







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! 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.
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:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Female |
Race | Cornac |
Class | Brawler |
Level / Exp | 41 / 88% |
Size | medium |
Lifes / Deaths | Killed by Lord of Skulls (warrior) at level 27 on the 32nd Regrowth 123rd year of Ascendancy at 17:34 0 / 8Killed by minotaur at level 31 on the 2nd Haze 123rd year of Ascendancy at 06:38 Killed by minotaur at level 31 on the 2nd Haze 123rd year of Ascendancy at 09:02 Killed by Polunne the awoken tentacle tree at level 32 on the 45th Haze 123rd year of Ascendancy at 15:34 Killed by Arodhebeth the dredgling at level 37 on the 70th Regrowth 125th year of Ascendancy at 17:48 Killed by faerlhing at level 40 on the 9th Dusk 125th year of Ascendancy at 21:26 Killed by orc high cryomancer at level 41 on the 13rd Dusk 125th year of Ascendancy at 09:01 Killed by giant spider at level 41 on the 42nd Dusk 125th year of Ascendancy at 11:40 |
Primary Stats
Strength | 69 (base 53) |
Dexterity | 92 (base 60) |
Constitution | 54 (base 32) |
Magic | 19 (base 10) |
Willpower | 25 (base 13) |
Cunning | 76 (base 31) |
Resources
Life | -356/1232 |
Stamina | 150/276 |
Healing Factor | 1.4697803169826 |
Regeneration | 23.002061960777 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -2.2204460492503E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 40.174866052011 |
See Invisible | 61.174866052011 |
Offense: Barehand
Damage | 141 |
Accuracy | 65 |
Crit Chance | 51% |
APR | 38 |
Speed | 1.00 |
Offense: Spell
Spellpower | 24 |
Crit Chance | 42% |
Speed | 1 |
Offense: Mind
Mindpower | 36 |
Crit Chance | 36% |
Speed | 1 |
Offense: Damage Bonus
Blight | +11% |
Arcane | +9% |
Cold | +6% |
All | 0% |
Darkness | +12% |
Temporal | +33% |
Physical | +12% |
Fire | +15% |
Nature | +6% |
Offense: Damage Penetration
Nature | +10% |
Defense: Base
Armour (hardiness) | 28 (57.718496631565%) |
Defense | 71 |
Ranged Defense | 71 |
Fatigue | 0 |
Physical Save | 46 |
Spell Save | 27 |
Mental Save | 36 |
Defense: Resistances
Darkness | + 25%( 70%) |
Acid | + 25%( 70%) |
Nature | + 15%( 70%) |
Temporal | + 23%( 70%) |
Blight | + 45%( 70%) |
Cold | + 21%( 70%) |
Fire | + 25%( 70%) |
All | + 12%( 70%) |
Defense: Immunities
Stun Resistance | 92% |
Silence Resistance | 25% |
Instadeath Resistance | 100% |
Confusion Resistance | 36% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 33% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 228 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 954% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 552 life over 5 turns. Its effects scale with your Constitution stat. |
Class Talents
Cunning / Tactical | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 4/5 |
Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Finishing moves | 1.30 |
| 1/5 |
| 2/5 |
| 3/5 |
| 4/5 |
Technique / Grappling | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Pugilism | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 4/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed discipline | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Generic Talents
Technique / Unarmed training | 1.30 |
| 5/5 |
| 3/5 |
| 2/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 3/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Prodigies
| 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 |
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 have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You failed to protect the injured seer from death by Layunne the skeleton warrior. Escort: injured seer (level 8 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost defiler from death by snow giant boulder thrower. Escort: lost defiler (level 2 of Daikara) | failed |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved physical save by +12. | done |
You failed to protect the repented thief from death by Glorann the skeleton master archer. Escort: repented thief (level 6 of Dreadfell) | failed |
You failed to protect the repented thief from death by Ce'Nota the skeleton warrior. Escort: repented thief (level 7 of Dreadfell) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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 |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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: 297. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Marus of Elvala in creating an elixir of mastery. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of foundations without your aid. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You 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 |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You 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 | ![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: ----- def ----- Armour +4 Fatigue +3% Silence- +25% Confus- +26% Stun/Frz- +20% ---------- misc Stam/turn +0.60 Max.stam +19.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. This object's appearance was changed to pair of rough leather boots. |
