% nature Changes damage: +11% nature Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances: +20% lightning Changes damage: +10% lightning Maximum encumbrance: +22 Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +26% nature Changes damage: +13% nature Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +6 (+2 eff.) Rings make your fingers look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +4 Cun / +5 Dex Changes resistances: +26% light Changes damage: +13% light Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +22% lightning Changes damage: +11% lightning Physical save: +4 (+1 eff.) Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Mag Changes resistances: +24% darkness Changes damage: +12% darkness Spell save: +4 (+1 eff.) Rings make your fingers look great! |
![]() stormbringer's stralite battleaxe of massacre (62-92 power, 3 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 61.5 - 92.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% Damage (radius 2) on crit: +38 lightning / +24 cold When wielded/worn: Changes resistances penetration: +16% lightning / +23% cold Movement speed: +49% Massive two-handed battleaxes. |
![]() Requires: - Strength 30 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 46.0 - 64.4 Uses stat: 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 (+14 eff.) Combat speed: +20% Chance to avoid attacks: +10% This very thin sword cuts through the air with ease, allowing remarkably quick movement. This item has been sent to the Item's Vault. |
![]() magelord's elven-wood starstaff of might (25-30 power, 5 apr, light element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +9.0% Damage (Melee): 21 arcane Changes damage: +25% light Talent granted: +1 Command Staff Maximum mana: +60.00 Spellpower: +19 (+4 eff.) Spell crit. chance: +15% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 2 Base power: 18.0 - 25.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 15 fire damage (1/turn) Damage (Melee): +8 acid / +7 cold When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 11% Changes resistances penetration: +7% fire Changes damage: +3% acid / +6% fire One-handed war axes. This item has been sent to the Item's Vault. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Cosmetic Item] Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +3 Changes stats: +2 Dex / +2 Mag / +2 Wil / +2 Cun A stylish kruk-style cloak, to look awesome. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +4 Defense: +1 (+1 eff.) Changes stats: +2 Cun / +2 Dex Physical save: +6 (+2 eff.) Mental save: +5 (+2 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to Destala's Scales. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +2 Defense: +15 (+6 eff.) Damage when hit (Melee): 18 fire Changes stats: +6 Cun / +10 Mag Changes resistances: +50% fire / -10% cold / +11% all Changes resistances penetration: +20% fire Changes damage: +20% fire Spellpower: +12 (+3 eff.) Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Cosmetic Item] Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +5 Mag / +5 Wil Changes resistances: +18% light / +7% all Changes damage: +12% light Mana each turn: +0.14 Psi each turn: +0.12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -7% Changes stats: +2 Str / +2 Cun / +5 Con Changes resistances: +5% arcane / +9% darkness Maximum encumbrance: +23 Physical save: +25 (+7 eff.) Mental save: +12 (+4 eff.) It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.3 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. This object's appearance was changed to Frost Treads. |
![]() Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +7 Armour Hardiness: +6% Fatigue: +1% Changes stats: +3 Str / +3 Wil / +9 Con Changes resistances: +5% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +23% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. This item has been sent to the Item's Vault. |
