Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Furrae Race 1.2.1Adds new races to take your game in different directions. Feline: Lucky and agile warriors that prefer keeping their hide in one piece. Have an extra ring slot, but no feet slot due to oddly shaped feet. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! True Full Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: 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.
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:
Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Arcanum Class Pack 1.7.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: 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 ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Cornac |
Class | Flenser |
Level / Exp | 23 / 17% |
Size | medium |
Lifes / Deaths | Killed by Voresena the giant venus flytrap at level 13 on the 36th Dusk 122nd year of Ascendancy at 13:13 0 / 7Killed by Govea the cutpurse at level 19 on the 30th Haze 122nd year of Ascendancy at 08:38 Killed by Assassin Lord at level 20 on the 30th Haze 122nd year of Ascendancy at 22:18 Killed by Gloriwyn the Guardian at level 23 on the 7th Allure 123rd year of Ascendancy at 23:45 Killed by Gloriwyn the Guardian at level 23 on the 8th Allure 123rd year of Ascendancy at 01:47 Killed by Gloriwyn the Guardian at level 23 on the 8th Allure 123rd year of Ascendancy at 02:53 Killed by Ce'Nutha the large white snake at level 23 on the 8th Allure 123rd year of Ascendancy at 03:34 |
Primary Stats
Strength | 20 (base 16) |
Dexterity | 63 (base 52) |
Constitution | 33.482048821305 (base 11) |
Magic | 55 (base 39) |
Willpower | 20 (base 10) |
Cunning | 24 (base 10) |
Resources
Life | -14/728 |
Stamina | 230/245 |
Vim | 64/64 |
Healing Factor | 1.4420278508482 |
Regeneration | 19.106869023739 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 3 |
See Stealth | 21 |
See Invisible | 22 |
Offense: Mainhand
Damage | 44 |
Accuracy | 38 |
Crit Chance | 16% |
APR | 10 |
Speed | 1.00 |
Offense: Offhand
Damage | 44 |
Accuracy | 38 |
Crit Chance | 13% |
APR | 10 |
Speed | 1.00 |
Offense: Spell
Spellpower | 37 |
Crit Chance | 17% |
Speed | 1 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 16% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +5% |
Mind | +42% |
Arcane | +9% |
Cold | +15% |
All | 0% |
Offense: Damage Penetration
Arcane | +10% |
Darkness | +10% |
Fire | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 44.537383948592 (67.016567268514%) |
Defense | 56 |
Ranged Defense | 56 |
Fatigue | 0 |
Physical Save | 18 |
Spell Save | 23 |
Mental Save | 13 |
Defense: Resistances
Darkness | + 13%( 70%) |
Nature | + 22%( 70%) |
Fire | + 17%( 70%) |
Blight | + 10%( 70%) |
Arcane | + 10%( 70%) |
Cold | + 33%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Bleed Resistance | 54% |
Confusion Resistance | 10% |
Instadeath Resistance | 100% |
Poison Resistance | 0% |
Blind Resistance | 20% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 134 life over 5 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 76 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 327 damage for 4 turns. Its effects scale with your Magic stat. |
Class Talents
Technique / Duelist | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Corruption / Blood | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Flensing style | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 4/5 |
Corruption / Bone | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Plague | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Generic Talents
Corruption / Blood magic | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 1/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Curses | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 1/5 |
Effects
Quests
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 grave | active |
You failed to protect the injured seer from death by snow giant chieftain. Escort: injured seer (level 2 of Daikara) | failed |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved talent Curse of Death (+1 level(s)). | done |
You failed to protect the repented thief from death by king cobra. Escort: repented thief (level 1 of Old Forest) | 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 |