On hands | ![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego++] Master While equipped: dps ---------- Phys.crit +10.0% Spell.crit +17% Mind.crit +11% Crit.mult +7.00% ----- def ----- Armour +7 Fatigue +5% Mind.save +8 (+4 eff.) Max.HP +59.00 Unarmed combat: Power 157% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +9 Apr +15 Crit +17.0% Atk.spd 100% On Hit: 10% Battle Shout 5 On Crit: 20% Cripple 5 Metal gloves protecting the hands up to the middle of the lower arm. This object's appearance was changed to Invisible. |
On head | ![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +5 Cun +6 Dex dps ---------- Dmg.mod +12% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 20% * 20% chance to reduce all saves and defense by 24 ----- def ----- Armour +3 Fatigue +3% Resists +10% fire +10% cold Crit.chn- 15.00% A cap made of leather. This object's appearance was changed to Invisible. |
Tool | ![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +4 Str dps ---------- Res.pen +10% nature ----- def ----- Fatigue -5% Crit.chn- 15.00% ---------- misc See.Invis +6 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +4 Dex +1 Wil +4 Cun dps ---------- Dmg.mod +11% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 14 ----- def ----- Resists +11% blight ---------- misc See.Invis +15 Rings make your fingers look great! |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +6 Mag +7 Wil dps ---------- Spell.pwr +10 (+5 eff.) Dmg.mod +21% temporal Acc +17 (+4 eff.) Apr +14 ----- def ----- Defense +9 (+2 eff.) Resists +12% temporal HP.reg +7.00 Stun/Frz- +72% ---------- misc Mana/s.crit +2.00 Disengage: Puts all charms on 9 cooldown Level 2.6 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 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 159% 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! |
Around neck | ![]() 0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+8 eff.) Mind.save -7 (-3 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Main armor | ![]() 9.0 T5 light armor [Random Unique] Nature While equipped: dps ---------- Dmg.mod +6% cold +15% fire Melee Ret 4 cold 2 fire ----- def ----- Armour +8 Defense +20 (+5 eff.) Fatigue +8% Max.HP +121.00 HP.reg +8.40 Heal.mod +17% A suit of armour made of leather. This object's appearance was changed to ancient Robe of the Worm. |
Light source | ![]() 2.0 T1 lite [Rare] Arcane While equipped: Stats +1 Wil dps ---------- Crit.mult +10.00% Dmg.mod +6% physical Melee Ret 10 fire ----- def ----- Resists +5% fire Spell.save +3 (+2 eff.) Die.at -20.00 life ---------- misc Max.mana +60.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Cloak | ![]() 2.0 T3 cloak armor [Random Unique] Master While equipped: Stats +8 Cun +10 Dex dps ---------- Dmg.mod +9% arcane +6% physical Acc +11 (+3 eff.) Apr +9 On Melee Ret: * 32% chance to reduce strength, dexterity, and constitution by 14 * 20% chance to reduce damage dealt by 20% ----- def ----- Armour +6 Defense +2 (+0 eff.) ---------- misc Stam/turn +2.00 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 kruk cloak. |
Around waist | ![]() 1.0 T3 belt armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Dex +5 Cun +8 Lck dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +6% nature +12% temporal On Melee Ret: * 23% chance to reduce strength, dexterity, and constitution by 14 * 25% chance to reduce damage dealt by 20% ----- def ----- Resists +11% blight +3% nature Phys.save +8 (+3 eff.) Stealth +7 Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc T.Disarm +13 Infravis +4 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 407 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 2.0 potion [Plot Item] Nature Grant you complete invulnerability for five turns. A vial of thick fluid, metallic and reflective. It's incredibly heavy. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 332.50 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+3 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 51 power out of 60/60 The evilness of undeath radiates from this amulet. |
![]() 0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+3 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
![]() 0.1 T2 amulet jewelry [Rare] Arcane While equipped: Stats +3 Mag +3 Wil +2 Cun dps ---------- Spell.crit +4% Spell.pwr +4 (+2 eff.) Dmg.mod +6% physical +5% darkness +18% cold +5% temporal +6% light ----- def ----- Resists +3% temporal Mind.save +9 (+4 eff.) ---------- misc Equi/ret +0.08 Psi/ret +0.12 Max.psi +20.00 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Unique] Arcane While equipped: ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +5 Cun +1 Dex dps ---------- Res.pen +20% physical On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +2 Defense +10 (+2 eff.) Die.at -80.00 life Def/telep +10 Res/telep +10% Dur/telep +10% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +3 Mag dps ---------- Crit.mult +5.00% S.pwr/crit +8 Phasing +30% ----- def ----- HP.reg +4.00 Stun/Frz- +30% ---------- misc Max.vim +30.00 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+3 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() 0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+4 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+5 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() 0.1 T3 ring jewelry [Ego] Nature/Psionic While equipped: Stats +5 Wil dps ---------- Dmg.mod +13% fire ----- def ----- Resists +26% fire Mind.save +10 (+5 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+1 eff.) Max.HP +22.00 Disarm- +24% Pinning- +26% Knockbk- +26% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +6 (+3 eff.) Mind.pwr +6 (+3 eff.) ----- def ----- Phys.save +6 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego+] Master While equipped: Stats +7 Str +7 Con dps ---------- Phys.pwr +6 (+2 eff.) ----- def ----- Stun/Frz- +30% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego+] Master While equipped: Stats +5 Con ----- def ----- Spell.save +14 (+7 eff.) Stun/Frz- +30% ---------- misc Max.stam +22.00 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +10% lightning ----- def ----- Resists +20% lightning Phys.save +8 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Mag dps ---------- Dmg.mod +11% mind ----- def ----- Resists +11% mind Spell.save +6 (+3 eff.) Rings make your fingers look great! |
![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 1.0 T3 belt armor [Random Unique] Arcane/Master While equipped: Stats +3 Cun +4 Dex dps ---------- Phys.crit +7.0% Mind.crit +8% Spell.pwr +5 (+3 eff.) Dmg.mod +6% light Melee Ret 2 acid On Hit (Melee): * 20% chance to reduce armor by 24% ----- def ----- Resists +9% fire +7% cold Mind.save +8 (+4 eff.) ---------- misc Light +3 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego++] Arcane/Master While equipped: ----- def ----- Armour +6 Defense +6 (+1 eff.) Resists +5% blight Phys.save +11 (+4 eff.) The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 2.0 T3 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +7 Con dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +42% nature +6% mind On Hit (Melee): * 20% chance to slow global speed by 50% ----- def ----- Resists +15% darkness +16% mind +12% fire +36% nature +11% all Phys.save +16 (+6 eff.) Spell.save +16 (+8 eff.) Mind.save +32 (+12 eff.) Poison- +31% Disease- +38% ---------- misc Psi/ret +0.04 Hate/m.crit +3.00 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Str +3 Dex +4 Mag +2 Cun dps ---------- Dmg.mod +6% arcane +3% nature Res.pen +5% nature Acc +6 (+2 eff.) On Hit (Melee): * 10% chance to slow global speed by 50% ----- def ----- Armour +2 Fatigue +3% Resists +9% temporal Phys.save +12 (+4 eff.) Mind.save +6 (+3 eff.) Disarm- +29% ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 124% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +12 Apr +9 Crit +15.0% Atk.spd 100% Melee+ +7 arcane On Crit.r2 +5 arcane On Hit: 10% Set Up 3 On Hit: 10% Perfect Control 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+6 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning Unarmed combat: Power 126% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +10 Crit +4.0% Atk.spd 100% Melee+ +20 lightning On Hit: 20% Chain Lightning 2 On Hit: 15% Nova 1 On Spell Hit: 10% Lightning 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +12 Str +7 Dex +5 Wil dps ---------- Phys.pwr +8 (+2 eff.) Dmg.mod +3% cold Res.pen +15% acid +5% cold ----- def ----- Armour +4 Fatigue +4% Resists +12% cold +9% physical +11% darkness +12% light Phys.save +9 (+3 eff.) Skullcracker: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 186.8 Physical damage. If the attack hits, the target is confused (44% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 9.0 T4 light armor [Random Unique] Nature/Master While equipped: Stats +6 Dex dps ---------- Mind.pwr +13 (+5 eff.) Mov.spd +20% Dmg.mod +9% arcane Res.pen +20% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 24 On Melee Ret: * 32% chance to reduce strength, dexterity, and constitution by 14 * 28% chance to reduce damage dealt by 20% ----- def ----- Armour +7 Defense +23 (+5 eff.) Fatigue +8% Resists +35% acid +11% physical +15% cold +12% lightning +13% fire A suit of armour made of leather. |
![]() 9.0 T2 light armor [Unique] Nature/Disrupt While equipped: Stats +3 Wil +4 Con ----- def ----- Armour +6 Defense +8 (+2 eff.) Rng.Def +4 (+1 eff.) Fatigue +8% Resists +20% nature +25% arcane Spell.save +18 (+9 eff.) HP.reg +1.00 Heal.mod +20% Stun/Frz- +25% ---------- misc Masteries +0.20 Wild-gift/Antimagic Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T3 gross misc [Unique] Unknown While equipped: dps ---------- Melee Ret 25 darkness ----- def ----- Disarm- +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