![]() Requires: - Cunning 25 Powered by arcane forces 4.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +9 (+4 eff.) Fatigue: +4% Changes stats: +4 Cun / +4 Wil Changes resistances: +25% fire Changes damage: +25% fire It can be used to activate talent Meteor Rain (costing 34 power out of 50/50) : Effective talent level: 2.0 Power cost: 34 out of 50/50. Range: 5 Travel Speed: instantaneous Is: a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 16.94 fire and 19.82 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +8% acid / +5% fire / +5% lightning / +15% cold Allows you to breathe in: water A cap made of leather. |
![]() Requires: - Heavy armour training - Strength 28 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+2 eff.) Fatigue: +12% Damage when hit (Melee): 10 fire Changes stats: +4 Str / +4 Con Changes resistances: +24% fire Changes resistances penetration: +25% acid / +20% fire Maximum life: +57.00 Light radius: +3 A suit of armour made of mail. |
![]() Requires: - Heavy armour training - Strength 28 Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +15 Defense: +3 (+2 eff.) Fatigue: +12% Damage when hit (Melee): 6 lightning Changes stats: +3 Str / +3 Con Changes resistances: +17% acid / +3% lightning / +15% fire / +5% arcane / +15% cold Changes resistances penetration: +10% fire Allows you to breathe in: water Maximum life: +53.00 A suit of armour made of mail. |
![]() Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +7 Defense: +6 (+3 eff.) Fatigue: +7% Changes stats: +4 Con / +5 Wil Changes resistances: +35% nature Reduces incoming crit damage: 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. This item has been sent to the Item's Vault. |
![]() Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Physical crit. chance: +3.0% Physical power: +6 (+2 eff.) Armour: +4 Defense: +6 (+3 eff.) Fatigue: +7% Critical mult.: +11.00% Life regen: +5.40 Maximum life: +39.00 Healing mod.: +11% A suit of armour made of leather. This object's appearance was changed to Revenant. |
![]() Requires: - Shield usage training - Strength 35 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 43.0 - 51.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +142 On weapon hit: * 13% chance to reduce armor by 11% When wielded/worn: Armour: +8 Fatigue: +8% Damage (Melee): 6 acid Damage when hit (Melee): 3 acid Changes resistances: +12% physical Talent granted: +1 Block Handheld deflection devices. |
![]() Requires: - Shield usage training - Strength 35 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 46.5 - 55.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +146 When wielded/worn: Armour: +8 Fatigue: +8% Damage (Melee): 16 cold Damage when hit (Melee): 5 ice Changes resistances: +7% acid / +6% fire / +10% lightning / +9% cold Talent granted: +1 Block Handheld deflection devices. |
![]() Requires: - Shield usage training - Strength 35 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 46.0 - 55.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +138 Damage (Melee): +10 nature When wielded/worn: Armour: +8 Fatigue: +8% Changes resistances: +28% nature / +32% blight Talent granted: +1 Block Maximum life: +25.00 Handheld deflection devices. |
![]() Requires: - Shield usage training - Strength 35 Powered by arcane forces Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 54.5 - 65.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +136 Damage (Melee): +18 physical / +15 light / +14 darkness When wielded/worn: Armour: +8 Fatigue: +8% Changes stats: +4 Mag / +2 Wil / +4 Cun Changes resistances: +12% physical / +11% light / +10% darkness Changes damage: +13% light / +18% darkness Talent granted: +1 Block Slows Projectiles: +17% Bonus block near projectiles: +34 Handheld deflection devices. This object's appearance was changed to Sanguine Shield. |
![]() Requires: - Dexterity 18 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 2 Base power: 18.0 - 25.2 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +5.0% Capacity: 20 On weapon hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Kali the Dwarf Bulwark level 35
5th Dearth 123rd year of Ascendancy at 05:37 see stats
By Kali the Dwarf Bulwark level 27
3rd Voratun 123rd year of Ascendancy at 11:19 see stats
By Kali the Dwarf Bulwark level 19
17th Iron 123rd year of Ascendancy at 15:19 see stats