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. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision, which can be used to permanently increase your physical critical strike chance by 4%. He has given you some notes on the ingredients: * You've found the needed honey tree root. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Marus of Elvala needs your help making an elixir of mastery, which can be used to grant you four additional stat points. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' Agrimley the hermit needs your help making an elixir of focus, which can be used to grant you two additional class talent points. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * You've found the needed minotaur nose. * You've found the needed green worm. Ungrol of Last Hope needs your help making an elixir of foundations, which can be used to grant you two additional generic talent points. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed orc heart. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' | 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! | active |
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 within3 lumberjacks have died. | 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! | 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 | Armozilarin (0 def, 4 armour) Armozilarin (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Wil dps ---------- Mind.pwr +10 (+5 eff.) On Hit (Melee): * 20% chance to slow global speed by 46% ----- def ----- Armour +4 Fatigue +3% Resists +5% arcane +3% darkness ---------- misc Stam/turn +0.60 Equi/ret +0.04 Max.stam +16.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | Arrows of Manalocking (20/20, 111% power, 5 apr) Arrows of Manalocking (20/20, 111% power, 5 apr)3.0 T1 arrow ammo [Unique] Arcane Power 111% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 20 Ranged+ +10 arcane silence Fight magic with magic! |
Light source | watchleader's brass lantern of clarity watchleader's brass lantern of clarity2.0 T1 lite [Ego+] Master/Psionic While equipped: ----- def ----- Mind.save +5 (+5 eff.) Blind- +20% Confus- +10% ---------- misc Light +6 See.Stealth +11 See.Invis +12 Track: Puts all charms on 40 cooldown Level 4.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 17 for 7 turns. The radius will increase with your Cunning. 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 | hardened leather cap 'Adigann' (0 def, 3 armour) hardened leather cap 'Adigann' (0 def, 3 armour)2.0 T3 head armor [Random Unique] Master While equipped: Stats +4 Str +3 Dex +1 Wil +1 Cun +4 Con dps ---------- Phys.pwr +4 (+2 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +7% fire +8% cold ---------- misc Infravis +3 A cap made of leather. |
On hands | dwarven-steel gauntlets 'Issutar' (0 def, 2 armour) dwarven-steel gauntlets 'Issutar' (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Crit.mult +15.00% S.pwr/crit +10 ----- def ----- Armour +2 Fatigue +3% Resists +5% arcane HP.reg +4.00 ---------- misc Stam/turn +1.10 Vim/s.crit +2.00 Max.stam +18.00 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. |
Tool | ash totem of thorny skin 'Yarizilavor' [power 28] (17/20 cooldown) ash totem of thorny skin 'Yarizilavor' [power 28] (17/20 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: Stats +2 Dex +2 Mag ----- def ----- Crit.chn- 15.00% Harden the skin for 7 turns increasing armour by 28 and armour hardiness by 40% Puts all charms on 20 cooldown 100% to reduce fatigue by 24% for 2 turns. 100% to increase all damage penetration by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | Vargh Redemption Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 11.38 cold and 9.89 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 22/60 This azure ring seems to be always moist to the touch. |
On fingers | Bloodcaller Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-7 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 80.90 You won the Ring of Blood trial, and this is your reward. |
Around neck | Withering Orbs Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
In main hand | Spellblaze Shard (120% power, 10 apr) Spellblaze Shard (120% power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 121% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Around waist | Polosema the rough leather belt Polosema the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Mind.crit +6% Dmg.mod +3% mind On Hit (Melee): * 10% chance to reduce armor by 30% ----- def ----- Defense +8 (+2 eff.) Stealth +5 ---------- misc Psi/ret +0.04 A belt that goes around your waist. |