![]() 0.0 T3 lite [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+5 eff.) Dmg.mod +15% cold Res.pen +10% cold ----- def ----- Resists +20% cold ---------- misc Light +5 Release a will o' the wisp that will explode against your foes for 167 cold damage (based on your Magic). Uses 17 power out of 20/20 This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(77 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +2 Infravis +7 Cleanse your mind of up to 3 (based on Magic) detrimental mental effects. Uses 34 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: 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. |
![]() 2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 69% of the healing done. This effect scales with your Magic stat.. Uses 64 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T4 totem charm [Unique] Nature While equipped: Stats +5 Str dps ---------- Dmg.mod +5% physical ----- def ----- Resists +10% nature Phys.save +10 (+4 eff.) HP.reg +0.15 Heal.mod +10% ---------- misc Talents +1 Battle Trance This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
![]() 2.0 T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +10 (+4 eff.) Dmg.mod +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 22 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 26 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. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By qewq the Cornac Brawler level 37
3rd Mirth 125th year of Ascendancy at 16:38 see stats
By qewq the Cornac Brawler level 30
27th Dusk 123rd year of Ascendancy at 00:10 see stats
By qewq the Cornac Brawler level 41
12nd Dusk 125th year of Ascendancy at 08:31 see stats
By qewq the Cornac Brawler level 40
9th Dusk 125th year of Ascendancy at 05:18 see stats
By qewq the Cornac Brawler level 38
2nd Flare 125th year of Ascendancy at 20:41 see stats
By qewq the Cornac Brawler level 21
67th Haze 122nd year of Ascendancy at 03:03 see stats
By qewq the Cornac Brawler level 20
34th Haze 122nd year of Ascendancy at 16:35 see stats
By qewq the Cornac Brawler level 36
67th Haze 124th year of Ascendancy at 13:44 see stats
By qewq the Cornac Brawler level 40
11st Dusk 125th year of Ascendancy at 02:13 see stats
By qewq the Cornac Brawler level 33
4th Decay 123rd year of Ascendancy at 18:24 see stats
By qewq the Cornac Brawler level 31
37th Dusk 123rd year of Ascendancy at 06:04 see stats
By qewq the Cornac Brawler level 10
1st Mirth 122nd year of Ascendancy at 06:14 see stats
By qewq the Cornac Brawler level 20
34th Haze 122nd year of Ascendancy at 12:15 see stats
By qewq the Cornac Brawler level 30
26th Dusk 123rd year of Ascendancy at 20:59 see stats
By qewq the Cornac Brawler level 40
3rd Dusk 125th year of Ascendancy at 00:33 see stats
By qewq the Cornac Brawler level 29
3rd Pyre 123rd year of Ascendancy at 16:36 see stats
By qewq the Cornac Brawler level 29
43rd Regrowth 123rd year of Ascendancy at 01:09 see stats
By qewq the Cornac Brawler level 28
41st Regrowth 123rd year of Ascendancy at 15:09 see stats
By qewq the Cornac Brawler level 28
41st Regrowth 123rd year of Ascendancy at 12:10 see stats
By qewq the Cornac Brawler level 39
2nd Flare 125th year of Ascendancy at 23:36 see stats
By qewq the Cornac Brawler level 10
1st Mirth 122nd year of Ascendancy at 20:53 see stats
By qewq the Cornac Brawler level 13
8th Flare 122nd year of Ascendancy at 01:16 see stats
By qewq the Cornac Brawler level 29
28th Pyre 123rd year of Ascendancy at 05:51 see stats
By qewq the Cornac Brawler level 25
26th Regrowth 123rd year of Ascendancy at 17:45 see stats
By qewq the Cornac Brawler level 18
29th Haze 122nd year of Ascendancy at 16:17 see stats
By qewq the Cornac Brawler level 29
26th Dusk 123rd year of Ascendancy at 20:59 see stats
Log
Qewq uses Evasion.
Qewq tries to evade attacks.
Qewq uses Disengage.
Qewq is moving at extreme speed!
Neryriwen the orc elite fighter uses Battle Shout.
Bleeding from Neryriwen the orc elite fighter hits qewq for (34 flat reduction), 0 physical (0 total damage).
Burning from Neryriwen the orc elite fighter hits qewq for (12 flat reduction), 0 fire (0 total damage).
Giant spider uses Spit Poison.
Qewq is poisoned!
Giant spider hits qewq for (39 flat reduction), 134 nature (134 total damage).
Qewq lashes out with a spinning backhand.
Qewq slows down.
qewq misses Stone golem.
qewq misses Stone golem.
Neryriwen the orc elite fighter uses Battle Call.
You pickup 0.70 gold pieces.
Qewq is called to battle!
Qewq is called to battle!
Melee retaliation hits Stone golem for 3 cold, 14 fire (17 total damage).
Stone golem hits qewq for (39 flat reduction), 188 physical (188 total damage).
Poison from Giant spider hits qewq for (39 flat reduction), 134 nature (134 total damage).
Bleeding from Neryriwen the orc elite fighter hits qewq for (34 flat reduction), 0 physical (0 total damage).
Burning from Neryriwen the orc elite fighter hits qewq for (12 flat reduction), 0 fire (0 total damage).
Giant spider is afflicted by a crippling illness!
Melee retaliation hits Giant spider for 4 cold, 14 fire (18 total damage).
Giant spider hits qewq for (39 flat reduction), 58 nature (58 total damage).
qewq the level 41 cornac brawler was slimed to death by a giant spider on level 1 of Ambush!.
Giant spider killed qewq!