By Kali the Dwarf Bulwark level 20
27th Iron 123rd year of Ascendancy at 07:27 see stats
By Kali the Dwarf Bulwark level 26
28th Gold 123rd year of Ascendancy at 02:47 see stats
By Kali the Dwarf Bulwark level 31
15th Wealth 123rd year of Ascendancy at 23:36 see stats
By Kali the Dwarf Bulwark level 18
17th Shortage 122nd year of Ascendancy at 02:34 see stats
By Kali the Dwarf Bulwark level 31
16th Profit 123rd year of Ascendancy at 16:07 see stats
By Kali the Dwarf Bulwark level 10
6th Wealth 122nd year of Ascendancy at 22:43 see stats
By Kali the Dwarf Bulwark level 20
21st Iron 123rd year of Ascendancy at 20:56 see stats
By Kali the Dwarf Bulwark level 30
22nd Voratun 123rd year of Ascendancy at 04:46 see stats
By Kali the Dwarf Bulwark level 25
17th Gold 123rd year of Ascendancy at 17:50 see stats
By Kali the Dwarf Bulwark level 26
20th Gold 123rd year of Ascendancy at 14:15 see stats
By Kali the Dwarf Bulwark level 21
29th Iron 123rd year of Ascendancy at 18:44 see stats
By Kali the Dwarf Bulwark level 5
19th Voratun 122nd year of Ascendancy at 05:35 see stats
By Kali the Dwarf Bulwark level 26
6th Stralite 123rd year of Ascendancy at 10:19 see stats
By Kali the Dwarf Bulwark level 30
28th Voratun 123rd year of Ascendancy at 22:26 see stats
By Kali the Dwarf Bulwark level 13
15th Wealth 122nd year of Ascendancy at 10:18 see stats
By Kali the Dwarf Bulwark level 24
21st Steel 123rd year of Ascendancy at 11:51 see stats
By Kali the Dwarf Bulwark level 23
19th Steel 123rd year of Ascendancy at 21:02 see stats
By Kali the Dwarf Bulwark level 26
42nd Stralite 123rd year of Ascendancy at 02:45 see stats
By Kali the Dwarf Bulwark level 13
26th Wealth 122nd year of Ascendancy at 05:52 see stats
By Kali the Dwarf Bulwark level 32
19th Wealth 123rd year of Ascendancy at 11:24 see stats
By Kali the Dwarf Bulwark level 20
21st Iron 123rd year of Ascendancy at 22:22 see stats
By Kali the Dwarf Bulwark level 33
24th Wealth 123rd year of Ascendancy at 08:02 see stats
Log
Thief hits Kali for 73 physical, 12 cold, 17 physical (102 total damage).
Melee retaliation hits Thief for 0 arcane, 5 cold, 5 arcane, 0 arcane, 5 cold, 5 arcane (20 total damage).
Bandit performs a melee critical strike against Kali!
Melee retaliation hits Bandit for 0 arcane, 5 cold, 5 arcane, 0 arcane, 5 cold, 5 arcane (20 total damage).
Bandit hits Kali for 82 physical, 21 cold, 25 physical, 30 cold (157 total damage).
Rogue activates Stealth.
Rogue performs a melee critical strike against Kali!
Melee retaliation hits Rogue for 0 arcane, 5 cold, 4 arcane, 0 arcane, 5 cold, 4 arcane (18 total damage).
Rogue hits Kali for 90 physical, 5 blight, 7 acid, 10 fire, 8 fire, 24 physical, 7 darkness, 7 temporal, 7 acid, 10 fire (175 total damage).
Deadly Poison from Thief hits Kali for 45 nature damage.
Melee retaliation hits Eilinyrelle the bandit lord for 0 arcane, 5 cold, 4 arcane (9 total damage).
Eilinyrelle the bandit lord hits Kali for 228 physical, 9 blight, 7 cold, 14 cold (258 total damage).
Eilinyrelle the bandit lord is no longer rampaging.
Kali is confused and fails to use Attack.
Thief casts Curse of Vulnerability.
Kali resists the effect 'Curse of Vulnerability'!
Thief hits Kali for 54 physical, 12 cold, 19 physical (84 total damage).
Melee retaliation hits Thief for 0 arcane, 5 cold, 5 arcane, 0 arcane, 5 cold, 5 arcane (20 total damage).
Bandit uses Infusion: Healing.
Bandit hits Kali for 38 physical, 21 cold, 23 physical, 30 cold (112 total damage).
Bandit receives 128 healing from Infusion: Healing.
Melee retaliation hits Bandit for 0 arcane, 5 cold, 5 arcane, 0 arcane, 5 cold, 5 arcane (20 total damage).
Eilinyrelle the bandit lord uses Dominate.
Kali has been dominated!
Eilinyrelle the bandit lord performs a melee critical strike against Kali!
Kali is no longer being stalked by Eilinyrelle the bandit lord.
Melee retaliation hits Eilinyrelle the bandit lord for 0 arcane, 5 cold, 4 arcane (9 total damage).
Eilinyrelle the bandit lord hits Kali for 451 physical damage.
Kali the level 36 dwarf bulwark was skewered to death by Eilinyrelle the bandit lord on level 3 of Zeroharasta.