In off hand | Umbral Razor (129% power, 10 apr) Umbral Razor (129% power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 129% Range: 1.3x Uses 50% Dex, 15% Mag, 50% Str Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 94.56 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Cloak | Ivynne the Vilerune (2 def, 0 armour) Ivynne the Vilerune (2 def, 0 armour)2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.crit +5% Dmg.mod +24% mind Res.pen +10% fire Melee Ret 2 fire On Hit (Melee): * 10% chance to reduce all saves and defense by 20 ----- def ----- Defense +2 (+0 eff.) Resists +12% nature A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | drakeskin leather armour 'Notir' (27 def, 15 armour) drakeskin leather armour 'Notir' (27 def, 15 armour)9.0 T5 light armor [Random Unique] Nature/Master While equipped: Stats +7 Cun +6 Dex dps ---------- Dmg.mod +9% arcane +15% mind Res.pen +10% arcane Melee Ret 4 arcane ----- def ----- Armour +15 Defense +27 (+7 eff.) Fatigue +8% Max.HP +32.00 HP.reg +9.00 Heal.mod +16% ---------- misc Stam/turn +2.10 A suit of armour made of leather. |
Inventory
heroism infusion of the wizard (die at -331; dur 6; cd 35) heroism infusion of the wizard (die at -331; dur 6; cd 35)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 35 Travel.spd 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 6 turns. While Heroism is active, you will only die when reaching -331 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 662 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Angolwen Academy Training Token Angolwen Academy Training Token0.1 tome scroll [Plot Item] Arcane Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
copper amulet 'Gena' copper amulet 'Gena'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Str +4 Dex +3 Cun ----- def ----- Heal.mod +11% Cut- +40% ---------- misc Light +1 Infravis +3 Heal: Puts all charms on 35 cooldown Level 1.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 151 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
The Black Core The Black Core0.1 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." |
clarifying steel amulet clarifying steel amulet0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% mind Confus- +21% Amulets make your neck look great! |
steel amulet 'Unlightream' steel amulet 'Unlightream'0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +1 Wil dps ---------- Mind.crit +6% Crit.mult +5.00% Mind.pwr +15 (+7 eff.) Dmg.mod +3% acid +3% darkness ----- def ----- Resists +7% physical ---------- misc Stam/turn +0.40 Amulets make your neck look great! |
marksman's copper ring of lightning (+20%) marksman's copper ring of lightning (+20%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +10% lightning Acc +6 (+2 eff.) ----- def ----- Resists +20% lightning Rings make your fingers look great! |
Leleyablek the steel ring Leleyablek the steel ring0.1 T2 ring jewelry [Rare] Psionic While equipped: dps ---------- Mind.crit +4% Mind.pwr +10 (+5 eff.) ----- def ----- Mind.save +7 (+7 eff.) Max.HP +80.00 Confus- +24% ---------- misc Hate/m.crit +1.00 Max.psi +20.00 Rings make your fingers look great! |
Yarichak the Hellstitan Yarichak the Hellstitan0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +10% lightning +3% acid Res.pen +25% fire +5% cold Melee Ret 6 fire ----- def ----- Resists +20% lightning +9% fire Rings make your fingers look great! |
psionicist's steel ring of nature (+24%) psionicist's steel ring of nature (+24%)0.1 T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +12% nature ----- def ----- Resists +24% nature Mind.save +6 (+6 eff.) Rings make your fingers look great! |
yew vilestaff (120% power, 4 apr, darkness element) yew vilestaff (120% power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Normal] Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+4 eff.) Dmg.mod +20% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Airwinter (110% power, 3 apr) Airwinter (110% power, 3 apr)3.0 T2 mace 1H weapon [Rare] Nature Power 110% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +9 nature While equipped: Stats +4 Dex dps ---------- Phys.crit +2.0% Res.pen +10% physical ----- def ----- Resists +3% lightning +2% physical +9% light Blunt and deadly. |
balanced steel waraxe (105% power, 3 apr) balanced steel waraxe (105% power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Master Power 106% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% While equipped: dps ---------- Acc +9 (+3 eff.) ----- def ----- Defense +7 (+2 eff.) Disarm- +24% One-handed war axes. |
acidic dwarven-steel waraxe of massacre (132% power, 4 apr) acidic dwarven-steel waraxe of massacre (132% power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego] Arcane/Master Power 132% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 107 damage over 5 turns and reducing armor and accuracy by 14 One-handed war axes. |
steel dagger 'Vorera' (113% power, 6 apr) steel dagger 'Vorera' (113% power, 6 apr)1.0 T2 dagger 1H weapon [Random Unique] Disrupt/Master/Psionic Power 113% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Against +13% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Phys.pwr +15 (+6 eff.) Apr +4 ---------- misc Stam/turn +1.00 Sharp, short and deadly. |
acidic dwarven-steel dagger of massacre (130% power, 7 apr) acidic dwarven-steel dagger of massacre (130% power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Arcane/Master Power 131% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 107 damage over 5 turns and reducing armor and accuracy by 14 Sharp, short and deadly. |
plaguebringer's dwarven-steel dagger (111% power, 7 apr) plaguebringer's dwarven-steel dagger (111% power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Arcane Power 111% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +9 blight On Hit: 20% Epidemic 3 On Hit: * 8% chance to reduce strength, dexterity, and constitution by 20 While equipped: ----- def ----- Disease- +12% Sharp, short and deadly. |
diseased iron ritual blade of lifedrinking (98% power, 5 apr) diseased iron ritual blade of lifedrinking (98% power, 5 apr)1.0 T1 ritual blade 1H weapon [Ego++] Arcane Power 99% Range: 1.3x Uses 45% Mag, 45% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR (max 50%) Apr +5 Crit +2.0% Atk.spd 100% On Crit: * infects the target causing blight damage equal to half your spellpower per turn and reducing their healing factor and disease resistance by half your spellpower, for 4 turns While equipped: dps ---------- Spell.crit +2% Res.pen +9% blight ----- def ----- HP.leech%% +5% HP.leech +4% ---------- misc Vim/s.crit +2.00 On Spell Hit: 10% Soul Rot 2 Sharp, short and deadly. |
acidic dwarven-steel steamsaw of lightning resistance (+18%) (124% power, 0 apr) acidic dwarven-steel steamsaw of lightning resistance (+18%) (124% power, 0 apr)3.0 T3 steamsaw 1H weapon Reqs Str 24 Steam Pool [Ego] Arcane/Master/Steamtech Power 124% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +51 On Crit: * Splash the target with acid dealing 107 damage over 5 turns and reducing armor and accuracy by 14 Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% Resists +18% lightning ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
dreamer's woollen robe of power (0 def, 0 armour) dreamer's woollen robe of power (0 def, 0 armour)2.0 T2 cloth armor [Ego++] Arcane/Psionic While equipped: dps ---------- Spell.pwr +10 (+4 eff.) Dmg.mod +5% all ----- def ----- Resists +11% darkness +11% mind +9% all Phys.save +12 (+7 eff.) Spell.save +12 (+6 eff.) Mind.save +21 (+14 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rejuvenating rough leather armour of cold resistance (3 def, 2 armour) rejuvenating rough leather armour of cold resistance (3 def, 2 armour)9.0 T1 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +15% cold HP.reg +2.00 ---------- misc Stam/turn +0.50 A suit of armour made of leather. |
Spinal Cage (5 def, 8 armour) Spinal Cage (5 def, 8 armour)9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex ----- def ----- Armour +8 Defense +5 (+1 eff.) Fatigue +3% Resists +15% physical Bone Grab: Level 2.6 Pwr.cost 20 out of 30/30. Range 6 Travel.spd instantaneous Is a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 48.72 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
hardened leather belt 'Branydir' hardened leather belt 'Branydir'1.0 T3 belt armor [Random Unique] Nature/Master While equipped: Stats +3 Con dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Defense +11 (+3 eff.) Mind.save +7 (+7 eff.) Stealth +7 HP.reg +1.00 Heal.mod +28% Disease- +20% Def/telep +5 Res/telep +5% Dur/telep +5% A belt that goes around your waist. |
thick linen cloak of protection (1 def, 6 armour) thick linen cloak of protection (1 def, 6 armour)2.0 T1 cloak armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +12% cold Spell.save +6 (+3 eff.) Mind.save +6 (+6 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Nimbusbrace (2 def, 0 armour) Nimbusbrace (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +1 Str +2 Con dps ---------- Dmg.mod +6% fire Res.pen +20% lightning Melee Ret 6 lightning ----- def ----- Defense +2 (+0 eff.) Resists +15% lightning Crit.chn- 15.00% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Salenn the Frozenspar (3 def, 1 armour) Salenn the Frozenspar (3 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% blight +9% cold Res.pen +25% cold Melee Ret 6 blight ----- def ----- Armour +1 Defense +3 (+1 eff.) Resists +3% blight Evasion: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 32% chance to evade melee and ranged attacks and 33 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Crystle's Astral Bindings (0 def, 0 armour) Crystle's Astral Bindings (0 def, 0 armour)1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+1 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
hardened leather gloves 'Emelida' (0 def, 2 armour) hardened leather gloves 'Emelida' (0 def, 2 armour)1.0 T2 hands armor [Rare] Nature While equipped: dps ---------- Phys.pwr +15 (+6 eff.) Melee+ 5 cold Dmg.mod +6% cold ----- def ----- Armour +2 Resists +6% fire +9% darkness +7% cold Die.at -60.00 life Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
scouring hardened leather gloves (0 def, 2 armour) scouring hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Ego+] Disrupt While equipped: dps ---------- On Melee Ret: * 21 arcane resource burn ----- def ----- Armour +2 Spell.save +8 (+4 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Bimnir the cashmere wizard hat (2 def, 0 armour) Bimnir the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Rare] Psionic While equipped: Stats +1 Str dps ---------- Dmg.mod +13% mind Acc +10 (+3 eff.) ----- def ----- Defense +2 (+0 eff.) Resists +6% acid +13% mind +3% light +12% lightning Mind.save +3 (+3 eff.) ---------- misc Max.stam +30.00 A pointy cloth hat, very wizardly... |
cashmere wizard hat 'Duvedil' (2 def, 0 armour) cashmere wizard hat 'Duvedil' (2 def, 0 armour)2.0 T3 head armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +18% blight +15% light +15% arcane Res.pen +15% blight On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 20 ----- def ----- Defense +2 (+0 eff.) Resists +22% light A pointy cloth hat, very wizardly... |
stabilizing cashmere wizard hat of balance (2 def, 0 armour) stabilizing cashmere wizard hat of balance (2 def, 0 armour)2.0 T3 head armor [Ego] Master/Psionic While equipped: Stats +4 Wil ----- def ----- Defense +2 (+0 eff.) Phys.save +7 (+4 eff.) ---------- misc Equi/ret +1.60 Psi/ret +1.30 Hate/ret +1.50 A pointy cloth hat, very wizardly... |
starseer's cashmere wizard hat (2 def, 0 armour) starseer's cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +5% darkness +7% temporal +3% light +5% physical ----- def ----- Defense +2 (+0 eff.) A pointy cloth hat, very wizardly... |
Durelen the rough leather cap (0 def, 3 armour) Durelen the rough leather cap (0 def, 3 armour)2.0 T1 head armor [Rare] Nature While equipped: ----- def ----- Armour +3 Fatigue +1% Resists +11% light +12% darkness +6% mind HP.reg +4.00 Knockbk- +10% A cap made of leather. |
Gilunik the Nimbussting (0 def, 4 armour) Gilunik the Nimbussting (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +4 Cun +3 Dex dps ---------- Res.pen +20% lightning Apr +6 Melee Ret 4 fire ----- def ----- Armour +4 Fatigue +4% Resists +3% lightning +14% light +3% fire +15% darkness +7% cold ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
6 agate 6 agate0.0 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. |
11 spinel 11 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 ametrine 8 ametrine0.0 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. |
8 citrine 8 citrine0.0 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. |
11 zircon 11 zircon0.0 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. |
5 aquamarine 5 aquamarine0.0 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. |
11 opal 11 opal0.0 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. |
7 topaz 7 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+3 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+3 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 amethyst 7 amethyst0.0 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. |
4 lapis lazuli 4 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+4 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+6 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+4 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+6 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Crystal Focus Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane A part of set. 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. |
60 alchemist agate 60 alchemist agate0.0 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. |
iron pickaxe of endurance (dig speed 37 turns) iron pickaxe of endurance (dig speed 37 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 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. |
Rod of Annulment (1/1) Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Torchspawner the dwarven-steel torque of gale force [power 235] (17/15 cooldown) Torchspawner the dwarven-steel torque of gale force [power 235] (17/15 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Melee Ret 4 fire On Hit (Melee): * 20% chance to slow global speed by 46% * 10 arcane resource burn ----- def ----- Resists +6% blight +3% fire Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 235 physical damage Puts all charms on 15 cooldown 100% to gain a 16% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Ulodin [power 105] (17/15 cooldown) Ulodin [power 105] (17/15 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: ----- def ----- Resists +2% physical Crit.chn- 5.00% Heal.mod +5% Poison- +10% Fire a magical bolt dealing 105 acid damage Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Heart of the Sandworm Queen Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
By jaki the Cornac Flenser level 21
75th Haze 122nd year of Ascendancy at 21:40 see stats
By jaki the Cornac Flenser level 12
12nd Dusk 122nd year of Ascendancy at 04:08 see stats
By jaki the Cornac Flenser level 18
63rd Dusk 122nd year of Ascendancy at 22:24 see stats
By jaki the Cornac Flenser level 10
9th Mirth 122nd year of Ascendancy at 03:56 see stats
By jaki the Cornac Flenser level 20
30th Haze 122nd year of Ascendancy at 09:33 see stats
By jaki the Cornac Flenser level 20
31st Haze 122nd year of Ascendancy at 05:11 see stats
By jaki the Cornac Flenser level 9
4th Mirth 122nd year of Ascendancy at 10:35 see stats
By jaki the Cornac Flenser level 16
46th Dusk 122nd year of Ascendancy at 06:49 see stats
By jaki the Cornac Flenser level 20
33rd Haze 122nd year of Ascendancy at 10:13 see stats
By jaki the Cornac Flenser level 18
52nd Dusk 122nd year of Ascendancy at 09:15 see stats
By jaki the Cornac Flenser level 23
8th Allure 123rd year of Ascendancy at 02:53 see stats
Log
Jaki starts regenerating health quickly.
Burning from Gloriwyn the Guardian hits jaki for 11 fire damage.
Waking Nightmare from Gloriwyn the Guardian hits jaki for 34 darkness damage.
Bleeding from Jaki hits Thought-forged bowman for 5 physical damage.
Gloriwyn the Guardian uses Mind Sear.
Gloriwyn the Guardian hits jaki for 201 mind damage.
Ce'Nutha the large white snake uses Slime Spit.
Thought-forged bowman uses Steady Shot.
Thought-forged bowman's Steady Shot misses jaki.
Jaki loses sight!
Jaki succumbs to the nightmare!
Jaki speeds up.
Talent Rune: Shielding is ready to use.
Burning from Gloriwyn the Guardian hits jaki for 11 fire damage.
Waking Nightmare from Gloriwyn the Guardian hits jaki for 34 darkness damage.
Bleeding from Jaki hits Thought-forged bowman for 5 physical damage.
Jaki uses Rain of Agony.
Thought-forged bowman shrugs off jaki's 'Decrepitude Disease'!
jaki misses Something.
jaki misses Something.
Thought-forged bowman shrugs off jaki's 'Silenced'!
jaki steals life from Something!
jaki receives 1 healing from Bloodcaller.
jaki hits Something for 54 physical, 20 blight, 15 fire, 4 mind, 29 darkness, 27 physical, 4 mind (152 total damage).
Something misses jaki.
Something hits jaki for 3 fire damage.
Jaki is poisoned and cannot move!
Something hits jaki for 148 nature damage.
jaki the level 23 cornac flenser was treehugged to death by Ce'Nutha the large white snake on level 1 of Ruined Dungeon.